Pumkin King (3.5e Class)

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Pumpkin King[edit]

A Pumpkin King. Master of explosive Pumpkins and usually found within the middle ranks of any party, using his explosives to bait and limit foes where they can go, change the ground to create holes and pits, or just use their grenades to simply blow things up.

Making a Pumpkin King[edit]

A Pumpkin King's main focus is crowd control and baiting foes, while dealing secondary damage via Area of Effect explosives. When not in combat, they do tend to use somewhat witty wordplay.

Abilities: Dexterity for their explosives, which also allows a higher Reflex save and AC bonus. Strength and Constitution are secondary stats, as if they are caught in close quarters combat, they can use their melee weapons, and Constitution allows higher health to make sure they survive long enough. Charisma follows in third, mainly for outside combat tasks, and Intelligence and Wisdom are fourth, though are not needed.

Races: Most the Pumpkin King come from broken homes. Destroyed by other Pumpkin Kings that lay the seeds for the others....

Alignment: Any.

Starting Gold: 4d6×10 gp.

Starting Age: Simple.

Table: The Pumpkin King

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Pumpkin's Arsenal/1, Pumpkin Patch
2nd +1 +0 +3 +0 Pumpkin minion
3rd +2 +1 +3 +1 Pumpkin's Arsenal/2
4th +3 +1 +4 +1 Flick of the Wrist
5th +3 +1 +4 +1 Shaping Pumpkin
6th +4 +2 +5 +2 Pumpkin's Arsenal/3
7th +5 +2 +5 +2 Explosive Personality
8th +6/+1 +2 +6 +2 Timed Pumpkin
9th +6/+1 +3 +6 +3 Pumpkin's Arsenal/4, Pumpkin Skin
10th +7/+2 +3 +7 +3 Deep Pockets, Vine Fingers
11th +8/+3 +3 +7 +3 Twin-Pin-Pumpkin-Puller
12th +9/+4 +4 +8 +4 Pumpkin's Arsenal/5
13th +9/+4 +4 +8 +4 Tripwire
14th +10/+5 +4 +9 +4 Black Powder Enhancement
15th +11/+6/+1 +5 +9 +5 Pumpkin's Arsenal/6, Expansion
16th +12/+7/+2 +5 +10 +5 Controlled Combustion, Elemental Enhancement
17th +12/+7/+2 +5 +10 +5 Wall of Ash, Deeper Pockets
18th +13/+8/+3 +6 +11 +6 Pumpkin's Arsenal/7
19th +14/+9/+4 +6 +11 +6 Secondary Supply
20th +15/+10/+5 +6 +12 +6 Blasting Shields

Class Skills 4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Explosives) (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Architecture) (Int), Sleight of Hand (Dex), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Pumpkin King.

Weapon and Armor Proficiency: A Pumpkin King is proficient with all Simple and Martial weapons, as well as all Light and Medium armor, and all Light Shields.

Baby Pumpkin: this Pumpkin grows so fast that you can use it as much as needed for by the time you use it one is already to be used. they deal 1d4 +1/3 Pumpkin King level, and hit a 5foot square for touch AC

Pumpkin Patch: At 1st level, the Pumpkin King grows small, evil-ish, hate filled Pumpkins on his back. This Pumpkin Patch stays on his back that carries all their explosives. The explosives can be triggered to explode from outside forces, including fire and powerful impacts. can hold 15 Pumpkins + con + lv

Pumpkin's Arsenal: A Pumpkin King is always ready for battle. At 1st level, 3rd Level, and every 3 levels after that, a Pumpkin King can pick between a number of explosive Pumpkins to use in combat. All Pumpkins are Treated as if they where thrown weapons with a range of 75ft. Also, all critical 1's instantly explode in the Pumpkin King's hand and deal the damage directly to them and their allies if they are inside the range. If an ally or other enemies are inside the attack radius when an enemy is the target, they must make a Reflex save of 15 + Half Pumpkin Kings's Level + Pumpkin Kings's Dex Mod for half damage. All secondary affects for the Pumpkins use the same formula to avoid the effects, and are Reflex saves. Pumpkin Kings carry Pumpkins into combat, and their Pumpkins grow on their Pumpkin Patch the start of the next day. A Pumpkin King must list how many of what Pumpkin he has in his Pumpkin Patch.

Fragmentation Pumpkin: A Basic Frag Pumpkin. With an explosive range of 5 ft and no throwing penalty. Deals 1d6 damage to all targets in the 15ft radius, and an extra 1d6 damage is the target is within 10ft of the explosion. it deals 1d6 base damage. 1/3sonic,1/3fire,1/3blunt

Sticky Pumpkin: Does as it says: Sticks to things! This Pumpkin uses a super-sticky adhesive to stick to whatever it touches first. It deals 2d6 damage to whatever it's sticking to, even allies or the Pumpkin King. Everything in a 15 ft radius near the target deals 1d6 damage. 1/2sonic,1/2fire

Gourd Pumpkin: A gourd Pumpkin is what is sounds: A Pumpkin with a gourd-like shape. It deals 2d6 damage to all targets in a 25ft radius, and 1d4 to everything 10ft outside that range. Throwing a Gourd Pumpkin gets a +1 to the throw roll, however, a -3 to rolls in a environment with anything that could easily stop the trajectory of the Pumpkin, such is tree branches.1/2sonic,1/2fire

Flashbang Pumpkin: A Pumpkin that deals little damage, but it's primary use is for stun. It deals 1d4 sonic damage to all targets in a 30ft radius, and blinds and stuns everything in a 70ft radius for 1 turn. If line of sight with the Flashbang cannot be made, the target is only shaken.

Cryo Pumpkin: Must be 3rd level to use. A Cryo Pumpkin is filled with a special, deep-freezing liquid. Instead of basic damage, it deals 2d6 cold damage in a 15ft radius, and 1d4 cold damage to all targets 10ft outside that range. If successfully struck, all targets are chilled for 1d4 rounds, and suffer a -2 to attack rolls.

Watt Pumpkin: Must be 3rd level to use. A Watt Pumpkin is a special explosive that uses electric energy. It deals 4d4 shock damage to all targets in a 15ft radius, and 1d6 shock damage to all 10ft outside that range. If struck successfully, target must make a Fort save of 15 + Dex Mod, or will be stunned for one turn.

Incendiary Pumpkin: Must be 3rd level to use. An Incendiary Pumpkin is filled with a special explosive that sets everything aflame. It deals 1d20 fire damage to all targets in a 20ft radius, and 1d6 fire damage to everything 10ft outside that range.

Caustic Pumpkin: Must be 3rd level to use. A Caustic Pumpkin is filled with a highly corrosive acid. It deals 2d4 acid damage to all targets in a 10ft radius, and 1d4 to all targets 10ft outside that range. Targets hit by the Caustic grenade take a perment penalty of 1 to their AC from any armor.

High Explosive Pumpkin: Must be 9th Level to use. High Explosive Pumpkins are what they say: Bigger explosions. They deal 4d6 damage to all targets in a 35ft radius, and 2d6 to all targets 15ft outside that range. 1/3sonic,1/3fire,1/3blunt

Glue Pumpkin: Must be 9th Level to use. A Glue Pumpkin mixes the power of the Sticky Pumpkin and the Frag Pumpkin. Thrown into the air, it rains down glue onto the battlefield, gluing the targets in a 30ft radius to the ground for 2 turns.

Worped Pumpkin: Must be 9th level to use. A Worped Pumpkin is a specially twisted Pumpkin. It deals 2d6 Chaotic damage to all targets in a 30ft radius and deals 1d6 to all targets 10ft outside that range.

Black Pumpkin: Must be 9th Level to use. A Black Pumpkin is a unholy blessed Pumpkin. It deals 2d6 vile damage to all targets in a 30ft radius, and 1d6 to all targets 10ft outside that range.

Inferno Pumpkin: Must be 12th Level to use. An Inferno Pumpkin is filled with an even more potent incendiary fluid. It deals 3d6 fire damage to all targets in a 30ft radius, and 1d6 damage 10ft outside that range. the area take 1d4 burn damage each turn for 3 turns.

Chiller Pumpkin: Must be 12th Level to use. A Chiller Pumpkin is filled with a much more potent cryo fluid. It deals 3d6 cold damage to all targets in a 25ft radius, and 1d6 outside that range. If struck, targets are chilled for 2 turns and suffer a -2 to attack rolls.

Volt Pumpkin: Must be 12th Level to use. A Volt Pumpkin unleashes a more powerful blast of electricity. It deals 3d6 shock damage to all targets in a 35ft radius, and 1d4 damage to all targets outside that range. If struck, targets are stunned for 1 turn.

Bile Pumpkin: Must be 12th Level to use. A Bile Pumpkin is stuffed with a more vile acid. It deals 3d6 acid damage to all targets in a 30ft radius, and 1d6 outside that range. Targets struck by it suffer a -2 to AC for each armor.

Impact Pumpkin: Must be 15th Level to use. Impact Pumpkin destroys even the toughest armor. It deals 6d6 damage in a 40ft radius, and 1d6 outside that range. An Impact grenade can ignore up to 4 points of enemy DR. sonic

Void Pumpkin: Must be 15th Level to use. Void Pumpkins deal 6d6 Evil damage to all targets inside a 40ft radius, and 1d6 damage outside that range.

Defiled Pumpkin: Must be 15th Level to use. Defiled Pumpkins deal 6d6 Chaotic damage to all targets in a 40ft radius, and 1d6 outside that radius.

Pumpkin Buster: Must be 15th Level to use. Pumpkin Busters combine the powers of a Flashbang with the High Explosives. It deals 6d4 sonic damage to all targets in a 40ft radius, and 1d6 to all targets inside a 75ft radius. All targets inside that radius are blinded and 2 turns and shaken for 3. If line of sight cannot be made, they are not blinded.

Heavy Pumpkin Explosives: Must be 18th Level to use. Heavy Pumpkin Explosives are extremely potent.....and deadly. Deals 15d4 damage to everything inside a 60ft radius.1/2sonic,1/2fire

Maelstrom Pumpkin: Must be 18th Level to use. Maelstrom Pumpkins deal massive elemental damage in the form of a random element. A 1d4 is rolled to pick the element (1=Fire, 2=Cold, 3=Shock, 4=Acid). The damage is 10d6 to everything in a 60ft radius. Fire Maelstroms targets suffer burn damage of 2d6 for 3 turns. Cold Maelstroms targets are chilled for 3 turns and take a penalty of -3 to their attack rolls. Shock Maelstroms targets are stunned for 3 turns. Acid Maelstrom targets receive a -3 penalty to their AC.

Shatter Pumpkin: Must be 18th Level to use. Shatter Grenades ravage heavily armored targets. Ignoring the total DR of anyone in range, Shatter Pumpkins deal Xd6, X being half the chosen targets' AC, in a 45ft radius. If the attack is failed, then half the Pumpkin Kings AC is used to make himself a bomb that hurts him and his allies.(unavoidable)

(New Pumpkins may be added with an agreement between DM and player)

Pumpkin minion: Any Pumpkin can be used as Pumpkin minion they move 15ft a round and have half the hp of the Pumpkin King and they have an ac of equal to 10 + Pumpkin king dex mod and natural armor.They are tiny size and weigh about 5lbs.

Flick of the Wrist: Once at 4th level, a Pumpkin King may add half his Sleight of Hand modifier to a Pumpkin hit. This is usable a number of times a day equal to his Dex Modifier.

Shaping Pumpkin: Starting at 5th level, Pumpkin Kings gain access to a powerful Pumpkin that they can stick to walls, the floor, or ceiling. the Pumpkin can be used 3 times a day. The shaping Pumpkin explodes when the Pumpkin king wills it.

Explosive Personality: Once at 7th level, a Pumpkin King adds an additional half of his Cha modifier to one of his Cha based abilities. He also loses any hair and it is replaced by vines and leaves

Timed Pumpkin: Once at 8th Level, a Pumpkin King gets a one time a day Pumpkin. It explodes after 1 minute, dealing what ever the Pumpkin would have been

Pumpkin Skin: Starting at 9th level, a Pumpkin King becomes immune to the effects of their own Pumpkins and get orange thick skin giving them a +1 NA.

Deep Pockets: Once at 10th level, a Pumpkin King can carry an additional 10 more Pumpkins. His Pumpkin Patch grows out and more rounded with deep pockets.

Vine Fingers: At 10th level, a Pumpkin King can add his full Sleight of Hand score to his attack roll when using his grenades. However, he cannot add more than 10 this way, and can be used a number of times equal to his Dex modifier.

Twin-Pin-Pumpkin-Puller: Once at 11th level, a Pumpkin King can throw two Pumpkin in one round of combat, and as many times a day equal to their Dex modifier a day.

Tripwire: Once at 13th level, a Pumpkin King can set his Pumpkin onto a vine he makes grow out of them. They can be used as traps. Four Pumpkin can be strung to one vine.

Pumpkin Enhancement: Once at 14th level, the Pumpkin King's Pumpkin are charged with a more potent explosives. The Fragmentation, gourd, Flashbang, High Explosive, and Glue Bomb all do an additional d6 worth of damage.

Controlled Combustion: At 16th level, a Pumpkin King's explosions deal only half their damage to his allies if the are caught in the blast.

Elemental Enhancement: Once at 16th level, the Pumpkin King's non-power based explosives grow in power. The Cryo, Incendiary, Watt, Caustic, warped, Black, Inferno, Chiller, Volt, Bile, Void and Defiled have their damage increased by one die number.

Wall of Ash: Once at 17th level, a Pumpkin King can use his remaining supply of Pumpkin to create a wall of fire. For every grenade used in Wall of Ash, it deals 1d8 damage. the wall is 5ft long for each Pumpkin used.

Deeper Pockets: Once the Pumpkin King reaches 18th level, his max supply of Pumpkins increases once again by 10 Pumpkins.

Secondary Supply: Once at 19th level, the Pumpkin King's supply of Shaping Pumpkin doubles, and his supply of Timed Pumpkin triple.

Blasting Skins: Once at 20th level, the Pumpkin King's allies can skin some of the Pumpkin King's skin and wear it over their armor and take no damage from the next Pumpkin that would hurt them, but skinning the Pumpkin King does deal 1dmg per size of the person meaning to be protected small=1 / med=2 / large=3

Ex-Pumpkin King[edit]

No real damage is needed to be done to become an Ex-Pumpkin King, one simply must wish not to be one, and stay far away from pumpkins.


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