Armiger: Peach. [Archive] - Wizards Community

Post/Author/DateTimePost
krossbow

11-03-06, 03:50 PM
I was trying to think of a way to have a class that relies almost totally on armor and constitution and was a more effective meat shield than what we currently have. Yes, they are good for keeping animals and such occupied, but intelligent opponents can still sidestep them and attack whats the biggest threat, not whats hitting them. SO, after looking at the D20 tough hero and iron heroes armiger, I have made this class up. Please tell me what you think, I've been using this class as NPC minions alot in my campaign.

I also intended for this to be a warrior who doesn't hit often, but does hit hard when he does (hence high damage, but a low BAB for a front line warrior)


Armiger: A warrior who defends his comrades completely, trusting in his armor, not his sword.

HD: 1d12
BAB: moderate (as a cleric)
Skills: 2 per level.
skills list: All craft skills, jump, climb, swim, appraise.
Saves: Good fortitude, bad reflex, bad will.

Level 1 Tough as nails (see below), Armor mastery, Master craftsman.
Level 2 Light armor DR1/-, Med DR 1/-, Heavy DR 2/-
Level 3 Energy resistance (pick one energy type, and gain resistance to it equal to your con modifier)
Level 4 Harm's way
Level 5 Light DR 1/-, Med DR 2/-, Heavy DR 3/-. pick a 2nd energy type of resistance
Level 6 Massive strike
Level 7 Pick a 3rd energy type of resistance.
Level 8 Light DR 2/-, Med DR 3/-, Heavy DR 4/-
Level 9 Pick a 4th energy type of resistance
Level 10 Mettle
Level 11 light DR 2/-, Med DR 3/-, Heavy DR 5/-, Pick a 5th energy type to resist
Level 12 Imp. Massive strike
Level 13
Level 14 Light DR 2/-, Med DR 4/-, Heavy DR 6/-
Level 15 Imp Energy Resistance: Energy resistance is now 1 1/2 times your con modifier
Level 16 Improved harm's way
Level 17 Light DR 3/-, Med 5/-, Heavy 7/-
Level 18 Master massive strike
Level 19
Level 20 Light DR 4/-, Med 5/-, Heavy 8/-. Master Energy resistance: Energy resistance is now twice your con modifier

Tough as Nails: The Character may use either is Con score + strength modifier or strength score for determining carrying capacity.

Master Craftsman: the character may use either his con modifier or intelligence modifier as the ability modifier on craft checks

Harm's way: By sacrificing an AoO, you may move 5ft as an immidiate action to force any melee or ranged attacks against an ally to hit you instead. The ally MUST be within 5 feet of you.

improved harm's way: If the Armiger can reach an ally with a move action, he may sacrifice a AoS to move immidiately in front of them and force an attack roll to be used against him instead. This uses up a move action, and the Armiger is considered to have used it already when his initiative comes up. If he has already used a move action in a round, he may NOT do this. This also works against magical line attacks.

Massive strike: By throwing your full weight behind your blows, you increase the damage slightly. You may add 1/2 your con modifier to damage rolls with two handed melee weapons. This will not work with light weapons

Imp. Massive strike: You may add 1.0 your con modifier to 2-handed attacks and .5 to main hand attacks with melee attacks. This will not work with light weapons

Master massive strike: You may add 1.5 your con modifier to 2-handed melee attacks, 1.0 to main hand attacks, and .5 to off hand attacks. This will not work with light weapons

Mettle: against any attack that has a lessened effect upon a successful fortitude or will save, you fully negate it with a successful save.

Armor mastery:
Level 1 Armor check -1
Level 2 Armor check -1
Level 3 Armor check -2
Level 4 Max dex +1, Armor check -2
Level 5 Heavy armor bonus +1, Max dex +1, Armor check -2
Level 6 Heavy armor bonus +1, Max dex +1, Armor check -3, armor size considered 1 size smaller for sleeping and movement.
Level 7 Heavy armor bonus +1, Max dex +1, Armor check -3, armor size considered 1 size smaller for sleeping and movement.
Level 8 Heavy armor bonus +1, Max dex +2, Armor check -3, armor size considered 1 size smaller for sleeping and movement
Level 9 Heavy armor bonus +1, Max dex +2, Armor check -4, armor size considered 1 size smaller for sleeping and movement
Level 10 Heavy armor bonus +2, Max dex +2, Armor check -4, armor size considered 1 size smaller for sleeping and movement
Level 11 Heavy armor bonus +2, Max dex +2, Armor check -4, armor size considered 1 size smaller for sleeping and movement
Level 12 Heavy armor bonus +2, Max dex +3, Armor check -5, armor size considered 2 sizes smaller for sleeping and movement
Level 13 Heavy armor bonus +2, Max dex +3, Armor check -5, armor size considered 2 sizes smaller for sleeping and movement
Level 14 Heavy armor bonus +2, Max dex +3, Armor check -5, armor size considered 2 sizes smaller for sleeping and movement
Level 15 Heavy armor bonus +3, Max dex +3, Armor check -6, armor size considered 2 sizes smaller for sleeping and movement
Level 16 Heavy armor bonus +3, Max dex +4, Armor check -6, armor size considered 2 sizes smaller for sleeping and movement
Level 17 Heavy armor bonus +3, Max dex +4, Armor check -6, armor size considered 2 sizes smaller for sleeping and movement
Level 18 Heavy armor bonus +3, Max dex +4, Armor check -7, armor size considered 2 sizes smaller for sleeping and movement
Level 19 Heavy armor bonus +3, Max dex +4, Armor check -6, armor size considered 2 sizes smaller for sleeping and movement
Level 20 Heavy armor bonus +4, Max dex +5, Armor check -6, armor size considered 2 sizes smaller for sleeping and movement