Dire Human
First Post
Hello! I'm Dire Human, and I'm doing the finishing touches on a ranged barbarian build using Heavy Thrown weapons (coming soon!). I've just polished up one of the paragon paths for the class: the Hulking Hurler, based off the old 3.5 prestige class. While nowhere near as game-breaking as the original, I nevertheless feel that its mechanics could definitely use a once-over by a few extra eyes, and what better place than EnWorld?
Hulking Hurler
“Everything I touch becomes a deadly weapon. This axe. That chair. This stone. Even you.”
Prerequisite: Barbarian class, trained in Athletics
Hulking Hurler Path Features
Hulking Action (11th Level): When you spend an action point to make a ranged attack with a heavy thrown weapon and hit, one target of the attack and each enemy adjacent to that target is knocked prone.
Improved Improvisation (11th Level): Whenever you wield a one-handed improvised weapon, it gains a +2 proficiency bonus, the Heavy Thrown property, and its damage die increases to 1d6. In addition, you gain a +2 enhancement bonus to attack and damage rolls with unenchanted weapons, and critical hits with them deal an extra 1d8 times this bonus. This enhancement bonus increases to +3 at 16th level, +4 at 21st level, and +5 at 26th level.
Giant’s Grasp (16th Level): You gain Improved Grab as a bonus feat.
Hurl Anything (16th Level): You gain proficiency with the two-handed improvised ranged weapon. This weapon has a +2 proficiency bonus, a 1d10 damage die, the Heavy Thrown and Small properties, and a range of 5/10. Any object up to a heavy load is considered a two-handed improvised weapon.
Hulking Hurler Evocations
Tumble and Fall, Hulking Hurler Attack 11
Your toss is powerful enough to sweep its target off its feet, and it stumbles backwards into its allies.
Encounter [FONT="]✦[/FONT] Primal, Weapon
Standard Action, Ranged weapon
Requirement: You must be wielding a heavy thrown weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target 3 squares. If the target ends the push adjacent to an enemy, the target and one enemy adjacent to the target are knocked prone.
Aerial Assistance, Hulking Hurler Utility 12
Your expertise is useful not only against your enemies, but for your allies as well.
At-Will [FONT="]✦[/FONT] Primal
Move Action, Melee 1
Target: One ally
Effect: The target flies 5 squares. If the target cannot fly, it must land at the end of this movement.
Hurler’s Rage, Hulking Hurler Attack 20
To your allies, they are foes that must be defeated. To you, they are ammunition waiting to be used.
Daily [FONT="]✦ [/FONT]Primal, Rage, Weapon
Minor Action, Ranged weapon
Target: One creature
Attack: Strength + 4 vs. Reflex
Hit: The target is grabbed.
Effect: You enter the rage of the hurler. Until the rage ends, you gain a +2 power bonus to attack rolls with weapons with the Heavy Thrown property and can grab as a minor action. In addition, any grabbed creature of your size category can be used as a two-handed improvised weapon, and any smaller creature can be used as a one-handed improvised weapon.
Once during this encounter while raging, you can make the following attack as a ranged basic attack.
Creatures as Weapons
Your hurl anything feature, as well as the hurler’s rage power, can easily facilitate wielding a grabbed creature as a weapon. Here are the rules for doing so:
Hulking Hurler
“Everything I touch becomes a deadly weapon. This axe. That chair. This stone. Even you.”
Prerequisite: Barbarian class, trained in Athletics
Hulking Hurler Path Features
Hulking Action (11th Level): When you spend an action point to make a ranged attack with a heavy thrown weapon and hit, one target of the attack and each enemy adjacent to that target is knocked prone.
Improved Improvisation (11th Level): Whenever you wield a one-handed improvised weapon, it gains a +2 proficiency bonus, the Heavy Thrown property, and its damage die increases to 1d6. In addition, you gain a +2 enhancement bonus to attack and damage rolls with unenchanted weapons, and critical hits with them deal an extra 1d8 times this bonus. This enhancement bonus increases to +3 at 16th level, +4 at 21st level, and +5 at 26th level.
Giant’s Grasp (16th Level): You gain Improved Grab as a bonus feat.
Hurl Anything (16th Level): You gain proficiency with the two-handed improvised ranged weapon. This weapon has a +2 proficiency bonus, a 1d10 damage die, the Heavy Thrown and Small properties, and a range of 5/10. Any object up to a heavy load is considered a two-handed improvised weapon.
Hulking Hurler Evocations
Tumble and Fall, Hulking Hurler Attack 11
Your toss is powerful enough to sweep its target off its feet, and it stumbles backwards into its allies.
Encounter [FONT="]✦[/FONT] Primal, Weapon
Standard Action, Ranged weapon
Requirement: You must be wielding a heavy thrown weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target 3 squares. If the target ends the push adjacent to an enemy, the target and one enemy adjacent to the target are knocked prone.
Aerial Assistance, Hulking Hurler Utility 12
Your expertise is useful not only against your enemies, but for your allies as well.
At-Will [FONT="]✦[/FONT] Primal
Move Action, Melee 1
Target: One ally
Effect: The target flies 5 squares. If the target cannot fly, it must land at the end of this movement.
Hurler’s Rage, Hulking Hurler Attack 20
To your allies, they are foes that must be defeated. To you, they are ammunition waiting to be used.
Daily [FONT="]✦ [/FONT]Primal, Rage, Weapon
Minor Action, Ranged weapon
Target: One creature
Attack: Strength + 4 vs. Reflex
Hit: The target is grabbed.
Effect: You enter the rage of the hurler. Until the rage ends, you gain a +2 power bonus to attack rolls with weapons with the Heavy Thrown property and can grab as a minor action. In addition, any grabbed creature of your size category can be used as a two-handed improvised weapon, and any smaller creature can be used as a one-handed improvised weapon.
Once during this encounter while raging, you can make the following attack as a ranged basic attack.
Secondary Target: One creature
Secondary Attack: Strength vs. Reflex
Hit: 6[W] + Strength modifier damage.
Miss: Half damage.
Secondary Attack: Strength vs. Reflex
Hit: 6[W] + Strength modifier damage.
Miss: Half damage.
Creatures as Weapons
Your hurl anything feature, as well as the hurler’s rage power, can easily facilitate wielding a grabbed creature as a weapon. Here are the rules for doing so:
- The grabbed creature is considered an improvised weapon, and can only be used with basic attacks.
- If the attack hits, the damage is divided equally between the target and the grabbed creature.
- If the grabbed creature is used with a ranged attack, the grabbed creature falls prone in the target’s space after resolving the effects of the attack.