Dungeon Crasher Style (Str)

There was a point in d20 where the “Dungeon Crasher” option for fighters was fairly widely recommended. After all, it opened up a niche that nobody else really had access to at the time – repositioning opponents without effectively giving up your actions to do it. It wasn’t the most powerful option of all time, but it was one of the few genuinely special toys that fighters could get. Personally I never ran into it much, simply because my games never ran much to Dungeons OR Classes; they tended to be wide-open transdimensonal Eclipse-based space operas where mages had trouble keeping up with martial types because a low-level fighter could be using advanced power armor, a microfusion missile launcher, ultratech grenades, and armored vehicles or spaceships. But there was a recent question about it, and it fits in among the other martial arts requests, so here is a (better edited and much more detailed) version of the quick notes that I gave that questioner to pass on to whoever-it-was that wanted it.

Dungeon Crasher is all about being a living wrecking ball – plowing through walls, traps, and opponents, smashing them between you and solid objects, and ignoring the consequences more or less as if you really were a huge ball of steel. You could build this as a spell or something – I once built a young 1’st edition mage who’s pride and joy was his thesis-project “boots of heavy kicking” that let him kick down doors, punt small creatures, and kick larger ones away from him as if he had 18/00 strength in his legs (only, and only a limited number of times per day, which made them MUCH cheaper than Gauntlets Of Ogre Power) – but this is a fighter thing, so I’m going to go with a nice cheap Martial Art. Any halfway decent Eclipse-built fighter will have several of those anyway.

Dungeon Crasher Style (Str-Based):

Requires: Improved Bull Rush (You no longer suffer an Attack Of Opportunity when you Bull Rush and gain a +4 bonus on your strength check to push back a defender) or equivalent point buy. A high Strength, a BAB of 2+, and an overwhelming desire to smash into things is highly recommended.

Basic Techniques:

  • Defenses 4, Specialized for Double Effect and Corrupted for Increased Effect (Applies to Saves too) / Only versus Traps. This will provide a bonus of +2/4/6/8 to the user’s AC and Saves against traps.
  • Power 4, Specialized and Corrupted for Triple Effect / adds +1d6 per level damage to the effects of Bull Rushing someone into a wall or similar obstacle. There’s a better technique later, but the basic technique is a start.

Master Techniques:

  • Breaking: You may add your Dungeon Smasher skill total to your rolls to break things. This can let you smash things REALLY effectively.
  • Sneak Attack 3: Specialized and Corrupted for Increased Effect (3d6 per time taken) / only with a successful Bull Rush maneuver ending in a wall to smash the opponent into.
    • Alternatively, you could reduce the maximum Sneak Attack rating to 2 and throw in Mind Like Moon: Specialized for Increased Effect / if the user is Surprised, he or she may roll initiative normally, but the only action they may take in the surprise round is to attempt to Bull Rush an opponent. If all opponents are too far away to be Bull Rushed, the effect is up to a full move towards them. This variant is a bit less damaging, but if surprise is a problem in a game can work surprisingly well.

Occult Techniques:

  • Inner Strength 2: This grants the user 6 or 12 (if taken twice) phantom “Constitution Points” to power other occult abilities with.
  • Light Foot: Specialized for Double Effect. The user may burn one point of Constitution (or a point from Inner Strength or Mana from Resilience) as a free action to gain +60 to a jump check or to Leap or run across water, grease, or other difficult terrain without difficulty / only to Bull Rush a target. This, of course, will let you slam people that you have no reasonable way to reach into walls.
  • Ki Block: Specialized for Increased Effect, The user may burn one point of Constituition or a point from Inner Strength or Mana from Resilience to may make a DC 20 Reflex check to block or dodge a single successful melee attack OR may make a second save (DC 15) against any attack which normally allows a Reflex save. If either save succeeds the effect is normal for a successful save. If both do the effect is entirely negated / Requires the use of a +3 or better shield.

So how does this match up with Dungeon Crasher?

Well, when Dungeon Crasher becomes available at level two (costing one feat) it offers +2 Competence Bonus to AC and Saves versus Traps, a +5 bonus on Strength checks to break a door, wall, or similar obstacle, and the ability to Bull Rush an opponent into a wall or other solid object to inflict 4d6 + twice your Strength bonus (if any) points of bludgeoning damage.

A level two character in Eclipse can spend 5 skill points on this martial art (or half that with Adept). If they have a +4 Strength Modifier (not hard to do in Eclipse if expensive in baseline d20) they’ll have a +9 total – five techniques.

If they take Defenses I, Power II, and Sneak Attack I they get a +2 (Typeless) bonus to AC and Saves versus Traps, a +9 bonus to breaking stuff, and can Bull Rush an opponent into a wall for (5d6 + Str Mod) damage.

That’s not a precise match – the bonus to breaking stuff is +9 instead of +5 and the Bull Rush damage is (5d6 + Str Mod) instead of (4d6 + 2 x Str Mod) which (presuming Str 18 again) would be an average of 21.5 versus 22 – but the overall costs are cheaper. If you really MUST get the average higher… Try taking “Doubled Damage” (6 CP) or persuade the game master that a body-check with a shield counts as using it as a two-handed weapon (which certainly sounds reasonable to ME).

At level six, the Martial Art version will have +4 Skill Ranks, for +2 Techniques/ Putting them both on the “Sneak Attack” effect would put the martial art at a +2 (Typeless) bonus to AC and Saves versus Traps, a +13 bonus to breaking stuff, and let the user Bull Rush opponents into a walls for (11d6 + Str Mod) damage instead of +4 (Competence), +10, and (8d6 + 3 x Str Mod). Still, the total Eclipse cost (presuming Adept) is only 1.5 CP for one-quarter use of Adept and 4.5 Skill points – the cost of one feat instead of two. Sticking another feat into it could upgrade the Martial Art version in all kinds of ways and still cost no more than the original ability.

Rather more importantly, the Martial Art version can continue improving at higher levels with more skill points, up to a maximum of a +8 (Typeless) Bonus to AC and Saves versus traps, (13d6 + Str Mod) damage on smashing targets into things, and an uncapped bonus to breaking things with a couple of extra abilities – being able to Bull Rush across chasms, water, and difficult terrain and being able to block an unlimited amount of damage several times per day. All at the cost of a half-feat plus (Level / 2) skill points. There are ways to boost that even further, but they start involving spending more character points or buying specialized gear.

I must admit that – while the idea is amusing – Dungeon Crasher isn’t my usual style. There’s nothing at all wrong with it of course, but I do tend to have a personal preference for subtle, clever, mages. Fortunately, there are usually other people playing who like being brutal fighters and such, so that my subtle mages have something to hide behind. Ergo, this style is for them.

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One Response

  1. […] his fourth style… how about Dungeon Crasher? That’s quite handy […]

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