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Warmain
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Warmain
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+1 |
+2 |
+0 |
+0 |
Favoured Weapon, Sturdy |
2nd |
+2 |
+3 |
+0 |
+1 |
Mounted Combat |
3rd |
+3 |
+3 |
+1 |
+1 |
Armour Focus, Uncanny Dodge |
4th |
+4 |
+4 |
+1 |
+2 |
Weapon Specialisation (Favoured Weapon), Armour Speed (Medium) |
5th |
+5 |
+4 |
+1 |
+2 |
Shield Focus +1 |
6th |
+6/+1 |
+5 |
+2 |
+3 |
|
7th |
+7/+2 |
+5 |
+2 |
+3 |
Defensive Stance 1/day |
8th |
+8/+3 |
+6 |
+2 |
+3 |
Crushing Blow |
9th |
+9/+4 |
+6 |
+3 |
+4 |
Armour Speed (Heavy) |
10th |
+10/+5 |
+7 |
+3 |
+4 |
Shield Focus +2 |
11th |
+11/+6/+1 |
+7 |
+3 |
+5 |
Defensive Stance 2/day |
12th |
+12/+7/+2 |
+8 |
+4 |
+5 |
Armour Specialisation |
13th |
+13/+8/+3 |
+8 |
+4 |
+6 |
Improved Uncanny Dodge |
14th |
+14/+9/+4 |
+9 |
+4 |
+6 |
|
15th |
+15/+10/+5 |
+9 |
+5 |
+6 |
Crushing Blow 2/day, Defensive Stance 3/day |
16th |
+16/+11/+6/+1 |
+10 |
+5 |
+7 |
Weapon Size Increase |
17th |
+17/+12/+7/+2 |
+10 |
+5 |
+7 |
|
18th |
+18/+13/+8/+3 |
+11 |
+6 |
+8 |
|
19th |
+19/+14/+9/+4 |
+11 |
+6 |
+8 |
Defensive Stance 4/day |
20th |
+20/+15/+10+/+5 |
+12 |
+6 |
+9 |
Weapon Mastery (Favoured Weapon) |
Hit Die: d12
Class Skills
The class’s class skills (and the key ability for each skill) are
Skill points at 1st Level: (4 + Int mod) x 4
Skill points at each additional level: 4 + Int mod
Class Features
All of the following are class features of the class.
Weapon and Armour Proficiency:
Favoured Weapon: The warmain chooses one type of weapon that they know. With this weapon they gain a +1 bonus to hit, that can stack with Weapon Focus. The weapon type cannot change once the decision has been made.
Sturdy: As per the Warmain ability of the same name from Monte Cook's Arcana Evolved.
Mounted Combat: The warmain gains the Mounted Combat feat for free at this level. If the warmain already has Mounted Combat as a feat, this ability grants a +2 class bonus to the Ride skill when attempting to negate a hit.
Armour Focus: The warmain gains the Armour Focus feat for free at this level.
Uncanny Dodge: Starting at 3rd level, a warmain can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a warmain already has uncanny dodge from a different class (a rogue with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.
Weapon Specialisation: The warmain gains for free the Weapon Specialisation feat at this level. However the feat can only be applied to the favoured weapon the warmain chose at 1st level.
A warmain is free to choose Weapon Specialisation for other weapons that she may have Weapon Focus for.
Armour Speed: Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor, i.e. you move at your normal speed.
At 9th level a warmain is able to ignore the standard speed reduction for wearing heavy armour.
Shield Focus: Starting at 5th level, you excel in using your armor and shield to frustrate your enemy’s attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.
This shield bonus increases to +2 at 10th level.
Defensive Stance: When he adopts a defensive stance, a warmain gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a warmain cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A warmain may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. A warmain can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a defender can only do so during his action.
Crushing Blow: As per the Warmain ability of the same name from Monte Cook's Arcana Evolved.
Armour Specialization: As per the Warmain ability of the same name from Monte Cook's Arcana Evolved.
Improved Uncanny Dodge: A stalker of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defence denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Weapon Size Increase: As per the Warmain ability of the same name from Monte Cook's Arcana Evolved.
Weapon Mastery: As per the Warmain ability of the same name from Monte Cook's Arcana Evolved.
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