Goliath

Big Strong Hands

Brawler ○ Cavalier

“How far do you think I can throw this rock? Do bounces count?”

~ Tucker Prole, Axian Goliath

It takes broad shoulders to carry the actual heavy loads in this world, but Salt would crush anyone without a little back support. As a Goliath would tell you, it’s okay to have a little help to carry the heavy things in your life. If that means leaning on your friends or family for support when times are tough, that’s okay. And if it means outfitting yourself with a body-enhancing suit of armor that allows you to make inhuman feats of strength, well, that’s okay, too.

As the hybridization of the Brawler and Cavalier Base Classes, the Goliath is the ultimate heavy hitter, utilizing a powerful exoskeleton to lift and throw massive objects. The trademark of a Goliath is their Catus Power Armor, advanced suits of armor that shield all the Goliath’s limbs in heavy steel. Armor Models range from the near-natural streamlined look to heaving, mechanical limb extensions.

Historically Speaking

Even early on in Axian History, Vercon demanded excellent production levels from their workforce, requiring the corporation to make investments that yielded immediate improvements in their profits. Outfitting workers with exoskeletons proved a top-tier investment as one “suited” worker extensively outperformed dozens of unassisted laborers within the same period. Early exoskeleton models were focused on rudimentary functionality over quality to cut down costs. It was only a matter of time before people began utilizing the strength granted by these suits for their own purposes. Adventuring Companies and explorers took to outfitting these exoskeletons with heavy armor and precision machining to create the robust, flexible Catus Power Armor. The success of highly trained users, called Goliaths, in the field has cemented their reputation as the backbone of any organization worth respecting.

The Modern Goliath

The modern Goliath is a powerhouse on the field, able to lift and throw heavy objects, deflect bullets with their arms, and send an enemy flying with a single punch. The Goliath can also utilize their Catus Power Armor to perform impressive feats of athleticism and acrobatics. Advanced Goliaths can throw large objects great distances while compensating for things such as bounce and aerodynamics. A modern Goliath can easily find a Company needing some heavy lifting, as they are staunch defenders, formidable bodyguards, and powerful athletes. A Goliath can often embrace a career as a foreman, enforcer, or trainer. Unscrupulous Goliaths wield tremendous strength with blatant disregard for what or who they destroy.

Class Features

The Goliath's Class Features focus on controlling their opponent’s position, utilizing advanced Power Armor, and lifting or throwing heavy objects. The Goliath Class benefits from having high Grit, Skill, and Power Attributes.

Vitals

Hit Points Per Rank: +10

Action Points Per Rank: +3

Equipment Training

Weapons: Hammer, Staff, Thrown, Unarmed, Warhammer

Armor: Heavy Armor, Plate Armor, Heavy Shield, Light Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Goliath Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Athletics/Tact

They gain a bonus to Class Ability Checks equivalent to half (½) of their Goliath Rank. An additional Class Ability from the following list is chosen at Goliath Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Acrobatics, Apothicine, Culture, Intimidation, Investigation, Perception

Goliath Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Goliaths benefit most from a high Grit Attribute, enhancing their Class Features such as Catus Armor, pumping up their pool of Hit Points and Total Essence, and increasing their overall survivability. Goliath players can also benefit from a high Power Attribute, enhancing Class Features such as Haymaker, Melee Attacks and Damage, Maneuvers and Inventory Space, and any Athletics Ability Checks. Goliath players should also consider investing in their Skill Attribute to improve Ranged Attacks, their Physical Armor, Maneuvers and Speed, and any Acrobatics, Drive, or Stealth Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Grit (+2), Power (+1), Will (+1)—Haymaker, Under Wing

Rank Two (2). Pick (+1), Skill (+1)

Rank Three (3). Grit (+1), Charm (+1)—Catus Armor

Rank Four (4). Pick (+1), Focus (+1)

Rank Five (5). Power (+1), Grit (+1), Charm (+1)—Hurl

Rank Six (6). Pick (+1), Skill (+1)

Rank Seven (7). Grit (+1), Charisma (+1)—Bouncer

Rank Eight (8). Pick (+1), Focus (+1)

Rank Nine (9). Power (+1), Will (+1)

Rank Ten (10). Grit (+2), Power (+1), Skill (+1), Charm (+1)—Chuck

Haymaker

Beginning at Goliath Rank One (1), the Goliath can perform Knockouts using a Hammer or Warhammer Weapon. Successful Haymaker Knockouts knock back the target as a Forced Movement Effect, moving them a number of paces equivalent to half (½) of the Goliath’s Power Attribute in addition to the other effects of Knockout. Any additional targets struck by the moving target suffer the Damage and Stunned Injury of the Knockout. A Physical Save against the Knockout Physical Impact cuts any damage in half (½) and negates the Injury. If the moving target collides with a solid object or surface, such as a tree, pillar, or wall, interrupting their movement, they suffer Maximum Weapon Damage instead.

Under Wing

Beginning at Goliath Rank One (1), the Goliath extends the Style Enhancement bonus to Physical Armor from Rope-a-Dope to any adjacent comrades protected by Provide Cover. In addition, the Goliath catches the projectile whenever they successfully use Missile Deflect to negate a catchable Ranged Attack, such as a from a Launcher or Thrown Attack. Explosive missiles deflected this way must be Thrown or in some way discarded by the end of the Goliath’s next turn, or the projectile explodes in the Goliath’s hands, inflicting Minimum Damage to the Goliath.

Catus Armor

Beginning at Goliath Rank Three (3), the Goliath is outfitted with Catus Armor. The Catus Armor is equipped to the Goliath’s Back Gear Slot and can be activated or turned off as a Rapid Action. While activated, heavily protective plates cover the Goliath’s arms and legs, forming a set of massive steel gauntlets. The Goliath is considered to have a Heavy Shield and Heavy or Plate Armor equipped while the Catus Armor is activated, incurring the associated equipment bonuses and Encumbrance penalties associated with using that equipment. Their Heavy Shield does not occupy a Weapon Slot, leaving both the Goliath’s hands free for operations. This Armor cannot be disarmed but can be broken. While their Catus Armor is activated, the Goliath gains a Barrier Enhancement bonus equivalent to half (½) of their Grit Attribute to all Athletics and Acrobatics Ability Checks, as well as a Precision Enhancement bonus equal to Half (½) of their Power Attribute to the Weapon Range of their Thrown Attacks.

Hurl

Beginning at Goliath Rank Five (5), as a Full Action, the Goliath can lift a heavy object to throw as a Thrown Ranged Attack. This Attack inflicts 1D6 Crush Damage per point of the Goliath’s Power Attribute in addition to their typical Ranged Damage. The Maximum Size Category of what constitutes a throwable object scales with the Goliath’s Power Attribute. Throwing larger objects increases the Radius of the Attack but reduces the Goliath’s Thrown Weapon Range. A Thrown object must be unattended to be picked up, and Thrown creatures must be dead, unconscious, or otherwise incapacitated. Throwing an unconscious or incapacitated creature deals Maximum Hurl Damage to the Thrown creature. The Goliath lacks the coordination to Throw unwilling creatures. Willing creatures can be Thrown and must pass an Acrobatics Check against the Hurl Attack roll or suffer Minimum Damage on Impact.

Bouncer

Once at Goliath Rank Seven (7), the Goliath gains an innate understanding of ballistic geometrics. The Goliath may choose any solid surface, such as a wall, tree, or pillar within their Thrown Range, as the point of origin for a Thrown Attack. They can use this to alter the trajectory of the Goliath’s Thrown projectiles and munitions. A Goliath can utilize Bouncer to increase their Thrown Range or make Attacks at targets around corners or behind cover by banking or ricocheting their Thrown Attacks.

Chuck

As a Master Goliath, at Goliath Rank Ten (10), the Goliath can now utilize Hurl to throw any creature of appropriate Size, willing or otherwise. Additionally, the Goliath may throw an unwilling target as a part of winning a Maneuver to maintain a Grapple. Throwing an unwilling target inflicts Maximum Hurl Damage to the Thrown creature. The base damage of Hurl increases to 1D10 Crush Damage per point of the Goliath’s Power Attribute.

Goliath Perks

Swinging For Distance

Prerequisite: Haymaker

Increase the Knockback Distance of your Haymaker Attacks to your Full Power Attribute.

Counter Throw

Prerequisite: Under My Wing

Whenever you Catch a Projectile as a part of Under My Wing, you can use the Projectile in a Thrown Ranged Weapon Attack as a Free, Immediate Action.

Sleek Catus

Prerequisite: Catus Armor

Your Catus Armor no longer incurs any Encumbrance Penalty.

Heave, Ho!

Prerequisite: Hurl

You gain a plus Five(+5) bonus to Thrown Weapon Range when Hurling an Object.

Pick Up The Spare

Prerequisite: Bouncer

Projectiles thrown through Hurl that successfully hit their Target will bounce to a second Target for Half(½) the Total Damage to the first Target. The second Target must be within Half of your Thrown Weapon Range from the initial Target and can attempt a Physical Save against your Attack Roll to Negate the Damage. 

Friendly Toss

Prerequisite: Chuck

Creatures thrown by you willingly no longer suffer Damage from the Throw. 

Goliath Heroics

Rebound

Prerequisite: Goliath(Rank 1) 

AP Cost: 10

Action Type: Under My Wing

You can immediately attempt a Ranged Weapon Attack to Throw your caught Projectile whenever you successfully catch a Projectile as a part of your Under My Wing Class Feature. 

Upheaval 

Prerequisite: Goliath(Rank 2) 

AP Cost: 20

Action Type: Full Action

Range: Adjacent(Radius)

As a Full Action, you can slam the ground directly beneath you with incredible force, unleashing a shockwave that strikes all Adjacent Targets for 1D10 Crush Damage for every Point of your Power Attribute and suffers the Knock Back Effects of your Haymaker Class Feature, knocking all Affected Targets away from you. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Forced Movement Effect. 

Rilla Knucks

Prerequisite: Goliath(Rank 3) 

AP Cost: 30

Action Type: Stance

Effect Duration: Minutes

As a Move Action, while your Catus Armor is Active, you can adopt a Stance that allows you to reinforce your grip mechanically. As a result, your grip can not be broken for any reason, making you immune to the Disarm Maneuver, unable to fall while Climbing as a part of an Athletics Ability Check, and any successful Grapple Maneuvers made by you can not be broken by your Target winning a contested Maneuver for the Effect Duration.

Cannonball

Prerequisite: Goliath(Rank 4) 

AP Cost: 40

Action Type: Full Action

Range: Double(2*) Speed(Charge)/Adjacent(Radius)

As a Full Action, you can sprint forward in a straight line up to Twice(2*) your Speed as a Charge. Halfway through your Path of Travel, you utilize your weight to make an incredible aerial leap, landing at your final destination with a tumultuous crash that inflicts more Damage on Targets further below. Upon landing, you inflict 1D10 Crush Damage for every Point of your Grit Attribute and every Pace of vertical descent made during your Path of Travel after your Leap to any Targets Adjacent to your Point of Impact. Affected Targets are also Knocked Back One(1)Pace away from you. Additionally, affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate any Forced Movement Effects.

Piledriver

Prerequisite: Goliath(Rank 5) 

AP Cost: 50

Action Type: Grapple

Range: Adjacent

Effect Duration: Until Treated

As a part of maintaining a Grapple Maneuver on an Adjacent Target, you can lift, flip, and slam your Target head-first into the ground. In addition to your normal Weapon Damage, your Target suffers 1D10 Crush Damage for every Point of your Power Attribute and the Crippled Injury for the Effect Duration. The Target can attempt a Physical Save against your Maneuver to Negate the Injury. The Damage of Piledriver Bypasses all forms of Damage Resistance. 

Spike Down

Prerequisite: Goliath(Rank 6) 

AP Cost: 60

Action Type: Melee Weapon Attack

Range: Double(2*) Speed(Charge)

As a Full Action, while your Catus Armor is Active, you perform an incredible leap into the air up to Twice(2*) your Speed to attempt a Melee Weapon Attack at an Aerial Target. If successful, you deliver an incredible overhead smash that sends the Target plummeting to the ground, inflicting your normal Weapon Damage and an additional 1D10 Crush Damage for every Point of your Power Attribute, as well as Maximum Fall Damage. Additionally, you suffer normal Fall Damage for each vertical Pace fallen below your initial position. 

Archery Torque

Prerequisite: Goliath(Rank 7) 

AP Cost: 70

Action Type: Ritual(One Hour)

As a Ritual at a Forge during a Rest Period, you can implement or maintain a built-in Torque Extension into your Catus Armor that allows you to extend a strung Bow from your gauntlet while Active until your next Rest Period. When in use, you can make your Thrown Weapon Attacks at Twice(2*) the Weapon Range and Bypass all forms of Damage Resistance when you use your Hurl Class Feature to Throw a Small-sized or Smaller Object.

Perfect Spiral

Prerequisite: Goliath(Rank 8) 

AP Cost: 80

Action Type: Hurl

As a part of your Hurl Class Feature, you can throw your Projectile with a perfect trajectory. Therefore, your Thrown Attack is an Automatic Success. However, you can still attempt an Attack Roll to determine a Critical Hit. Affected Targets are not afforded a Save to Reduce Damage. 

Two Birds, One Stone

Prerequisite: Goliath(Rank 9) 

AP Cost: 90

Action Type: Bouncer

As a part of your Bouncer Class Feature, you can ricochet a successful Thrown Weapon Attack off your initial Target into a new Target within your Bouncer Range. Your second Target unavoidably suffers identical Damage to your first Target. 

Whirlybird

Prerequisite: Goliath(Rank 10) 

AP Cost: 100

Action Type: Chuck

Range: Adjacent/Thrown Weapon Range

As an Alternate Use of your Chuck Class Feature, when Throwing a Non-compliant Target as a part of a Grapple, you can grab your Target by the legs and spin to gain momentum, slamming your Target into any Adjacent Targets in the process, inflicting an addition 1D10 Crush Damage for every Point of your Power Attribute for every Target struck during the rotation, both to your Thrown Target and any knocked Creatures. After a complete cycle, you throw your Target, inflicting the expected effects of your Chuck Class Feature.