Strong Man (3.5e Prestige Class)

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Toriko, A Strong Man

Strong Man[edit]

I don't need a weapon, I'll just punch my fist through their chest!
—Gregory, Human Fighter Strong Man

The Strong Man is a melee focused class, but for those with a high strength already, the idea of throwing a dragon becomes a little more possible. Strong Men are MADE for strength, a single punch from them can shatter armor, not to mention what they can do with a sword.

Becoming a Strong Man[edit]

Usually it's fighters and barbarians that enter this class for a little boost. It isn't impossible for other classes but the strength requirement and the feats needed sometimes limits the class too much for rangers or paladins.

Entry Requirements
Base Attack Bonus: +5.
Race: Any small, medium, or large humanoid.
Feats: Power Attack, Cleave.
Special: Strength of 18 or higher.

Table: The Strong Man

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Str Bonus Fast Movement Unarmed Damage
Fort Ref Will
1st +1 +2 +0 +0 Strength Bonus, Balls To The wall, Fast Movement, Unarmed Strike +4 +10ft 1d6
2nd +1 +3 +0 +0 Imp. Grapple +6 +20ft 1d8
3rd +2 +3 +1 +1 +6 +20ft 1d8
4th +2 +4 +1 +1 Bonus Feat +8 +30ft 1d8
5th +3 +4 +1 +1 +8 +30ft 1d10
6th +3 +5 +2 +2 Imp. Bullrush +10 +40ft 1d10
7th +4 +5 +2 +2 +10 +40ft 1d10
8th +4 +6 +2 +2 Bonus Feat +12 +50ft 1d12
9th +5 +6 +3 +3 +12 +50ft 1d12
10th +5 +7 +3 +3 Bonus Feat, Strength Speciality +14 +60ft 1d12

Class Skills (4 + Int modifier per level)
Climb, Intimidate, Jump, Swim, Craft, Search, Survival.

Class Features[edit]

Strength Bonus: A Strong Man gains increases to his strength score as he levels up. A Strong Man adds his Strong Man level, plus his "Strength Bonus" to his Strength. So a Strong Man level 4 would have a +12 to his Str.

Balls To The Wall: At 1st level, a Strong Man no longer adds his Dex bonus to Ac, and instead adds his Str bonus. He looses his Str bonus to Ac just as he would his Dex, if Flat-Footed or Etc. Also, you no longer add your dex mod to your reflex saves, but instead you add your strength mod.

Fast Movement: A Strong Man gains increased speed as he levels up, due to his strength.

Unarmed Strike: A Strong man is treated armed even when unarmed, and can use Imp. Sunder and any other "Weapon Required" feats with his bare hands. The damage of a Strong Man's Unarmed Strike increases as he levels.

Strength Speciality: At 10th level, the DC for anything involving Strength (Skill Checks, Strength Checks, ETC) is lowered by 10 for the Strong Man.

Strength Checks[edit]

For the purpose of making things simpler, Ive gone through some forums and I think I have the DC's for some interesting Strength Checks. Ripping off a pinned person's limb = DC 40, Ripping off a pinned person's head = DC 45, Ripping a pinned person in half down the middle = DC 50. Throwing a pinned Huge creature = DC 35, Gargantuan = DC 45, Collossal = DC 55.

Campaign Information[edit]

The Strong Man can fill in the role of any Fighter or Barbarian.

Playing a <-class name->[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->

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