Bone Crusher

World of Warcraft: Horde Player's Guide (HPG)Updated WoW RPG (3.5)

Bone Crusher is a D&D 3.5 character class from HPG. Hit die d12.

Requirements

Race: Any with a racial bonus to Strength (which the character can gain through racial levels). Alignment: Any non-lawful. Base A ttack Bonus: +6. Feats: Endurance, Improved Bull Rush, Power Attack. Special: Must be Medium or larger.

Type
Prestige
Hit Die
d12

Class Skills

and SurvivalWis
ClimbStr
CraftInt
IntimidateCha
JumpStr
SwimStr

Advancement

LevelBABFortRefWillSpecial
1+1+2+0+0Awesome Blow, mighty lifting, powerful fists
2+2+3+0+0Damage reduction 2/-
3+3+3+1+1Increased unarmed strike damage
4+4+4+1+1Powerful charge
5+5+4+1+1Damage reduction 4/-, unstoppable charge
6+6+5+2+2Increased unarmed strike damage
7+7+5+2+2Rampage
8+8+6+2+2Damage reduction 6/-
9+9+6+3+3Increased unarmed strike damage
10+10+7+3+3Last man standing

This roaring giant wades through his enemies, his foes unable to stop him. He does not even need weapons; his fists are enough. Arrows and blades bounce off his impervious hide, as he simply ignores any attack aimed at him. Each blow sends his opponents flying into the air. He is a bone crusher. Bone crushers are mostly orcs and dwarves who thrive on pain (their own and others) and focus on the purity of combat. Already confident in just how powerful they are, a bone crusher trains to become a living, unstoppable force. Bone crushers use their heads in combat, literally. No brains needed here. Indeed, some bone crushers claim that they enter an almost meditative state in combat, focused on

Weapon and Armor Proficiency: Bone crushers gain no new proficiency with weapons or armor. Awesome Blow: A bone crusher gains the Awesome Blow feat (see Alliance Player's Guide, Chapter 2: Class Options), even if he does not meet the normal prerequisites. This means that, as a standard action, the bone crusher may choose to subtract 4 from his melee attack roll and deliver an awesome blow. If he hits a corporeal opponent smaller than him with an awesome blow, his opponent must make a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the bone crusher's choice, and fall prone. The bone crusher can push the opponent only in a straight line, and the opponent can't move closer to the bone crusher than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. Mighty Lifting (Ex): As a character grows into a bone crusher, he learns to shrug off previous concepts of strength, lifting objects that would balk others. A bone crusher's carrying capacity doubles. Remember that two doubles make a triple, and so forth.

Powerful Fists (Ex): A bone crusher learns how to use his fists in combat to deliver powerful, ringing blows. A bone crusher's unarmed strike deals lethal damage, and he is considered armed with his unarmed strikes. At 1st, 3rd, 6th and 9th level, the bone crusher's slam damage increases by one step, as if he had increased in size. See Table 3-3: Increased Damage By Size in the Monster Guide for details. Damage Reduction (Ex): At 2nd level, the bone crusher shrugs off wounds that would cripple other characters. He gains damage reduction 2/-. At 5th level, his damage reduction increases to 4/-, and at 8th level it increases to 6/-. If the bone crusher has a damage reduction from another source (such as barbarian levels), damage reduction of the same type stack. For example, a 7th- level barbarian/5th-level bone crusher has damage reduction 5/-.

Powerful Charge (Ex): At 4th level, when the bone crusher makes a charge, his attack deals double damage if it hits. If he can make more than one attack during a charge, only his first attack deals double damage.

Unstoppable Charge (Ex): At 5th level, once a bone crusher starts moving, he becomes almost impossible to stop. The bone crusher receives a +4 circumstance bonus to resist trips or bull-rushes when charging or overrunning, as well as to resist being blocked while overrunning.

Rampage (Ex): At 8th level, when the bone crusher attempts an overrun, the target(s) may not choose to avoid the overrun. Furthermore, if he successfully knocks an opponent down, he may make a free unarmed attack on the fallen foe, gaining the standard +4 bonus on attack rolls Table 3 -1: The Bone Crusher (Bcr) Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Awesome Blow, mighty lifting, powerful fists 2nd +2 +3 +0 +0 Damage reduction 2/- 3rd +3 +3 +1 +1 Increased unarmed strike damage 4th +4 +4 +1 +1 Powerful charge 5th +5 +4 +1 +1 Damage reduction 4/-, unstoppable charge 6th +6 +5 +2 +2 Increased unarmed strike damage 7th +7 +5 +2 +2 Rampage 8th +8 +6 +2 +2 Damage reduction 6/- 9th +9 +6 +3 +3 Increased unarmed strike damage 10th +10 +7 +3 +3 Last man standing "This cannot be allowed to continue," Sir Bestor snapped. He slammed his fist on the table. "Every day the Damned move closer. And they always seem aware of our plans." The three other knights nodded. "What is your idea?" the youngest asked. "W e give them no time for reconnaissance," Sir Bestor said. He drew his great red blade, the steel shining like blood in the lamplight. "W e go tonight, ride over their settlement, grind the abominations into the dirt." The young knights cheered. "For the Scarlet Crusade!" A breeze blew through the room. A shutter banged open. The knights started and turned to the window. None of them noticed the shadow descend from the ceiling. The lamp died. A knight cried out, and drawn steel echoed in the room. The youngest knight groped until he found the lamp. The crash of armor hitting the floor rang in the room. Someone gurgled. The knight caught a spark on his flint and the lamp flared back into life. The other two knights stared at the body of Sir Bestor, lying dead on the floor. The youngest knight saw the shadow flit past the shutters. He ran to the window and scanned the darkness. The night showed him nothing. The assassin was gone. against a prone target. He may make as many free slams as he has overrun targets, but only one free attack per target. The bone crusher may combine his free attacks with the Awesome Blow feat as a free action, sending an opponent flying as well as causing damage. Bone crushers with horns may use gore attacks instead of unarmed strikes. If a bone crusher successfully overruns his target, he may keep going, overrunning anyone else in his path, until he is either blocked or reaches his full move distance.

Last Man Standing (Ex): At 10th level, the bone crusher becomes almost invincible in battle, able to fight far longer than seems possible. When reduced to negative hit points, if he's still alive, he automatically becomes stable. Wh en reduced to negative hit points, he may choose to act as if he were disabled, rather than dying. He must make this decision as soon as he's reduced to negative hit points (even if it isn't his turn). If he does not choose to act as if he were disabled, he immediately falls unconscious. When using this ability, he can take either a single move or standard action each turn, but not both, and he cannot take a full-round action. He can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) he takes 1 point of damage after completing the act. If he reaches his Stamina score in negative hit points, he dies.