Journey Class: Einhander
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
Contents
Einhander
- "Armor? Pfft. I'll end you before you can blink."
Wearing little armor, throwing caution to the wind, the einhander is a decisive warrior, one who believes that skill with a weapon will bring success. Relying only upon his awesome skill with a weapon and the crafted metal he wields (or perhaps just his own fist), the einhander wreaks havoc upon his foes, ripping through armor and shield like a hot knife through butter.
The einhander, however, is not without weakness. A calm and patient warrior can outlast him, and an ambush or ranged attack doesn't allow for his skill to come to the fore. Beyond these few limitations, however, the einhander is truly a force to be reckoned with.
Einhander Class Features
The following are class features of the Einhander class.
Weapon Proficiency: You are proficient with the following weapon groups: axe, flail, hammer, heavy blade, light blade, mace, pick, sling, spear, and unarmed. You are proficient with basic and advanced weapons.
Armor Proficiency: You are proficient with all light and medium armor. You are not proficient with shields.
Weapon Token Pool: You have a weapon token pool, which allows you to make use of more complicated maneuvers in combat. The most tokens you can have in your weapon token pool is equal to your depth in all einhander ability trees x 2 (so if you are at depth 3 in Flurry and depth 2 in Smash, you can have 10 weapon tokens at any one time {[3 + 2] x 2}).
Ability Trees: The two ability trees you have access to are Einhander: Flurry and Einhander: Smash.
Token Gain: Whenever you successfully hit a creature, you gain one weapon token for each level of depth you have access to in the Flurry tree. Whenever you successfully deal damage to a creature, you gain one weapon token for each level of depth you have access to in the Smash tree.
- Example: You are an 11th-level einhander, and have access to the fifth depth of Smash and no depth in Flurry. You gain no weapon tokens for a successful hit, but you gain 5 weapon tokens each time you successfully deal damage to a creature.
Einhander Abilities
As an einhander, you follow one of two philosophies: hit hard, or hit often. The two einhander trees reflect these philosophies.
Einhander: Flurry
Your approach to weaponcraft is one that emphasizes speed and quantity over power and quality. You may not hit hard, but you strike repeatedly, never giving your opponent a chance to recover from a blow. Some einhanders of this discipline seek to be able to deal with many opponents at once, while others choose to focus their skills on attacking a single opponent at a time; rare is the einhander that can combine both halves of this discipline into a continuous whole.
Quick Attack [Attack]
- Prerequisites: None.
- 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 that action.
Sweeping Strikes [Maneuver]
- Prerequisites: Quick Attack.
- When you successfully hit a creature, you may spend one weapon token. If you do, you may make another attack against a creature adjacent to your original target that you threaten.
Duelling Stance [Stance]
- Prerequisites: Quick Attack.
- 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.
Reach Strike [Maneuver]
- Prerequisites: Sweeping Strikes, Quick Attack.
- When you make an attack as a standard action, you may spend two weapon tokens. If you do, your threatening reach is extended by 5 feet for that attack.
- When you use a maneuver, you may spend four weapon tokens. If you do, your threatening reach is extended by 5 feet for that maneuver.
Flurry [Attack]
- Prerequisites: Sweeping Strikes, Quick Attack.
- When you make an attack as a standard action (or attack with two weapons as a full action), you may opt to make an additional attack with your main weapon. If you do, all your attacks suffer a -2 penalty.
Counter [Maneuver]
- Prerequisites: Duelling Stance, Quick Attack.
- 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. You are still subject to the limit on opportunity attacks you can make.
Sure Strike [Maneuver]
- Prerequisites: Duelling Stance, Quick Attack.
- When you make an attack, you may spend any a weapon token, plus any amount of additional tokens. Add 1 + tokens spent to your attack roll for that attack.
Parting Strike
Onslaught
Sidestrike
Combat Wariness
Hamedo
Trap Blade
Unerring Strike
Vital Strike
Razor Run Whirlwind Trade Blows Stun
Island of Blades Deflect Finishing Blow
Shred Karmic Strike
Ironstorm
Unsorted Abilities
Cleave [Maneuver]
- Prerequisites: Piercethrough, Power Attack.
- When you drop a foe with a melee weapon, you may make an additional attack against an adjacent creature.
Razor Run [Maneuver]
- Prerequisites: Cleave, Piercethrough, Power Attack.
- 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: Power Attack.
- 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: Cleave, Piercethrough, Power Attack.
- 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.
Trade Blows [Stance]
- Prerequisites: Counterattack, Duelling Stance.
- 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: Duelling Stance.
- 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, Duelling Stance.
- 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.
Aggressor Stance [Stance]
- Prerequisites: None.
- While in this stance, you deal an additional +1d6 points of damage whenever you make a successful attack with a melee weapon. You suffer a -4 penalty to all defense rolls.
Solid Strike [Attack]
- Prerequisites: Aggressor Stance.
- When you make an attack, you may spend a weapon token. If you do, add +2 to the damage you deal.
Sure Strike [Attack]
- Prerequisites: Aggressor Stance.
- When you make an attack, you may spend a weapon token. If you do, add +2 to the attack roll.
Improved Solid Strike [Attack]
- Prerequisites: Solid Strike, Aggressor Stance.
- When you make an attack, you may spend any number of weapon tokens. If you do, add 1 + tokens spent to the damage you deal.
Improved Sure Strike [Attack]
- Prerequisites: Sure Strike, Aggressor Stance.
- When you make an attack, you may spend any number of weapon tokens. If you do, add 1 + tokens spent to the attack roll.