Difference between revisions of "Man At Arms (D&D class)"
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Original design by [[User:Segmarian (Hastur)|Segmarian]]. | Original design by [[User:Segmarian (Hastur)|Segmarian]]. |
Revision as of 18:48, 13 March 2007
This article is imported from the Hastur wiki. See the import log for details.
Unofficial rules compendium | |
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Original design by Segmarian.
Critique
- Level requirement is artificially high.
- Weapon finesse is unnecessary since no weapon has to be used with finesse. Characters with high Dex will learn Weapon Finesse if they benefit from it.
- Flurry is certainlky good but a bit boring. Something like "Versatility", e.g. the ability to use any weapon to inflict
- Tower Shield proficiency is a bit iffy. The thing that irks me is that it is a since, specific item.
Hit Die: d10.
Requirements
To qualify to become a Man-at-arms, a character must fulfill all of the following criteria.
Simple Weapons Proficiency, Martial Weapons Proficiency, Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Tower Shield Proficiency, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Improved Shield Bash, Point Blank Shot, Power Attack, Quick Draw, Two-Weapon Fighting, Weapon Finesse.
Base Attack Bonus: +12.
Class Skills
The Man-at-arms's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Table: The Man-at-arms
Lvl | BA | Fort | Ref | Will | Special |
1 | +1 | +2 | +0 | +0 | General Weapon Focus |
2 | +2 | +3 | +0 | +0 | General Exotic Weapon Proficiency |
3 | +3 | +3 | +1 | +1 | General Weapon Specialization |
4 | +4 | +4 | +1 | +1 | General Improved Critical |
5 | +5 | +4 | +1 | +1 | General Weapon Flurry |
General Exotic Weapon Proficiency: The Man-at-arms gains proficiency with all exotic weapons.
General Weapon specialization: The Man-at-arms gains Weapon specialization with all weapons.
General Improved Critical: The Man-at-arms gains Improved Critical with all weapons.
General Weapon Flurry: The Man-at-arms gains the ability to make an extra attack at full base attack bonus when making a full attack. All attacks made this round suffer a -2 modifier.