Difference between revisions of "Class: Einhander"

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|align="center"|Iron || Deathblow || align="center"|Stan || Strike || Slay a creature instantly or deal +20d6 dmg.
 
|align="center"|Iron || Deathblow || align="center"|Stan || Strike || Slay a creature instantly or deal +20d6 dmg.
 
|-align="left"  
 
|-align="left"  
|align="center"|  || Omnislash || align="center"|Full || Strike || Make two extra attacks at highest attack bonus (does not stack with speed).
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|align="center"|  || Omnislash || align="center"|Full || Strike || Full attack, each attack's damage x1.5.
 
|-align="left"  
 
|-align="left"  
 
|align="center"|  || Perfect Strike || align="center"|Stan || Strike || Deal +100 dmg with single attack.
 
|align="center"|  || Perfect Strike || align="center"|Stan || Strike || Deal +100 dmg with single attack.
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|-align="left"
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|align="center"|  || Quickening || align="center"|Full || Strike || Make two full attacks, each attack's damage is halved.
 
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|align="center"|Stone || Tombstone Strike || align="center"|Stan || Strike || Attack also deals 2d6 Con damage.
 
|align="center"|Stone || Tombstone Strike || align="center"|Stan || Strike || Attack also deals 2d6 Con damage.

Revision as of 23:32, 18 January 2010

The Einhander
  -------------- Maneuvers --------------
Level BAB Fort Ref Will Special Maneuvers Readied Maneuvers Known Max Maneuver Level
1 +1 +1 +1 +0 Weapon Focus 3 4 1
2 +2 +2 +2 +0 Combat Style 3 5 1
3 +3 +2 +2 +1 Comprehend Weapon 4 7 2
4 +4 +2 +2 +1 Weapon Specialization 4 8 2
5 +5 +3 +3 +1   5 10 3
6 +6/+1 +3 +3 +2 Parry 5 11 3
7 +7/+2 +4 +4 +2   6 13 4
8 +8/+3 +4 +4 +2 Weapon Versatility 6 14 4
9 +9/+4 +4 +4 +3   7 16 5
10 +10/+5 +5 +5 +3 Einhander Talent 7 17 5
11 +11/+6/+1 +5 +5 +3   8 19 6
12 +12/+7/+2 +6 +6 +4 Einhander Talent 8 20 6
13 +13/+8/+3 +6 +6 +4   9 22 7
14 +14/+9/+4 +6 +6 +4 Einhander Talent 9 23 7
15 +15/+10/+5 +7 +7 +5   10 25 8
16 +16/+11/+6/+1 +7 +7 +5 Einhander Talent 10 26 8
17 +17/+12/+7/+2 +8 +8 +5   11 28 9
18 +18/+13/+8/+3 +8 +8 +6 Einhander Talent 11 29 9
19 +19/+14/+9/+4 +8 +8 +6   12 31 9
20 +20/+15/+10/+5 +9 +9 +6 Einhander Talent 12 32 9

 

Einhander

Ehrgeiz, iconic einhander
"My sword is all I need."

There are three approaches to martial combat: focus on weapons; focus on armor; or focus on speed. The einhander is the pinnacle of the first discipline, choosing to devote himself to the way of the weapon.

Game Rule Information

Einhanders have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Strength is the most important ability for an einhander, improving his ability to hit and deal damage to opponents.

Hit Die: d8.

Class Skills: The einhander's class skills are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Initiative (Dex), Intimidate (Cha), Jump (Str), Martial Lore (Int), Ride (Dex), Spot (Per), Swim (Str), and Vitality (Con).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 6d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the einhander.

Weapon and Armor Proficiency: An einhander is proficient with all simple and martial melee weapons, simple ranged weapons, and light armor. He is not proficient with shields.

Weapon Focus: At first level, the einhander gains the Weapon Focus feat.

Combat Style: At second level, the einhander comes into his own as a member of the arts martial. This has two benefits.

  • Choose any ability score. For any weapon for which you have the Weapon Focus feat, you may use that ability score's ability modifier in place of your Strength modifier for attack and damage rolls.
  • Choose any three skills. These skills are now class skills.

Comprehend Weapon: At third level, the einhander is familiar with the construction and usage of nearly any weapon in existence - or can quickly ascertain the proper method to use an alien one. An einhander who spends at least ten minutes examining a melee weapon with which he is not proficient gains the Exotic Weapon Proficiency feat for that weapon.

Weapon Specialization: At fourth level, the einhander gains the Weapon Specialization feat.

Parry: At sixth level, the einhander's ability with weapons now allows him to block attacks with his weapon. When you are attacked by a melee attack, you may opt to parry the attack. If you do, make an attack roll, using any of the base attack bonuses granted by your BAB; if you overcome the attack's attack roll, you parry the attack. This is an immediate action, which you can take as many times as you have attacks. If you do, on your next turn, you cannot use a standard action to make an attack, and if you make a full attack action, you cannot use the base attack bonus you used to parry.

Weapon Versatility: At eighth level, the einhander's understanding of weapons extends beyond most mortal ken. You now utilize the weapon group variant rules, rather than standard weapon proficiency rules. Any Weapon Focus, Weapon Specialization, or similar feats you have taken now apply to that weapon's weapon group, rather than just that weapon.

Einhander Talent: At 10th level, every two levels thereafter, the einhander's understanding of the way of the blade improves even more. Choose one of the abilities below.

  • Chunk of Metal (Ex): You can use the comprehend weapon ability to gain proficiency with improvised weapons. Doing so requires only a minute (rather than ten), but each improvised weapon requires its own feat.
    • Barroom Fighter (Ex): You now treat all improvised weapons as belonging to the Improvised weapon group, granting you automatic proficiency with all improvised weapons, and allowing you to take Weapon Focus and its related feats for them. (Prerequisite: Chunk of Metal)
  • Combat Focus (Ex): You gain the Weapon Focus feat for all weapon groups with which you are proficient. This ability overrides (does not stack with) prior Weapon Focus feats.
    • Combat Specialization (Ex): You gain the Weapon Specialization feat for all weapon groups with which you are proficient. This ability overrides (does not stack with) prior Weapon Specialization feats.
  • Combo (Ex): Each time you successfully attack a creature, your next attack against that creature gets a +1 circumstance bonus to your attack roll; this effect stacks. If you miss, change targets, or do not attack that creature for a round, the bonus is lost.
    • Improved Combo (Ex): Each time you successfully damage a creature, your next attack against that creature gets a +1 circumstance bonus to your damage roll; this effect stacks. If you fail to deal damage, change targets, or do not attack that creature for a round, the bonus is lost. (Prerequisite: Combo)
  • Extension of Self (Ex): You focus solely on wielding a single weapon to deadly efficiency, improving your fluidity and allowing you more attacks than might otherwise be possible. Your BAB improves, as per the improved iterative attacks technique. This ability only functions while you are wielding one weapon.
  • Greater Weapon Focus: You gain the Greater Weapon Focus feat. You can take this ability multiple times; each time you do, it applies to a different weapon group.
    • Greater Weapon Specialization: You gain the Greater Weapon Specialization feat. You can take this ability multiple times; each time you do, it applies to a different weapon group. (Prerequisite: Greater Weapon Focus)
  • Heavy Metal (Ex): You ignore the attack roll penalty for using a weapon one size category larger than you. (Prerequisite: Monkey Grip)
  • Identify Weapon (Ex): You have further studied the art of weaponsmithing, to the point of knowing how the various forces craft weapons imbued with their abilities. When using the comprehend weapon ability, you also learn information about the weapon as per the identify spell.
    • Weapon Lore (Ex): Your knowledge and comprehension of weapons is encyclopedic, allowing you to glean seemingly-impossible knowledge about the history of a weapon just by a simple glance. When using the comprehend weapon ability, you also learn information about the weapon as per the object loresight meme, with effective memory equal to one-quarter your einhander level. (Prerequisite: Identify Weapon)
  • Perfect Versatility (Ex): When using a melee weapon with which you are proficient, you can choose to reduce the weapon's damage by one step to reduce it's handedness by one step, or increase it's handedness by one step to increase it's damage by one step. Making this adjustment is a swift action. You cannot use this ability to reduce a weapon's handedness to less than light, or to more than two-handed.
  • Tactical Advantage (Ex): Whenever you receive a circumstantial bonus to your attack rolls - such as from flanking, terrain, or your positioning - increase the bonus to your attack rolls by +1.
    • Superior Tactics (Ex): Whenever you receive a circumstantial bonus to attack rolls that is modified by tactical advantage, you gain a circumstance bonus to damage rolls equal to one-half the base benefit provided. (Prerequisite: Tactical Advantage)
  • Twin Style (Ex): When wielding two identical weapons (ie, two longswords) or a double-ended weapon, you reduce the attack roll penalties for wielding two weapons by 2. (Prerequisite: Two-Weapon Fighting)
  • Unique Form (Ex): You may have two stances active at a time.
  • Feat: An einhander may take a bonus feat in place of an einhander talent.

Maneuvers

Yay, maneuvers.

We'll cover this later.

Maneuver List

The following is the einhander maneuver list.

1st-Level Einhander Maneuvers
Style Maneuver Name Action Type Effect
Iron Dueling Stance --- Stance Gain +2 AC against one foe, -2 against all others.
  Island of Blades --- Stance You and allies flank all adjacent foes.
  Punishing Stance --- Stance Attacks deal +1d6 dmg, but -2 AC.
  Sapphire Strike Stan Strike Opponent flat-footed, +1d6 dmg with Concentration check.
  Steel Wind Stan Strike Attack two opponents.
  Steely Strike Stan Strike +4 on one attack, enemies get +4 on atks against you.
Stone Charging Minotaur Full Strike Charging bull rush deals damage, ignores AoOs.
Tiger Blood in the Water --- Stance Gain +1 on atk and dmg for each crit.
  Wolf Fang Strike Stan Strike Attack with two weapons.

 

2nd-Level Einhander Maneuvers
Style Maneuver Name Action Type Effect
Iron Clever Positioning Stan Strike Swap positions with target of attack.
  Disarming Strike Stan Strike With successful attack, attempt to disarm foe.
  Razorblade Stan Strike Turn melee attack into a touch attack.
  Wall of Blades Imme Counter Replace AC with attack roll result.
Stone Mountain Hammer Stan Strike Deal +1d6 dmg, overcome DR and Hardness.
  Stone Vise Stan Strike Deal +1d6 dmg, attack immobilizes creature.
Tiger Baffling Defense Imme Counter Use Sense Motive check to dodge attack.
  Bull's Charge Full Strike No AoOs while charging, deal +10 damage.
  Claw at the Moon Stan Strike Make Jump check, deal +2d6 dmg.
  Rabid Wolf Strike Stan Strike +4 to attack, deal +2d6 dmg, -4 AC for 1 round.

 

3rd-Level Einhander Maneuvers
Style Maneuver Name Action Type Effect
Iron Assassin's Stance --- Stance Gain sneak attack +2d6.
  Blitz Strike Stan Strike Reduce damage to improve accuracy.
  Helm Break Stan Strike Strike opponent's head, stun for 1 round.
  Insightful Strike Stan Strike Use Concentration check to determine damage.
  Iron Surge Stan Boost Remove effect, gain +2 morale bonus on attacks.
  Power Break Stan Strike Strike opponent's weapon, it deals -4 dmg.
  Razor Run Full Strike Move and attack all creatures in reach along path.
  Whirlwind Full Strike Make single attack at highest attack bonus against all creatures in reach.
Stone Bonecrusher Stan Strike Deal +4d6 dmg, +10 bonus to confirm crit.
  Stone Dragon's Fury Stan Strike Deal +4d6 dmg against objects, constructs.
Tiger Risk Break Swift Boost Next attack deals +4d12 damage, but only usable at half hit points.

 

4th-Level Einhander Maneuvers
Style Maneuver Name Action Type Effect
Iron Braver Stan Strike Attack deals x2 damage with successful Concentration check.
  Cross-slash Stan Strike Deal +2d6 dmg, target's speed is halved.
  Lightning Recovery Imme Counter Reroll an attack that misses with +2 bonus.
  Mithral Tornado Full Strike Make attack at highest attack bonus with +2 bonus against each creature in reach.
  Shieldbreak Stan Strike Attack deals +4d6 dmg, target loses shield bonus to AC for 1 round.
Stone Bonesplitter Stan Strike Attack deals 2 Con damage.
  Overwhelming Mountain Stan Strike Deal +2d6 dmg, target loses move action.
Tiger Bounding Assault Full Strike Double move and attack.
  Hearing the Air --- Stance Gain blindsense 30 ft., +5 bonus on Listen checks.

 

5th-Level Einhander Maneuvers
Style Maneuver Name Action Type Effect
Iron Dancing Blade Form --- Stance Increase your threatening reach by +5 feet during your turn.
  Daunting Strike Stan Strike Target is shaken.
  Dazing Strike Stan Strike Target is dazed.
  Disrupting Blow Stan Strike Target cannot take actions for 1 round.
  Iron Heart Focus Imme Counter Reroll saving throw.
Stone Elder Mountain Hammer Stan Strike Deal +3d6 dmg, overcome DR and Hardness.
  Giant's Stance --- Stance Deal damage as though one size category larger.
Tiger Mongoose Strike Swift Boost Make one extra attack with each weapon (max of two extra attacks).
  Pounce Full Strike Make full attack after charge.

 

6th-Level Einhander Maneuvers
Style Maneuver Name Action Type Effect
Iron Armor Break Stan Strike Reduce creature's DR by 2d6 for 1 round.
  Manticore Parry Imme Counter Deflect attack and redirect it at adjacent foe.
  Moment of Alacrity Swift Boost Gain +20 bonus to initiative.
  Overdrive Stan Strike Attack deals x3 damage with successful Concentration check.
  Speed Break Stan Strike Deal +4d6 damage, creature loses standard action on next turn.
Stone Crushing Vice Stan Strike Deal +4d6 damage, attack immobilizes creature.
Tiger Reckless Assault Stan Strike Gain +4 on atk, +10d6 dmg, -4 AC with attack.
  Riot Blade Swift Boost Next attack deals +8d12 damage, but only usable at quarter hit points.

 

7th-Level Einhander Maneuvers
Style Maneuver Name Action Type Effect
Iron Blade Dance Full Strike Make an attack, continue with followup attacks at -4 (cumulative) until miss.
  Finishing Move Stan Strike Make an extra attack if target is weakened.
  Scything Blade Swift Strike Follow up an attack action with an attack against another creature.
  Weapon Break Stan Strike Target is unable to take full attack action.
Stone Ancient Mountain Hammer Stan Strike Deal +6d6 dmg, overcome DR and Hardness.
  Colossus Strike Stan Strike Deal +6d6 dmg, knock opponent backward.
Tiger Climhazzard Full Strike Strike the ground, causing local quake, knocking creatures prone.

 

8th-Level Einhander Maneuvers
Style Maneuver Name Action Type Effect
Iron Adamantine Hurricane Full Strike Two attacks against each adjacent foe, +4 on each attack.
  Iaijitsu Strike Stan Strike Deal +15d6 against flat-footed opponent.
  Stock Break Stan Strike Attack deals x4 dmg with successful Concentration check.
  Lightning Throw Swift Strike Use melee attack as a line attack.
Stone Mountainbreaker --- Stance Reroll max dice and add them when rolling for damage.
Tiger Rending Strikes Swift Boost Gain ability to rend with successful attacks.
  Raging Mongoose Swift Boost Make two extra attacks with each weapon (max four extra attacks).

 

9th-Level Einhander Maneuvers
Style Maneuver Name Action Type Effect
Iron Deathblow Stan Strike Slay a creature instantly or deal +20d6 dmg.
  Omnislash Full Strike Full attack, each attack's damage x1.5.
  Perfect Strike Stan Strike Deal +100 dmg with single attack.
  Quickening Full Strike Make two full attacks, each attack's damage is halved.
Stone Tombstone Strike Stan Strike Attack also deals 2d6 Con damage.
Tiger Limit Break Swift Boost Next attack deals +16d12 damage, but only usable at one-tenth hit points.
  Shock Stan Strike Sacrifice any amount of hit points, deal half that as extra damage.