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Agharpulter

D&D 3e (3.0/3.5) Rules

by Clive Squire


Agharpulter

Agharpulters are a strange group of gully dwarf warriors that form into pyramids and fling themselves at the enemy, as living weapons. Agharpulters were first seen used effectively during the Battle of Hillhome (circa 346 PC), where they were instrumental in delivering a devastating blow to a Theiwar invading army set on leveling the small town.

The original agharpulters were trained by the famed Hero of the Lance, Flint Fireforge and the Perian Cyprium when the two were the King and Queen of Mudhole.
Hit Die: d6.

Requirements

To become an agharpulter, you must meet the following requirements.

Race: Gully Dwarf.
Base Attack: +2.
Skills: Balance +2, Jump +4.
Feats: Acrobatic.

Class Skills

The agharpulter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), and Tumble (Dex).

Skill Points at Each Additional Level: 2 + Intelligence modifier.

Class Features

The following are all class features for an agharpulter.

Weapon and Armor Proficiency: Agharpulters gain no additional weapon or armour proficiency.

Living Bullet (Ex): When thrown as part of an agharpult formation, the agharpultee (the aghar that is actually thrown) deals 1d6 points of bludgeoning damage plus his Strength modifier. The agharpultee gains an additional 1d6 points of damage every other level after the 1st level (dealing 2d6 at 3rd level and 3d6 at 5th level).

Aghar Jump (Ex): While being launched from an agharpult pyramid, the agharpultee executes a charge action on an opponent that is at least 5-feet below his starting height and no more than 30-feet below. If the charge action hits, the agharpultee either deals double damage from his living bullet attack or he can attempt a trip action, he doesn't make the normal attack action at the end of an aghar jump.

If he attempts the trip action he is considered to be a Medium-sized creature. After the attack, he suffers falling damage, as normal for a fall from the initial height, but he is allowed to make a Jump skill check (DC 15 +2 per 5-feet fallen) to negate the damage. If you fail the Jump skill check the agharpultee falls prone after landing.

The agharpultee may use this to initiate a grapple action and he is considered to be a Medium-Sized creature for the first grapple check. After the first check, he is considered his normal size.

When an agharpultee reaches 3rd level, he can make a single normal attack against the opponent that he used his aghar jump against (as per the normal for the charge action), as long as the agharpultee is not prone at the end of the aghar jump (that is, the agharpultee succeeded on the Jump skill check).

When an agharpulter reaches 5th level he can make a full attack action against an opponent that he used his aghar jump against. To use this, the agharpultee must not be prone at the end of the aghar jump (that is, the agharpultee must have succeeded on the Jump skill check).

The agharpultee cannot use aghar jump if he is under the effects of a fly, jump, or levitate spell.

Skill Mastery (Ex): At 2nd level, the agharpulter's jumping ability improves, he gains a +2 competence bonus to all Jump skill checks. This increases to +4 at 4th level.

Agharpulter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Living bullet 1d6, aghar jump (trip)
2nd +2 +0 +3 +0 Skill mastery
3rd +3 +1 +3 +1 Living bullet 2d6, aghar jump (partial)
4th +4 +1 +4 +1 Skill mastery
5th +5 +2 +4 +2 Living bullet 3d6, aghar jump (full)

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