Smasher (3.5e Class)
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For those who want to play something more … direct … than a barbarian.
Making a Smasher
Starting Age: Simple
|1st||+1||+2||+2||+2||Illiteracy, Not Speak Too Good|
|2nd||+2||+3||+3||+3||Smack ’em Hard +1, Two Fisted|
|3rd||+3||+3||+3||+3||Tough as Nails, Damage Reduction 1/-|
|4th||+4||+4||+4||+4||Smack ‘em Hard +2|
|5th||+5||+4||+4||+4||Impact, Pummell 1|
|6th||+6/+1||+5||+5||+5||Smack ‘em Hard +3|
|7th||+7/+2||+5||+5||+5||Fearless, Damage Reduction 2/-|
|8th||+8/+3||+6||+6||+6||Smack ‘em Hard +4|
|9th||+9/+4||+6||+6||+6||Demolish, Pummell 2|
|10th||+10/+5||+7||+7||+7||Smack ‘em Hard +5|
|11th||+11/+6/+1||+7||+7||+7||Trample, Damage Reduction 3/-|
|12th||+12/+7/+2||+8||+8||+8||Smack ‘em Hard +6|
|13th||+13/+8/+3||+8||+8||+8||Momentum, Pummell 3|
|14th||+14/+9/+4||+9||+9||+9||Smack ‘em Hard +7|
|15th||+15/+10/+5||+9||+9||+9||Improved Trample, Damage Reduction 4/-|
|16th||+16/+11/+6/+1||+10||+10||+10||Smack ‘em Hard +8|
|17th||+17/+12/+7/+2||+10||+10||+10||Primal Roar, Pummell 4|
|18th||+18/+13/+8/+3||+11||+11||+11||Smack ‘em Hard +9|
|19th||+19/+14/+9/+4||+11||+11||+11||Frightful Presence, Damage Reduction 5/-|
|20th||+20/+15/+10/+5||+12||+12||+12||Smack ‘em Hard +10|
All of the following are class features of the smasher.
Weapon and Armor Proficiency: Smashers are proficient with club, dagger (including punch dagger), dart, gauntlet, greatclub, javelin, mace (heavy or light), morningstar, sling, spear (including short spear and long spear), and warhammer. They are not proficient with any shields.
Smashers are proficient with light and medium armor but metal armor interferes with their abilities, which depend on a primal connection to nature. They therefore mostly wear padded, leather, or hide armor. (A smasher may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description).
A smasher who wears metal armor loses all her class features (except weapon and armor proficiencies and illiteracy) while the armor is worn. (They do not lose class abilities from wearing shields, even metal shields, although normal non-proficiency penalties apply.)
Illiteracy: Smashers do not automatically know how to read or write. A smasher may spend 2 skill points to gain the ability to read and write all languages she is able to speak. A smasher who gains a level in any class without the illiteracy class feature automatically gains literacy. Gaining a level in smasher does not provide literacy to a previously illiterate character.
Not Speak Too Good (Ex): Smashers gain a +4 bonus to all saves against language-dependent effects. This bonus is lost if the smasher becomes literate for any reason.
Smack ‘em Hard (Ex): At 2nd level, a smasher gains a +1 bonus to damage with one Bludgeoning attack per round. This bonus increases by +1 per two levels (+2 at 4th, +3 at 6th, etc.) for a total of +10 at level 20. If the smasher is wielding a two handed bludgeoning weapon, then the extra damage from this ability is doubled.
Two-Fisted (Ex): At 2nd level, a smasher Who has both hands free treats unarmed combat as a two handed weapon when determining Strength bonus and Smack 'em Hard bonus.
Impact (Ex): At 5th level, a smasher gains Improved Bull Rush and Improved Overrun as bonus feats. A smasher need not have any of the prerequisites normally required for these feats.
Pummell (Ex)): Starting at 5th level, a smasher determines unarmed combat damage as if she were one size category larger. This increases to two size categories at 9th level, to three size categories at 13th level, and four size categories at 17th level.
Demolish (Ex)): Starting at 9th level, a smasher ignores hardness equal to her Strength bonus when damaging objects with Bludgeoning attacks.
Trample (Ex): At 11th level, as a full-round action, a smasher can move up to twice her speed and literally run over any opponents at least one size category smaller than herself. The smasher merely has to move over the opponents in her path; any creature whose space is completely covered by the trampling smasher’s space is subject to the trample attack. If a target’s space is larger than five feet, it is only considered trampled if the smasher moves over all the squares it occupies. If the smasher moves over only some of the target’s space, the smasher can take an attack of opportunity against the smasher at a –4 penalty.
A trample attack deals bludgeoning damage (The smasher’s unarmed strike or slam damage plus 1.5 times her Str. modifier). Trampled opponents can attempt attacks of opportunity but these suffer a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saving throws to take half damage.
The saving throw DC against a smasher’s trample attack is 10 + 1/2 smasher’s level + the smasher's strength modifier. A trampling creature can only deal trampling damage to each target once per round, no matter how many times her movement takes her over a target creature.
Momentum (Ex): At 13th level, a smasher can charge through terrain that slows movement (but not terrain that blocks movement). The smasher can also charge through helpless creatures, allied creatures, and creatures she drops with trample damage.
Primal Roar (Ex): A 17th level smasher who is using Intimidate to demoralize an opponent applies her Strength bonus (if any) in addition to her Charisma modifier. This does not apply to other applications of Intimidate.
Frightful Presence (Ex): Starting at 19th level, a smasher can unsettle foes with her mere presence. She gains the Frightful Presence ability (DC 10 + half her levels in Smasher + her charisma modifier).