Difference between revisions of "Man At Arms (D&D class)"

From Action
Jump to navigation Jump to search
(No difference)

Revision as of 07:35, 21 May 2007

D&DD&D Logo
Unofficial rules compendium


Original design by Segmarian.



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.