Class: Einhander

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The Einhander
Level Special Maneuvers Readied Max Maneuver Grade Schools Maneuvers Known
1 Weapon Specialization 2 Basic 1 4
2 Sword Art 2 Basic 1 6
3   3 Lesser 1 7
4 Sword Art 3 Lesser 1 8
5   4 Lesser 2 10
6 Sword Art 4 Lesser 2 11
7   5 Lesser 2 12
8 Sword Art 5 Expert 2 14
9   6 Expert 2 15
10 Einhander Talent 6 Expert 2 16
11   7 Expert 3 18
12 Einhander Talent 7 Expert 3 19
13   8 Greater 3 20
14 Einhander Talent 8 Greater 3 22
15   9 Greater 3 23
16 Einhander Talent 9 Greater 3 24
17   10 Greater 3 26
18 Einhander Talent 10 Master 3 27
19   11 Master 3 28
20 Einhander Talent 11 Master 3 30



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

The way of the sword is a time-honored tradition in Trinity: nearly every culture that has ever existed has developed some form of warcraft. While there are many paths and approaches towards combat, that of the einhander is to focus on the weapon, with a common mantra being to strike first and hard, before your opponent can retaliate. Beyond that, einhanders vary wildly in form: some use enormous two-handed blades, while others use matching pairs of lighter weapons, while still others simply use a single weapon, keeping their other hand open for other tasks in the midst of battle.

Einhanders typically eschew most forms of defense, rarely bothering to learn how to use shields and garbed in only the lightest of armor. Einhander philosophies typically espouse the notion that one should be ready for a fight at any moment, and the ability to function without having to walk about in heavy armor or with a shield strapped to one's arm epitomizes this notion. Almost all einhanders can be ready for combat at a moment's notice, and those not trained in the way of the sword may often overlook an einhander.

While some choose to study the Forces and combine the art of the sword with them, the einhander is a purist, and his razor focus on the arts martial gives him access to the highest pinnacle of his art. While some may scoff at the notion of a man with a sword in a world with guns and monsters, anyone who has seen an einhander in action knows well that such an individual is more than capable of holding his own, even against creatures twice his size.

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 Points at 1st Level: 10 + Con score.

Hit Points at Each Additional Level: 7 + Con modifier.

Healing Surges: 8 + Con modifier.

Defenses: Fort +2; Ref +4; Will +0; Det +2.

Starting Age: Simple.

Class Features

All of the following are class features of the einhander.


Weapons: Any four melee, any one.

Armor: Light.

Implements: None.


Einhanders are warriors, and as such make use of maneuvers, specific attacks or other abilities attained through rigorous training.

Einhanders can use their maneuvers at will, but are subject to possible cramping - the excessive force put behind their maneuvers means that einhanders are at significantly higher risk of twisting an ankle or pulling a muscle. Due to this, einhanders train to compensate when this happens, and so only those exact specific movements become restricted.


Einhander Schools
School Primary Ability Description
Pugilism Con Focused on power and brutality, pugilism is the school of those who revel in pure violence.
Fencing Int The school of fencing focuses on mobility and finesse, turning combat into an artform.
Soldiery Wis A more nuanced path, soldiery values tactics and support in addition to traditional swordplay.


Maneuvers are almost universally completely physical in nature and have no Force components; they are expressions of the mortal body pushed to its limits. Maneuvers are divided into schools, which represent particular thoughts and approaches to combat, training, and martial abilities. The minimum primary ability needed to use a maneuver and cramp rates are indicated on the table to the right.

Maneuver Stats by Grade
Grade Minimum Primary Ability Cramp Rate
Basic 10 5
Lesser 12 4
Expert 14 3
Greater 16 2
Master 18 1

When you use a maneuver, if it does not already call for an attack roll, you must make a cramp check, which is just d20; otherwise, you use the maneuver's attack roll to check against the cramp rate (use the natural result of the die, not the final result after bonuses). If the result is equal to or lower than the maneuver's cramp rate, you fail to execute the maneuver and cannot use it again until after a long rest, during which it is assumed that you take care of the issue properly (exercise, massage, etc).

The einhander begins with four "maneuvers known" slots. A maneuver known has two possible uses: he can gain knowledge of a new maneuver of any school he can access, as a basic maneuver; or, he can improve his understanding of a maneuver he already knows, and improve its grade by one (from basic, to lesser, to expert, to greater, to master); however, he cannot improve his knowledge of a maneuver beyond the max grade, per the class table. He gains knowledge of additional maneuvers each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two basic maneuvers he knows (or reduce the grade of a maneuver he knows) for either new maneuvers, or to improve the grade of maneuvers he already knows.

If you would gain access to a school, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a school and already have access to three schools, you gain a bonus feat instead.

The einhander's key ability for his physical attacks is dependent upon the weapon he wields; when using a maneuver, if his primary ability score for the maneuver's school is greater than the ability score he would use for his weapon, he can use that instead.

Weapon Specialization

The einhander's training has one purpose: to turn him into a pinnacle of the art of swordplay. When it comes to being able to wield a weapon, the einhander has no equal.

Choose a weapon with which you are proficient. You gain a +1 feat bonus to that weapon's damage potency.

Einhander Schools and Maneuvers


Power School

Power Maneuvers
Maneuver Type Effect
Beat Down Strike Deal more damage, at the cost of reduced chance to hit.
Bonecrusher Stance Respond to taking damage with a vicious counterattack.
Wild Swing Strike Deal damage to creatures around you.


Maneuvers (Old)

This section explains how the maneuver system for einhanders works.

Martial Abilities

Martial abilities fall into two separate categories: stances and maneuvers (boosts, counters, and strikes). A martial maneuver is a subtle extraordinary or supernatural effect that is temporarily expended after use. A stance is never expended and is always available.

Stances and maneuvers are usable as many times as you like in a day. However, each time you use a maneuver, you temporarily expend it: you exhaust some small portion of your energy, you've finished the move and are now out of position and can't immediately resume the necessary posture, or your mental focus must be regained. This means you cannot use an expended maneuver again until you have rested for a brief time or perform a particular action in combat that will allow you to recover one or more expended maneuvers. The type of action required depends on which type of martial disciple you are; see your class for it's maneuver recovery mechanism. Because of this, you can usually employ each of your readied maneuvers once per encounter, unless they are recovered so you may use them again. Stances are never expended or used up and are always available to you, but they do take up readied slots.

Readying Maneuvers

Maneuvers require preparation in the form of prayer, meditation, exercise, or any other similar rehearsal. Accordingly, you must choose your selection of readied maneuvers from all the ones you know. Only those you have readied are available for immediate use.

The number of maneuvers you can ready at once is dependent on your level.

A brief period of practice, meditation, exercise, or prayer is required to ready maneuvers. The particular nature of this preparation depends on your initiator class, but each one requires 10 minutes of preparation time. You do not need to be well rested to ready maneuvers; however, it is necessary for you to be able to stand move without restriction or restraint. Each martial maneuver requires a precise combination of techniques, repetitive training of muscle memory or honing the edge of the mind to focus in on a specific concept or goal; because of this, most martial disciples are unable to keep every maneuver they know at the front of their mind. As long as you are not physically disturbed during your 10 minutes of preparation, you can change out previously chosen maneuvers for new ones. You may not ready an individual maneuver more than once when readying your maneuvers.

Recovering Maneuvers

At the beginning of each encounter, you have all of your readied maneuvers available and unexpended. When you initiate a maneuver, it is expended; it cannot be used again until it is recovered. Expended maneuvers can be recovered in two ways: through special actions or at the end of an encounter. Stances are never expended, but again, still take up a readied maneuver slot.

Normal Attack: You can choose to make a single attack as a standard action. If you do, and if you successfully hit, you may recover a single maneuver of your choice.

Focus: You can spend a full-round action focusing, mentally rehearsing your moves and studying the flow of combat. If you do, you may recover a number of maneuvers equal to the modifier for the ability score you chose for your Combat Style ability (above).

End of Encounter: You automatically recover all expended maneuvers when an encounter ends. Even a few moments out of combat is sufficient to refresh all maneuvers expended in the previous battle. In the case of a long, drawn-out series of fights, or if an initiator is out of combat entirely, assume that if a character makes no attacks of any kind, initiates no new maneuvers, and is not targeted by any enemy attacks for 1 full minute, he can recover all expended maneuvers. If a character can't avoid being attacked for 1 minute, he can't automatically recover his maneuvers and must use special actions to do so instead.

Maneuver Types

Most martial abilities fall into one of four categories: boosts, counters, stances, or strikes. Very few maneuvers don't fall into any of these categories, and they are exceptions to the rule.

This category covers maneuvers that allow a warrior to bring himself into focus, summon his ki energy or other source of power, and unleash it through melee attacks, or other attacks. A character who shouts an invocation to his cause or god and then unleashes a mighty attack is using a boost.
A boost is a maneuver that grants a bonus, most commonly to attack or damage rolls, for the duration of your turn. A boost always requires a swift action, frequently allowing you to initiate it before unleashing a standard action or full-attack. Some boosts apply additional conditions such as fatigue or stunning to your attacks, while others provide some additional effect imposed on an enemy you have just successfully struck in battle. If a boost applies to your attacks, it applies to all those attacks within the round in which it was initiated, but its effect ends at the end of your turn, unless otherwise specified. A boost's effect applies for its duration, no matter which weapon you might wield in that round. Should you switch weapons during your turn, the effect of the boost still applies. Each maneuver's description gives you the details of each boost's effect.
A boost doesn't always modify an attack; it could provide a bonus on a skill check, to your character's speed, or draw the attention of an attacking opponent.
A counter is a fast, usually defensive maneuver that is used to prevent or respond to your opponent's actions. A martial disciple who dodges just beyond an ogre's reach is using a counter.
Counters use a "reaction" action, which is an action you take in response to another action. Unlike other action types, you can take as many reaction actions as you have available each round.
A stance is a type of fighting method that you maintain from round to round. So long as you stay in a stance, you gain some benefit from it. A martial disciple who performs a kata and assumes a specific posture as he prepares to fight is using a stance.
A stance is initiated as a swift action. When you enter a stance, you immediately gain its benefit. You continue to gain the benefit of a typical stance as long as you remain in it. Some stances give you a benefit only when you meet certain conditions. A stance might grant a bonus when you move, or stand still, or if you attack a flat-footed opponent. You cannot enter a stance you are already in.
You can use a single swift action to end one stance and begin another, or you can choose to simply end your current stance without entering another. You continue to gain a stance's benefits until you switch to a new stance or end your current one. At the start of your turn, you might be in a stance that grants you a bonus on attack rolls. You could make your attacks gaining the stance's bonus then use a swift action to switch to a stance that gives you a bonus to AC.
Your stance ends if you are rendered helpless for any reason. If you later recover, a swift action must be used to initiate your stance once again. Stances are considered maneuvers for the purpose of fulfilling prerequisites for learning higher-level maneuvers or qualifying for prestige classes or feats.
A strike is a maneuver that allows a special attack. A martial disciple who slays a wyvern in a single blow is using a strike. A strike imparts some bonus or advantage over a standard attack, such as extra damage, or an additional effect such as blinding a foe.
Strikes almost always require a standard or full- round action. Most involve a melee or ranged attack as part of completing the maneuver. If the attack hits, your opponent takes normal melee or ranged damage, as well as suffering the effect of the strike. When making a strike, you use your base attack bonus, all attack and damage modifiers, weapon damage, and so forth, as normal. You can make a critical hit with a strike, but you do not multiply extra damage from a strike when calculating the critical hit damage. It is treated just as extra damage from another special ability would be (like deadly strike damage or damage from a flaming weapon).
Because strikes require a specific form of attack, you cannot benefit from spells or effects that grant extra attacks when making a strike (such as the haste spell or a speed weapon). You are not taking a full attack action when you initiate a strike whose initiation action is 1 full round, unless otherwise specified in the description. Also, you cannot combine special attacks such as disarm or sunder with strikes, unless stated otherwise in the maneuver's description.

Maneuver List (Old)

The following is the einhander maneuver list.

1st-Level Einhander Maneuvers
Maneuver Name Action Type Effect
Crushing Blow Standard Strike Attack deals +1d6 damage, target is flat-footed.
Disorienting Strike Standard Strike Attack causes opponent to suffer a -4 penalty on next d20 roll.
Dueling Stance Swift Stance Gain +2 AC against one foe, -2 against all others.
Fracture Standard Strike Attack causes bleeding (1d6).
Gutstrike Standard Strike Attack has a chance to sicken target.
Island of Blades Swift Stance Treat all adjacent foes as flanked.
Primal Strike Standard Strike Attack deals +4 damage with weapon, or +6 if two-handed.
Ravaging Blow Standard Strike Attack deals +1d6 damage and target is shaken for one round.
Savage Stance Swift Stance Attacks with two-handed weapons suffer -2 penalty to hit, but deal +1d8 damage.
Scything Strike Standard Strike Attack two opponents with one weapon.
Silver Strike Standard Strike Roll two attack rolls; use the better of the two rolls to determine result.
Shoulder Rush Standard Strike Make a bull rush or overrun attempt with a +4 bonus; attempt does not provoke attacks of opportunity.
Voracious Drive Full Strike Charge attack deals +1d6 damage, suffer no attacks of opportunity or penalty to AC.
Wolf Fang Strike Standard Strike Attack one target with two weapons.


2nd-Level Einhander Maneuvers
Maneuver Name Action Type Effect
Bloody Riposte Reaction Counter Make a counter attack with +2d6 damage after being struck in melee.
Clever Positioning Standard Strike Make an attack; if successful, swap positions with target.
Crippling Strike Standard Strike Attack deals +2d6 damage and causes bleeding (2d6).
Devastating Rush Standard Strike Attack deals +2d6 damage and ignores DR, Hardness, and protect.
Disarming Strike Standard Strike Make an attack; if successful, get a free disarm attempt.
Momentum Crash Swift Boost Add an additional 10 points of damage to a successful charge attack.
Pounce Full Strike Charge and make a full attack on the target.
Power Break Standard Strike Make an attack; if successful, target gains Str Down.
Razorblade Swift Boost Your melee attacks are treated as melee touch attacks.
Regal Blade Swift Boost Add +2 to attack and +1d8 to damage on a single melee attack.
Steel Vise Standard Strike Attack deals +1d6 damage and immobilizes target.
Tripping Strike Standard Strike Attack deals +2d6 damage and may knock target prone.
Wall of Blades Reaction Counter Replace your AC with an attack roll against one attack.


3rd-Level Einhander Maneuvers
Maneuver Name Action Type Effect
Battle Dragon's Stance Swift Stance Reduce TWF penalties, +4 to Initiative, +1d6 damage to all attacks when wielding two weapons.
Blinding Strike Standard Strike Attack deals +2d6 damage and can blind.
Blitzkrieg Swift Boost Take penalty to attack rolls in exchange for increased damage.
Dazing Attack Standard Strike Attack deals +3d6 damage and can daze.
Gut Break Standard Strike Attack inflicts con down (1) and sickens target.
Iron Surge Swift Boost Cleanse yourself of a status ailment.
Primal Warrior Stance Swift Stance You and wielded weapons are considered one size larger.
Razor Run Full Strike Move and attack all creatures in reach along path.
Risk Break Swift Boost Next attack deals +4d12 damage, but only usable when bloodied.
Savage Drive Full Strike Charge attack deals +4d6 damage, suffer no attacks of opportunity or penalty to AC.
Steel Flurry Full Strike Make three attacks against one target, with +1d6 damage on each attack.
Tendon Rip Standard Strike Attack deals +2d6 damage and halves target's move speed for 1d4 rounds.
Whirlwind Full Strike Make single attack at highest attack bonus against all creatures in reach.


4th-Level Einhander Maneuvers
Maneuver Name Action Type Effect
Aim Once, Cut Twice Swift Boost When two-weapon fighting, deal +2d6 points of damage.
Bilious Strike Standard Strike Attack deals +6d6 damage and nauseates.
Furious Swipe Standard Strike Attack deals +6d6 damage and slides target 10 feet.
Hear the Air Swift Stance Gain blindsense out to 30 feet, +5 bonus on Listen checks.
Impaling Strike Standard Strike Melee attack adds +4d6 damage, ignores DR and Hardness, inflicts Con Down.
Mind Break Standard Strike Make an attack, target may become confused.
Momentum Crush Swift Boost Deal +20 damage on successful charge attack and ignore DR.
Pinning Strike Standard Strike Attack deals +2d6 damage and target loses move action on next turn.
Primal Smash Standard Strike Attack suffers a -4 penalty to attack rolls, +20 to damage, or +35 if two-handed.
Relentless Assault Full Strike Full attack, each successive melee attack inflicts an additional 1d6 points of damage more than the previous one (maximum +5d6 per successful attack).
Sudden Recovery Swift Boost Reroll an attack roll that misses with a +2 bonus.
Tearing Strike Standard Strike Attack deals +2d6 damage and causes bleeding (4d6).
Vengeful Riposte Reaction Counter Make an attack, target is possibly staggered.


5th-Level Einhander Maneuvers
Maneuver Name Action Type Effect
Blood in the Water Swift Boost Heal yourself after killing a creature.
Dizzying Blow Full Strike Charge attack deals +10d6 damage, possibly nauseates target.
Heartstrike Swift Boost Automatically confirm a critical hit.
Lightning Step Swift Boost Change direction once during a charge and negate the movement penalty for harsh terrain.
Meteoric Collision Standard Strike Perform a bull rush with a +4 bonus, deal +7d6 damage in addition to bull rush effects.
Mithril Spiral Full Strike Make a melee attack against all threatened foes, deal +4d6 damage.
Overwhelming Blow Standard Strike Attack deals +8d6 damage, ignores DR and Hardness, causes bleeding (2d6).
Riddle of Iron Standard Strike Attack deals +6d6 damage, dazes target.
Snapping Strike Standard Strike Attack deals +5d6 damage and halves target's move speed for 1d4+1 rounds.
Steel Fang Standard Strike Attack deals +5d6 damage, ignores DR and Hardness, chance to daze.
Thrashing Flurry Full Strike Make an attack with two wielded weapons (one attack per weapon) against each threatened enemy.


6th-Level Einhander Maneuvers
Maneuver Name Action Type Effect
Abyssal Drive Full Strike Charge attack deals +8d6 damage, sickens target for 1d4 rounds.
Armor Break Standard Strike Attack also causes slag; if target is wearing armor, armor gains broken.
Battle Cadence Swift Stance Gain a +5 bonus to Initiative, and compress (2).
Blade of Fury Swift Boost Charge attacks gain bonus damage equal to double your initiator level.
Final Blow Standard Strike Make a melee attack; if foe is critical, they gain dead.
Manticore Charge Full Strike Charge attack deals +12d6 damage, knocks target prone.
Riot Blade Swift Boost Next attack deals +8d12 damage, but only usable while critical.
Singing Steel Strike Standard Strike Attack deals +8d6 damage, deafens target and causes mute.
Speed Break Standard Strike Attack deals +6d6 damage, causes slow.
Stunning Strike Standard Strike Attack deals +6d6 damage, stuns target for 1d4 rounds.
True Strike Standard Strike Melee attack automatically hits and ignores DR, Hardness, and protect.


7th-Level Einhander Maneuvers
Maneuver Name Action Type Effect
Agility Break Standard Strike Attack deals +8d6 damage, target gains dex down (2), chance to reduce evasion by two steps for 1d4 rounds.
Blood-Spray Strike Standard Strike Attack deals +8d6 damage, target gains con down (2), chance to cause doom (1d4+1).
Charge of the Ravager Full Strike Charge attack, may make a full attack upon target; make attacks on foes along charge path; each attack deals +2d6 damage; without provoking attacks of opportunity.
Devastating Momentum Swift Boost Your next charge attack deals +40 damage, ignores DR and Hardness, may stun target.
Eviscerating Strike Standard Strike Attack deals +12d6 damage, ignores DR and Hardness, may nauseate target.
Greased Lightning Swift Boost Creatures cannot use reactions or otherwise interrupt your next attack.
Orichalcum Punt Standard Strike Attack deals +12d6 damage, slide target up to its move speed.
Primal Frenzy Full Strike Melee attack with all wielded weapons against all threatened foes, each attack deals +6d6 damage.
Royal Blade Swift Boost Next attack gets +5 to attack roll and deals +5d8 damage.
Thrashing Frenzy Full Strike Make two melee attacks with two wielded weapons (two attacks per weapon) against each threatened foe.


8th-Level Einhander Maneuvers
Maneuver Name Action Type Effect
Adamantine Fang Standard Strike Attack deals +12d6 damage, ignores DR and Hardness, can paralyze.
Doom Talon Swift Boost Confirm a critical hit, attack deals +4d6 damage.
Iaijitsu Strike Swift Boost If your next attack is against a flat-footed opponent, deal +20d6 damage.
Life Break Standard Strike Attack deals +12d6 damage, causes con down (4).
Meteoric Crash Full Strike Make a bull rush with a +4 bonus as a charge; deal +10d6 damage in addition to bull rush effects; knock target prone if moved more than 10 feet, and make a followup attack.
Mountainbreaker Swift Stance Reroll max dice and add them when rolling for damage.
Riddle of Steel Standard Strike Attack deals +10d6 damage, causes confusion.
Stock Break Standard Strike Attack deals extra damage equal to difference between initiator's maximum HP and current HP.


9th-Level Einhander Maneuvers
Maneuver Name Action Type Effect
Deathblow Standard Strike Melee attack has chance to inflict dead.
Final Smash Full Strike Charge attack, may make a full attack upon target; make attacks on foes along charge path; each attack deals +4d6 damage; without provoking attacks of opportunity.
Limit Break Swift Boost Next attack deals +16d12 damage, but only usable at one-tenth hit points.
Omnislash Full Strike Full attack action, each attack deals +6d6 damage and ignores DR and Hardness.
Perfect Strike Standard Strike Attack deals +100 damage, or +150 if two-handed.
Quickening Full Strike Make two full attack actions, each attack deals +4d6 damage.



The following are a selection of feats that are relevant to einhanders.


You've delved deeper into your martial learning to find new skills.
Benefit: You may select two maneuvers from your class's list and add them to your known maneuvers.
Special: You may select this feat multiple times.


You have learned how to increase your ability to maintain martial forms in your mind.
Benefit: Select a martial maneuver using class that you possess one or more levels in. You may ready an additional martial maneuver from your maneuvers known from that class.
Special: You may select this feat multiple times, applying it to multiple classes (if you possess multiple initiator classes) or multiple times to single class.


You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.


With a flash of insight, you retain the knowledge of a martial maneuver you've just used.
Benefit: As a free action, after you've use a martial strike, counter, boost, tactic, or command, you may instantly recover that maneuver. You may do this once per encounter.
Special: You may select this feat multiple times, gaining multiple uses per encounter.


Your speed is legendary, allowing you to switch weapons at a frightening pace.
Prerequisites: Quick Draw, Dex 15, base attack bonus +5.
Benefit: You may draw or put away a weapon as a free action. You cannot make more weapon swaps per round than your Dexterity modifier.


You have learned how to initiate a martial strike on the move, delivering them at the end of a charge attack.
Prerequisites: Base attack bonus +3.
Benefits: You may initiate a strike maneuver instead of making an attack at the end of a charge.


You learn how to use victory over a foe to your advantage, repositioning yourself and recovering a martial maneuver.
Benefit: Once per encounter, you may recover maneuvers equal to your initiator modifier when you reduce an opponent to zero or less hit points (your initiator modifier is the modifier for the ability score you chose for your Combat Style class feature).


Design Notes

I do not like these school names.

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