Atom Smasher (3.5e Class)

This page was marked as abandoned on 20:39, 5 February 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is of questionable balance. Reason: BAB needs to be a normal BAB. Monk rules should be used for unarmed damage. There are no "half-round" actions, maybe a move action or a standard action?


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

AtomSmasher

An AtomSmasher is a very short range high damage class with good movement and armour.

Making an AtomSmasher


Abilities: strength then constitution then dexterity then intelligence then whatever you like based on play style.

Races: Any.

Alignment: Chaotic good.

Starting Gold: 5d6×5 (87 gp 5 sp.).

Starting Age: Simple (but younger has no drawbacks).

Table: The AtomSmasher

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage1
FortRefWill
1st+1+2+2+2 Kinetic feed,Unarmed Strike, Gears of Motion 1d8
2nd+2+3+3+3 Armoured Evasion 1d8
3rd+3+3+3+3 Blinding Clap 1d8
4th+4+4+4+4 Gears of Smite 1d8
5th+5+4+4+4 Blasting clap 1d10
6th+6/+1+5+5+5 Wheel of Motion 1d10
7th+7/+2+5+5+5 Palm of Smashing 1d10
8th+8/+3+6+6+6 Immuned Body 1d10
9th+9/+4+6+6+6 Gear of Mark 2d6
10th+10/+5+7+7+7 Deafening Clap, Greater Kinetic Feed 2d6
11th+11/+6/+1+7+7+7 Clap of Nervous Disruption 2d6
12th+12/+7/+2+8+8+8 Palm of Paralysis 2d6
13th+13/+8/+3+8+8+8 Clap of Greater Blindness 2d8
14th+14/+9/+4+9+9+9 Wheels of Smite 2d8
15th+15/+10/+5+9+9+9 Clap of Greater Blasting 2d8
16th+16/+11/+6/+1+10+10+10 Palm of Spell Absorption 2d8
17th+17/+12/+7/+2+10+10+10 Gear of Fission 2d10
18th+18/+13/+8/+3+11+11+11 Palm of Mighty Smashing 2d10
19th+19/+14/+9/+4+11+11+11 Wheel of Mark 3d8
20th+20/+15/+10/+5+12+12+12 Clap of Atom Smash 3d8

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).


Class Features

A slight blue glow around the hands. Tattoos adorn the Atomsmasher's shoulder, back and chest. Where tenable because of climate an Atomsmasher will go shirtless, anyone who comments usually goes home with broken bones. In addition any time an Atomsmasher attempts to use a weapon it shatters before they can do anything.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Kinetic Feed (Su): At 1st level, an Atomsmasher may empower a Gear or Wheel, this takes a full round action and 1d10 of damage.

Gears of Motion (Su): At 1st level, an Atomsmasher may empower their Gear of Motion. The empowerment lasts until expended. When expended the Atomsmasher gains a free action 10 foot step for the next two rounds and does not provoke AoO. The "Gears" themselves are a tattoo around 5 inches across on the right shoulder of a group of gears that rotate and glow blue when empowered.

Armoured Evasion (Ex): At 2nd level or higher if an Atomsmasher makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used if an Atomsmasher is wearing no, light or medium armour. A helpless Atomsmasher does not gain the benefit of evasion.

Blinding Clap (Sp): At 3rd level, an Atomsmasher may take a half round action to blind everyone within 15 feet for 1d4, including the Atomsmasher. However everyone gets a will save.

Gears of Smite (Su): At 4th level, an Atomsmasher may empower their Gear of Smite. The empowerment lasts 1d6 rounds. When Gears of Smite is empowered if you score a critical hit on an opponent, or beat his AC by 10 or more, and deal damage equal to or greater than his Con, you may choose to sever one limb. When you sever a limb, you may choose to do so without depleting your opponent's hit points. The "Gears" themselves are tattoos on the palms of the Atomsmasher's hands two inches across of some different gears that also rotate and glow blue when empowered.

Blasting Clap (Sp): At 5th level, an Atomsmasher may clap, causing an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per Atomsmasher level (maximum 10d6) to every creature within 20 feet. Unattended objects also take this damage. The explosion creates almost no pressure. Blasting Clap may be used 5 times per day plus 1 per level of Atomsmasher gained after 5th.

Wheel of Motion (Su): At 6th level, an Atomsmasher may empower their Wheel of Motion. The empowerment lasts until expended. When expended the Atomsmasher gains a free action 10 foot step for the next four rounds. The "Wheel" itself is a tattooed ring around the Gears of Motion on the right shoulder that rotates and glows strongly blue when empowered.

Palm of Smashing (Ex): At 7th level, the Atomsmasher destroys a piece of enemy armour on a crit.

Immuned Body (Su): At 8th level, an Atomsmasher becomes immune to their own powers. An Atomsmasher may also empower their Immuned Body to recover from any disease at the passing of a Will save.

Gear of Mark (Su): At 9th level, an Atomsmasher may empower their Gear of Mark. The empowerment lasts until expended. The Gear is expended when the Atomsmasher transfers it to someone else as a half round action. The marked individual then has a Clap attached to them of any kind the Atomsmasher can use which can be activated at the Atomsmasher's discretion centered on the marked individual.

Deafening Clap (Sp): At 10th level, an Atomsmasher may take a half round action to Deafen everyone within 15 feet for 1d4, including the Atomsmasher. However everyone gets a will save.

Greater Kinetic Feed (Su): At 10th level, an Atomsmasher may empower 2 Gears or Wheels, this takes a full round action and 1d10 of damage. Both Greater Kinetic Feed and Kinetic Feed may be used in the same full round action at the cost of 3d10 of damage.

Clap of Nervous Disruption (Sp): At 11th level, an Atomsmasher may take a half round action to make everyone within 15 feet drop their weapons. However everyone gets a will save.

Palm of Paralysis (Su): At 12th level, an Atomsmasher may strike an enemy and send them to sleep for 1d6 rounds. They get a constitution save.

Clap of Greater Blindness (Sp): At 13rd level, an Atomsmasher may take a half round action to blind everyone within 20 feet for 1d4 rounds, including the Atomsmasher. However everyone gets a will save.

Wheels of Smite (Su): At 14th level, an Atomsmasher may empower their Gear of Smite. The empowerment lasts 1d8 rounds. When Wheel of Smite is empowered if you score a critical hit on an opponent, or beat his AC by 10 or more, and deal damage equal to or greater than his Con, you may choose to sever up to two limbs. When you sever a limb, you may choose to do so without depleting your opponent's hit points. The "Wheels" themselves are tattoos that ring the Atomsmasher's wrists they rotate and glow blue when empowered.

Clap of Greater Blasting (Sp): At 15th level, an Atomsmasher may clap, causing an explosion of flame that detonates with a low roar and deals 1d10 points of fire damage per Atomsmasher level (maximum 10d10) to every creature within 20 feet. Unattended objects also take this damage. The explosion creates almost no pressure. Blasting Clap may be used once per day plus 1 per level of Atomsmasher gained after 15th.

Palm of Spell Absorption (Su): At 16th level, an Atomsmasher may strike an enemy caster and steal one random spell. They get a constitution save.

Gear of Fission (Su): At 17th level, an Atomsmasher may empower their Gear of fission. The empowerment lasts 1d8 rounds. Whilst the Gear of Fission is empowered the Atomsmasher is immune to fire and electrical damage and their attacks do fire damage. They do suffer a weakness to cold whilst empowered. The Gear of Fission tattoo is a broad ring of interlocking gears that ring the stomach and a ribbon of more wrapped around the left upper arm and shoulder, when empowered both rotate and glow blue while the rest of the body takes on an eerie red glow and gray/black colour.

Palm of Mighty Smashing (Su): At 18th level, the Atomsmasher destroys a piece of enemy armour on a crit and roots them.

Wheel of Mark (Su): At 19th level, an Atomsmasher may empower their Wheel of Mark. The empowerment lasts until expended. The Wheel is expended when the Atomsmasher transfers it to two individuals as a half round action. The marked individual then has a Clap attached to them of any kind the Atomsmasher can use which can be activated at the Atomsmasher's discretion centered on the marked individual or if the Atomsmasher can place three marks on the same individual the Atomsmasher can teleport instantly to them from anywhere.

Clap of Atom Smash (Sp): At 20th level, an Atomsmasher may clap, causing an explosion of direct energy that detonates with a deafening thump and a mushroom cloud dealing 15d10 points of fire damage to every creature within 100 feet. Unattended objects also take this damage.


Weapon and Armor Proficiency: Light and medium armour, Atomsmashers have no weapon proficiency and indeed lose any they had from the instant they take a level in Atomsmasher.


Playing an Atomsmasher

Religion: None ever, they tend to argue.

Other Classes: They are nice if odd as long as no one is being hurt needlessly by someone with an unfair advantage, if you do do that then they will burn your house down and then slap you to death on the ashes.

Combat: Close combat strikers, with point blank AoE and the ability to booby trap enemies. They are best used in crowd control and boss punching dodging around the tanks to hit


Atomsmashers in the World

I see Evil kid, don't need no god to show me how. My way's better, 's always better to see for yourself, it might take longer bu's surer. Now I saw some bastard, skewered some little kid's dog 'cos it barked at 'is 'orse, an' I'm gonna punch 'is sternum through 'is spine. Now, get me a drink an' I'll bring you 'is skull.
—Durragan Fralm, Human Atomsmasher.

Atomsmashers are fighters for justice above all else and will, with little regard for themselves, go on a murder spree to avenge wrongdoing. They don't even mind lawful evil beings as long as they don't go after those without defence and play by rules, but one act of random cruelty is all it takes for them to end you.


Organizations: Everywhere there is a crater there is at least one elderly Atomsmasher and their pupils who trade justice and defence for succor with the local populace, every few years a roving Atomsmasher passes through and the eldest pupils follow them, in these places an Atomsmasher finds solace. Everywhere else there is injustice and their response to it doesn't make them popular with the powerful but if an Atomsmasher can't find a group amongst the disadvantaged who supports them it probably isn't worth dying over. thus they can often be found in the higher echelons of revolutionary groups ever vigilant for corruption.

NPC Reactions: The poor should like them, the rich should fear them for power corrupts and the guilty should run for their lives, because the Atomsmasher may never know how you fleeced those people but will still take your head if you are mean to your servants.

Atomsmasher Lore

Characters with ranks in Knowledge (history) can research the history of Atomsmashers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (history)(Int)
DCResult
5Close combat specialists who "clap".
10The "clap" makes you blind and sets you alight.
15They can move. fast.
20(Information on a specific Atomsmasher).



Back to Main Page 3.5e Homebrew Classes Base Classes

gollark: Macroscopic bee generators?
gollark: Macro lenses on cameras?
gollark: To discuss macron or Nim's excellent metaprogramming support?
gollark: Just tell them they aren't allowed to share cheaty things.
gollark: I don't think it actually bans you from *saying the word macro*.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.