Olympian

The Lion strode through the Halls of Hell;
Across his path grim shadows fell
Of many a mowing, nameless shape
Monsters with dripping jaws agape.
The darkness shuddered with scream and yell
When the Lion stalked through the Halls of Hell.
- Robert E. Howard

Hit Dice: d10

Level Base Attack Bonus Magic Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +0 +0 +1 +0 Tremendous Blow (+1d6)
2 +2 +0 +0 +2 +0 Olympian Talent
3 +3 +1 +1 +2 +1 Tremendous Blow (+2d6)
4 +4 +1 +1 +3 +1 Olympian Talent
5 +5 +1 +2 +3 +2 Tremendous Blow (+3d6)
6 +6 +2 +2 +4 +2 Olympian Talent
7 +7 +2 +3 +4 +3 Tremendous Blow (+4d6)
8 +8 +2 +3 +5 +3 Olympian Talent
9 +9 +3 +4 +5 +4 Tremendous Blow (+5d6)
10 +10 +3 +4 +6 +4 Olympian Talent

Tremendous Blow: An Olympian’s unarmed strike deals an additional +1d6 damage at 1st level, and increases by another +1d6 at every odd-numbered level. After a successful attack with Tremendous Blow's full damage, however, only half its damage dice (round down) are added to the Olympian’s attacks until the start of his next turn. Tremendous Blow can add lethal or nonlethal damage, at the user's option.

At 3rd level, an Olympian may use Tremendous Blow with a melee weapon rather than an unarmed strike, but his first successful attack each round adds only half the damage dice.

At 5th level, an Olympian may add one third of his Tremendous Blow dice to ranged attacks made with thrown weapons.

Olympian Talent: Starting at 2nd level, an Olympian gains one Olympian talent. He gains an additional Olympian talent for every 2 levels of Olympian attained after 2nd level. Unless its description states otherwise, an Olympian cannot select an individual talent more than once.

Armsman: When using a melee weapon, the Olympian’s first hit each round adds his full Tremendous Blow damage, as if he were attacking unarmed. He adds half of his Tremendous Blow dice when he attacks with a thrown weapon. An Olympian must be at least 4th level before choosing this talent.

Brutal Force: When the Olympian scores a critical hit, any damage dice applied to that attack from Tremendous Blow increase to d8's.

Center of Attention: The Olympian gets a +1 morale bonus to Will saves for every 5 bystanders who can see him, up to +2. The maximum bonus increases to +3 at 4th level, and increases by +1 every 2 Olympian levels thereafter. A bystander is anyone with an Intelligence score of at least 3 and no more than half the Olympian’s Hit Dice, regardless of their creature type. In addition, the Olympian’s personal presence makes it harder for others to take their eyes off him — anyone within 100 feet of the Olympian who can see him takes a -2 penalty on Perception and Sense Motive checks to notice something that isn't the Olympian or his equipment. His allies are accustomed to him, and don't suffer these penalties.

Challenge: As a swift action, the Olympian may challenge a foe. The challenged foe must be able to see or hear him and understand his words or gestures. If the target fails a Will save (DC 10+ 1/2 your Hit Dice + your Charisma modifier), he must attack the Olympian in preference to other targets. If he attacks another target, he takes a penalty to his attack roll equal to the Olympian's Intelligence modifier. This effect lasts for a number of rounds equal to the Olympian's Intelligence modifier. The Olympian may only challenge one foe at a time.

Eager Charge: The Olympian can make a charge over difficult terrain and through spaces occupied by his allies, provided he ends his movement in an unoccupied space.

Gut Blow: A target struck by your Tremendous Blow must make a Fortitude save (DC = the damage dealt) or be sickened for one round per your Hit Dice.

Incredible Leap: The Olympian’s jumping distances are doubled, both for vertical jumps and horizontal jump. When determining falling damage, he treats every 50 ft. of the fall as only 10 ft. instead.

Leg Shot: A target struck by your Tremendous Blow must make a Fortitude save (DC = the damage dealt) or have all movement speeds halved for one round per your Hit Dice. If affected by this ability again before the penalty wears off, he is instead immobilized for 1 round per point of your Strength modifier.

Lightning Grab: When an opponent attempts to grapple the Olympian and fails, he can make a free grapple check to initiate a grapple with that opponent himself, provided he has at least one hand free. The Olympian must have an attack of opportunity available for the round, and the grapple attempt costs one attack of opportunity. If the Olympian succeeds on the grapple check, he deals damage to the target as if he hit them with an unarmed strike.

Logical Extention: For each die of damage that the Olympian adds from Tremendous Blow, he gets a +1 to Strength checks to lift or break objects, and +1 to his effective Strength for determining his carrying capacity.

Meteoric Charge: When making a charge, the Olympian can attempt to overrun creatures in his path as a free action. He can only complete the charge if he successfully overruns each creature. If any overrun is unsuccessful, the charge ends in the space directly in front of that creature. Any creature knocked prone by the Olympian’s overrun takes half his Tremendous Blow dice in damage (which can be lethal, nonlethal, or any energy type taken through the Elemental Fist talent). An Olympian must have the Eager Charge talent before choosing this talent.

Powerful Build: The Olympian counts as 1 size category larger whenever it would be beneficial (except for reach).

Uncanny Dodge: The Olympian cannot be caught flat-footed, nor does he lose his Dexterity bonus to his Defense if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An Olympian with this ability can still lose his Dexterity bonus to his Defense if an opponent successfully uses the feint action against him.

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