Class: Einhander

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

 

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), 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.
  • Greater Weapon Focus: You gain the Greater Weapon Focus feat.
  • Heavy Metal (Ex): You ignore the attack roll penalty for using a weapon one size category larger than you. (Prerequisite: Monkey Grip)
  • 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.
  • 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)
  • Feat: An einhander may take a bonus feat in place of an einhander talent.