War Hulking Hurler (3.5e Optimized Character Build)
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Game Rule Components
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Spells, Powers, Items
Hulking Hurler Class Features
This build uses the elite ability score array: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. All ability score increases are dumped into Str.
|1st||monstrous humanoid||Power Attack|
|2nd||monstrous humanoid||+2 Str (17)|
|3rd||LA||+2 Str (19)|
|4th||monstrous humanoid||Cleave||+2 Str (21)|
|5th||LA||+2 Str (23)|
|6th||monstrous humanoid||Large size|
|7th||Lolth-touchedMM4 template LA||+6 Str (29)|
|8th||barbarian||rage (33 str)|
|9th||war hulkMH||Point Blank Shot||+2 Str (31/35)|
|10th||war hulkMH||+2 Str (33/39)|
|11th||war hulkMH||+2 Str, ability score increase (36/40)|
|12th||war hulkMH||Weapon Focus (50-lb rock)||+2 Str (38/42)|
|13th||hulking hurlerCW||really throw anythingCW|
|14th||war hulkMH||+2 Str (40/44)|
|15th||war hulkMH||Brutal ThrowCAd||+2 Str, ability score increase (43/47)|
|16th||war hulkMH||+2 Str (45/49)|
|17th||war hulkMH||+2 Str (47/51)|
|18th||war hulkMH||Natural HeavyweightPlH||+2 Str (49/55)|
|19th||war hulkMH||+2 Str, ability score increase (52/56)|
|20th||hulking hurlerCW||overburdened heaveCW|
At this point you have a character with a 52 Str (56 with rage) and Brutal ThrowCAd allows the centaur to use Str bonus instead of Dex bonus for thrown weapons. The class feature really throw anything (Ex) allows the centaur to throw any object that would be considered a light load suffering only a −2 penalty to attack. Overburdened heave (Ex) allows the centaur to throw anything that is considered a medium load, as a full-round action. Natural HeavyweightPlH doubles the centaur's carrying capacity.
What's a light load for a raging centaur with a 56 Str? A medium bipedal creature's encumbrance with that Strength score is 19,584 lbs (306 × 64), but because a centaur is a large quadruped, it's triple: 58,752 lbs, and because he has Natural HeavyweightPlH it's doubled to 117,504 lbs. An improvised weapon of that size does [3 + (weight/200 lbs round up)]d6 points of damage, (see Complete Warrior, page 159) which comes out to be 591d6, and a 56 Str adds 23 more points of damage (2091.5 average).
If the centaur decides to use a full-round action for overburdened heave, he can hurl an improvised weapon up to 235,008 lbs doing 1179d6+23 (4149.5 average) points of damage.
You can use the standard point buy to max out strength instead of getting the elite ability score array. (+3 = 59)
Belt of giant strength +6 (= 65)
At this point 2,863,104 lbs is a light load. So you can throw an improvised weapon doing 14319d6+32 points of damage (50148.5 average; damage reduction? What's that?), and your attack bonus is (+17 BAB, +32 Str, −2 size, −2 improvised thrown weapon =) +45. Anything with an AC less than 48 can only be missed on a natural 1.
Overburdened heave: 28635d6+32 (100254.5 average)
add iron golem arm +12 ac d2 25/+2 +4 con and +12 str ( 92str (when raging)) 4 a +3 lv adust (can be taken at amy time)(give a gauntlet of rust to immune to rusting)
Though runes are usable by anyone, they are twice as expensive as scrolls, and if you get reusable runes from a character with enough levels in the runecasterPGtF FRCS PrC, they're even more expensive.
From the levels in war hulk, Intimidate is the only mental stat-based skill in which the centaur can have ranks.
Restrict the number of high-tonnage objects available to throw. Alternatively, don't allow PCs into the War Hulk class; it's intended as a way of advancing monsters.
Also effective is the use of illusory and/or decoy enemies to draw the Hurler's supply of ammunition. Finally, such throws are highly impractical anywhere with a low ceiling. In some cases, the projectile may not even fit in your dungeon.
If you can get your hands on a hammer of thunderbolts (shouldn't be easy) and gauntlets of ogre power (fairly easy at high levels), you'll get an extra +2 to Strength and a +5 weapon that does 6d6 base damage (after size increase from righteous might). Find an 8th-level caster to cast greater mighty wallopRotD and the weapon will do Colossal sized damage. So with all the bonuses you'll be doing 12d6+38 points of damage (80 average). Your enemies will have to make fortitude saves with every hit to avoid death from massive damage (barring damage reduction).
There is also the Gloves of Taarnahm the Vigilant (PGtF, 10,000 gp) Gives any weapon you are holding throwing and returning weapon qualities. If you were to include that improvised weapons gained this, then you won't have to worry about ammunition, provided you're able to catch the damn thing when it comes back.