Journey Class: Einhander

From Trinity Wiki
Revision as of 19:21, 6 May 2008 by GnomeWorks (Talk | contribs)

Jump to: navigation, search
The EINHANDER
HD: d6+4 or d4+6

Lvl	ATK	DEF	FRC	DMG	Fort	Ref	Will	Special
1	+1	+0	+0	1d8	+0	+0	+0	
2	+2	+1	+0	1d10	+1	+1	+1	
3	+3	+1	+1		+2	+1	+2	
4	+4	+2	+1		+2	+2	+2	
5	+5	+2	+1	1d12	+3	+2	+3	
6	+6	+3	+2		+4	+3	+4	
7	+7	+3	+2		+4	+3	+4	
8	+8	+4	+2		+5	+4	+5	
9	+9	+4	+3	2d8	+6	+4	+6	
10	+10	+5	+3		+6	+5	+6	
11	+11	+5	+3		+7	+5	+7	
12	+12	+6	+4	2d10	+8	+6	+8	
13	+13	+6	+4		+8	+6	+8	
14	+14	+7	+4		+9	+7	+9	
15	+15	+7	+5		+10	+7	+10	
16	+16	+8	+5	2d12	+10	+8	+10	
17	+17	+8	+5		+11	+8	+11	
18	+18	+9	+6		+12	+9	+12	
19	+19	+9	+6	3d10	+12	+9	+12	
20	+20	+10	+6		+13	+10	+13	
21	+21	+10	+7		+14	+10	+14	
22	+22	+11	+7		+14	+11	+14	
23	+23	+11	+7	4d8	+15	+11	+15	
24	+24	+12	+8		+16	+12	+16	
25	+25	+12	+8		+16	+12	+16	
26	+26	+13	+8	3d12	+17	+13	+17	
27	+27	+13	+9		+18	+13	+18	
28	+28	+14	+9		+18	+14	+18	
29	+29	+14	+9		+19	+14	+19	
30	+30	+15	+10	4d10	+20	+15	+20

Einhander Class Features

Cleave [Maneuver]

Prerequisites: Probably are some.
When you drop a foe with a melee weapon, you may make an additional attack against an adjacent creature.


Razor Run [Maneuver]

Prerequisites: Probably a bunch.
As a full action, you may move up to half your speed. As part of your movement, you may make a single melee attack against each creature adjacent to each square you moved through. You cannot make more than a single attack against a given creature.


Piercethrough [Maneuver]

Prerequisites: Not so many.
When you make a melee attack, if there is another creature behind your target, you may make an additional attack against that creature.


Whirlwind [Maneuver]

Prerequisites: Probably a bunch.
As a full action, you may make a single melee attack against each creature you threaten.


Power Attack [Attack]

Prerequisites: None.
When you make an attack, you may opt to subtract up to your ATK bonus from your roll. If you do, add that amount to the damage you deal.


Quick Hit [Attack]

Prerequisites: One or two.
When you make an attack, you may opt to subtract up to your DEX modifier from your roll. If you do, gain that amount as a haste bonus to your SPD for this turn.


Trade Blows [Stance]

Prerequisites: Counterattack.
While in this stance, you roll a d10, instead of a d20, for defense rolls.
Whenever a creature strikes you with a melee weapon, if you threaten them, you may make a single melee attack against them as a free action.


Counterattack [Attack]

Prerequisites: None.
Whenever a creature strikes you with a melee weapon, if you threaten them, you may spend a weapon token. If you do, you may make an opportunity attack against them.


Hamedo [Attack]

Prerequisites: Counterattack.
Whenever a creature attacks you, if you threaten them, you may spend two weapon tokens. If you do, you may make an opportunity attack against them, before their attack is resolved.


Duelling Stance [Stance]

Prerequisites: None.
When you enter this stance, mark a target you can see.
Until you leave this stance, you suffer a -4 innate penalty on all attack and defense rolls against targets other than your mark. You gain a +2 innate bonus on attack rolls against your mark.