Author Topic: The Incredible Hulk  (Read 8900 times)

Offline Kalleo

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The Incredible Hulk
« on: May 07, 2012, 09:00:38 PM »
A friend of mine asked me to help him come up with a character design for a Hulking Hurler that isn't just a 1 trick pony, sucking at melee combat, and who is fully playable as an actual effective PC, not a hypothetical damage monster. As I was working on it, I basically realized that I was building The Hulk. Thus, in honor of The Avengers, I give you my take on The Incredible Hulk.

Books Required:
Races of Stone, Dungeonscape, Miniatures Handbook, Dragon Magazine 355, SRD. Also, LA Buyoff is assumed.

Variants Used:
Bear Totem Barbarian (Barbarian, Complete Champion)
Dungeon Crasher (Fighter, Dungeonscape)
Chaos Monk Class (Dragon Magazine 355)
Overwhelming Attack Style (Monk, SRD)
Goliath Racial Substitution Level (Barbarian, Races of Stone)


Bruce Banner was once a friendly, helpful Goliath. Having always gotten along well with the Gnomish people living near his village, he eventually began to work with the little folk, assisting them in their labs, using his natural size and strength to move equipment and supplies. However, one day, a tragic accident occurred. The gnomes were searching for a way to tap into the hidden strengths that all humanoids have. Then an accidental overdose of a mysterious alchemical substance altered his body chemistry. And now when Bruce Banner grows angry or outraged, a startling metamorphosis occurs. He must now find a way to control the raging spirit that dwells within him.

Bruce Banner, Goliath Barbarian 1/Chaos Monk 2/Fighter 6/Hulking Hurler 3/War Hulk 8

LEVEL 1: Fling Enemy
Chaos Monk 1: Improved Unarmed Strike, Power Attack
Chaos Monk 2: Improved Bull Rush
LEVEL 3: Brutal Throw
Fighter 1: Knockback
LEVEL 6: Power Throw
Fighter 4: Weapon Focus (Any Thrown)
LEVEL 9: Point Blank Shot
LEVEL 12: Cleave
LEVEL 15: Multigrab
LEVEL 18: Reckless Rage

+11 BAB and the Flailing Strike ability from Chaos Monk (basically it's Flurry of Blows, but you roll 1d4-1 to determine how many extra hits you get) mean that he is still a force to be reckoned with in melee, punching 3-6 times each round.

However, his REAL strength lies in his ability not just to punch things, but to slam them around a bit.

STRATEGY BY LEVEL BREAKDOWN:
Bruce begins with the ability to Rage (thus becoming Large due to his Goliath heritage), Flailing Strike for up to 3 additional hits, and Grapple them for free with Improved Grab. Of course meaning once they’re grabbed, the Hulk can pummel them into oblivion.

By level 5, the Hulk has developed the beginnings of his most brutal combo. Obviously all of the above is still applicable, but now, you have Knockback and Dungeoncrasher (part 1). That means if he power attacks someone with his fist, it automatically triggers a free bull rush attempt. If they’re successfully bull rushed into a wall or other solid object, they then take 4d6 + STR*2 damage.

Level 6, all of the above remains true, and now the Hulk can also trigger the Bull Rush/Dungeoncrasher combo by using Power Throw on the enemies he flings.

Level 9, Dungeoncrasher is upgraded,  now doing 8d6 + STR*3 to those who are bullrushed.

By level 15, having gained more control over his rage, the Hulk can now punch 2 different enemies, grab and grapple both of them (with a -10 penalty, but c’mon…), and then fling them at some other unfortunate bastards who happen to be lurking nearby.

And finally, because I was curious…assuming an 18 strength, belt of strength +6, reckless rage feat, and a +5 Tome of Strength…here’s the Hulk's
HYPOTHETICAL MAX THROWING DAMAGE (using Overburdened Heave from Hulking Hurler)

STRENGTH: 18 + 4 (Goliath) + 5 (Levels)+ 6 (Mountain Rage) + 6 (Belt of Strength) + 16 (War Hulk) + 2 (Reckless Rage) + 5 (Tome) = 62

CARRYING CAPACITY = 346 *4*4*4*4 = 88,576 lbs maximum medium load

DAMAGE OF AN 88,576 OBJECT =   (88,576 – 400)/20 = 441+5 = 456 d6s.
FINAL DAMAGE:      456d6 + 31, with a +42 to hit.

So, he can throw 3-6 punches for roughly 1d6+36 each, not counting Power Attack. He can also fling enemies into other enemies. Anyone he power attacks, punches or throws, is flung backwards. If they hit a wall, they take 8d6+93 damage. And if all else fails, he can just lob an 88,000 pound object and one shot a dragon.
« Last Edit: May 07, 2012, 09:12:02 PM by Kalleo »

Offline Kalleo

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Re: The Incredible Hulk
« Reply #1 on: May 07, 2012, 09:08:38 PM »
Whoops. Realized that Goliath's don't have the racial Rock Hurling ability required for Fling Enemy. Not the biggest deal, since War Hulks get the ability (or one so nearly identical I'd be amazed if it didn't qualify...) at level 3. Just requires a bit of rearrangement, which I may get to soon enough.

Offline sirpercival

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Re: The Incredible Hulk
« Reply #2 on: May 07, 2012, 09:11:06 PM »
Get rid of Cleave, it's just not very useful.  Get Shock Trooper instead.
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Offline Kalleo

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Re: The Incredible Hulk
« Reply #3 on: May 07, 2012, 09:14:36 PM »
Get rid of Cleave, it's just not very useful.  Get Shock Trooper instead.

Yep, Cleave sucks for this build. But it's required for War Hulk. I completely forgot that I was basically already qualifying for Shock Trooper, though, and that the directed bull rush would be extremely useful. Replace Multigrab with that, and stick Multigrab where Reckless Rage is, imho.

Offline awaken_D_M_golem

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Re: The Incredible Hulk
« Reply #4 on: May 08, 2012, 06:35:59 PM »
One of the original Hulking Hurler builds,
had Firewine and Psychofeedback.
Easy enough to build into this.

Pounce Barb or Martial Monk can work too.

Barb 1 / Dungeoncrasher ... has suddenly
shown up a bunch, the last week or so.
 :plot Conspiracy ??
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Offline Dawnmor

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Re: The Incredible Hulk
« Reply #5 on: May 09, 2012, 12:48:09 PM »
I created a character quite awhile ago following the same lines as you are.  Except I went with a different route.  I went for a pure force to be reckoned with instead.

I went with a Half Ogre, Feral, Barbarian, Warhulk.  If I wanted an extra 8 strength I woulda gone with a Half dragon template as well.  The thing with the Hulk is that he was a great jumper, he could leap and bound over great distances, which I am not sure if thats possible in DND without magical support.  But I would get my strength up as high as it could go, then grab Warhulk, and frenzied Berserker for atleast 4 levels.  A pure strength intent character can say to HECK with BAB as its made up from his great strength and his ability to do insane damage in few attacks.  So you can throw a Rock that does 4d6 damage or something, with +40 str to damage mod, EASY!, or more 2x a round.  On average thats about 52 average damage, thats 104 damage in 1 round.  And if your party needs you to break down a door or make a entrance your the man for the job.

You could squeeze out more if you want too.  Take the feat Roll with it, atleast 5x if you got feats to spare so you can get a 10/- DR on top of your other DR as well, between the FH from Feral, the DR from Feral, Barbarian, and that feat, you shouldnt have a problem.

If you want to really make things more interesting, go Psi warrior, that could be a bit more amusing if you want to go that route.  But Barbarian is more likely and you can play the Big stupid fighter alot better lol.

For this you need Strength and Con, Take Fist of the Forest as well so you can get your Wis, Con, to AC then take Monks belt I think they stack.  If you want to tag on another template and you dont care, grab SAINT, that allows you to tag on your Wis again.  So high Wis, Str, Con are your friends :)., that is if you dont care about XXX amount of attacks and you just want to have some pure arse fun!!!.

Offline phaedrusxy

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Re: The Incredible Hulk
« Reply #6 on: May 09, 2012, 01:33:50 PM »
Doesn't it need Extra Rage? Otherwise, he can only do all this for one encounter per day?
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Offline Kalleo

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Re: The Incredible Hulk
« Reply #7 on: May 09, 2012, 02:08:51 PM »
Doesn't it need Extra Rage? Otherwise, he can only do all this for one encounter per day?

Yeah, that's a definite flaw. Since I was designing this for a friend, I was trying to squeeze in everything he wanted to do - throw people, be competent in melee, do tons of damage, be a Hulking Hurler, grow when raging...There was a lot to mash in there. So yeah, I need to figure out a way to get in Extra Rage. I agree with the above statement that psychic warrior would be great. Trying to keep as much War Hulk in there as possible, by request, kinda killed that. But then again, psywar would give more feats, which this build desperately needs, and the +2 STR from Expansion kinda negates the benefit of taking War Hulk over Psywar anyway. Think I should rework it to include that? Although at that point, multiclassing seems like it becomes a bit of a problem, since this is a character that's meant to be played.

Offline Dawnmor

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Re: The Incredible Hulk
« Reply #8 on: May 09, 2012, 05:16:29 PM »
I didnt take Extra rage, if you want to rage 2 more times a day with each level of the feat then take out ROLL WITH IT, its all about what the person wants to do.  I wanted a pure strength character and to heck with how many templates I could stack on to get it.

But each person is different.

Offline Endarire

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Re: The Incredible Hulk
« Reply #9 on: May 09, 2012, 06:44:13 PM »
What about dipping Bloodstorm Blade?

Offline Tshern

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Re: The Incredible Hulk
« Reply #10 on: May 09, 2012, 06:56:28 PM »
Or getting an item for your strikes so you can abuse Skillful enchantment? Sets your BAB to +15, which helps a bit. Not sure if you can use an Amulet of Natural Attacks to do that though.
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