Aderon • Warrior (Public Access: RO Owner:aderon)
Warrior:
BAB F/R/W Defense Special
1 1 2-0-0 0 Weapon Focus
2 2 3-0-0 1
3 3 3-1-1 2 Weapon Specialization
4 4 4-1-1 3
5 5 4-1-1 3 Fearsome Reputation
6 6/1 5-2-2 4
7 7/2 5-2-2 5
8 8/3 6-2-2 6
9 9/4 6-3-3 6
10 10/5 7-3-3 7 Legendary Reputation
11 11/6/1 7-3-3 8
12 12/7/2 8-4-4 9
13 13/8/3 8-4-4 9
14 14/9/4 9-4-4 10
15 15/10/5 9-5-5 11
16 16/11/6/1 10-5-5 12
17 17/12/7/2 10-5-5 12
18 18/13/8/3 11-6-6 13
19 19/14/9/4 11-6-6 14
20 20/15/10/5 12-6-6 15
Specials:
Weapon Focus: The warrior may choose a weapon class to focus in, Axes, Swords, Spears... Any weapon of the chosen class that the Warrior is proficient in gives the warrior a +2 on all attacks, disarm checks and grapple to use weapon.
Weapon Specialization: The warrior must choose the weapon class he is focused in. The warrior receives +2 to damage, armor penetration and sunder checks.
Fearsome Reputation: The warrior's reputation is well known and he receives a +5 to all intimidate checks.
Legendary Reputation: The warrior is now a legendary beast and 1/day may cause fear in his enemies. DC 10+cha Will, all enemies within 30 feet are affected. If enemy fails save they run in fear until the warrior can no longer be heard or seen.
Skills: 2+int modifier
General Skills: Intimidate
Climb, Handle Animal, Diplomacy, Jump, Swim, Perception, Knowledge (Local), Knowledge (Arch & Engineering)
Feats Categories:
General:
Two Weapon Fighting
Powerful Strike - Full round action, Single attack - reduce your Bab to 0 add that to damage and to AVS penetration.
Shield Breaker - Full round action - Attack ignores any deflection bonus the target has, magical or not - deals normal damage OR attack may attack shield, magical or not, and try to destroy it (Does not work on spells higher than third level).
Quick Draw
Skirmisher (Preq. Two weapon fighting)
* - requires light armor
2- Parry - Once a round may parry an incoming attack, before to hit rolls are made. Roll opposed attack rolls and if successful the enemy misses.
4 - Dodge - If attack successful hits and a parry was not attempted you may negate your armor save and attempt to dodge, roll a REF save vs. the roll to hit you. *
6- Lightning Reflexes - +2 to Ref Save
8 - Lunge- Full round action - may increase the reach of your attack by 5 feet and receive no attacks of opportunity for the attack. Only works while a weapon is in hand. (Preq. Parry)
10 - Spell Dodge - Once a round- Any single target, non mind effecting spell - If a save is failed may re-roll the save. If the spell does not allow a save, may take a save anyways. (Preq. Dodge)*
12 - Improved Parry - May parry up to 3 Incoming attacks in one round. (Preq. Parry, Lightning Reflexes)
14- Two Weapon Mastery - No long receive any minus for wielding one main weapon and a light off hand, or receive -2 / -2 for wielding two main weapons. (Preq. Lightning Reflexes)
16 - Deadly Strike - Declared use, 1/rnd, if target takes damage from one of your strikes they must roll a Fort save VS damage done or die. (Preq. Lunge)
18 - Improved Lunge- The reach of your weapons is now always 5 ft further than they appear to be. (Preq. Lunge)*
20 - Precise strike - Declared use, 1/rnd, May make a single attack that counts as a coup d'grace. (Preq. Deadly Strike)
Barbarian (Preq. Powerful Strike)
2 - Mighty Blow - Full round action, Enemy (up to 1 size category larger) must make opposed strength check after suffering a hit. If failed the target is knocked prone or 5 ft back.
4 - Second Wind - If knocked Unconscious may roll a will save DC 10 +1 for every point below 0 (Even past -10), if successful will rise with 1 HP and will suffer from near death even if spells or powers would negate it. May only be used 1/day
6 - Cleave - If you do an enemy’s full life bar in damage in one strike you may continue to attack any enemy within your attack range. Once you fail to do an enemy's full life in one strike the cleave stops. (Preq. Might Blow)
8 - Unstoppable - You do not suffer from wounded or near death (Except in the case of second wind) (Preq. Second Wind)
10 - Great Cleave - If you run out of opponents to cleave you may make a 5 ft step after each cleave to get in range of nearby enemies. (Preq. Cleave.)
12 - Throw Weapon - Any weapon you are Proficient with and up to large size may be thrown with a R.I. of 50 ft and max range of 250ft. No strength is added to the damage.
14 - Animal Spirit - Activate the spirit of a Bear or Wolf once a day - Bear: Gain +4 to hit and damage for the rest of combat. Wolf: Gain + 20 ft movement speed and +4 Defenses. (Preq. Kill a Bear and/or wolf with your bare hands and no armor in one on one combat. )
16 - Berserk Charge- May charge up to 90 ft (or base speed x3 - so in wolf form 150ft) gaining + 10 damage but suffer -10 Defense. (Preq. Unstoppable)
18- Unbound - You count as having 27 strength when attempting to break from ropes, chains or any bindings. This also counts to bend bars or bust open doors.
20 - Battle Frenzy - You may enter a state of Frenzy 1/day for 1 combat. +10 Defense +10 to hit and damage, + 30 movement speed (Stacks with wolf spirit), +200 HP. This HP is used first when you take damage. Once the frenzy is over this HP will go away but not subtract from your normal HP. (Preq. Berserk Charge)
Knight (Preq. Ride)
2 - Mounted Combat - You are skilled at battle training steeds (Automatic takes 2 weeks). Gain +4 to handle animal. You gain x2 Die damage when charging on horseback. You may "Ride by attack" ( As 3.5 PHB). You may also shoot bows from horseback without penalty. (Preq. Handle animal)
4 - Shield Specialization - Gain +1 Defense and Reflex save from a light or heavy shield. Also may make an additional attack with shield at -2.
6 - Armor Specialization - The Defense Minus in any armor is reduced by 3. (Preq. Shield Specialization)
8 - Champion - The knight is a fearsome opponent. All intelligent creatures need to roll a Will save DC 10 + Cha or they will choose not to engage the knight in melee.
10 - Heroic Charge - While charging and enemy, the target must roll a Fear save Vs 5+ Level or loose DEX to defense and be unable to make AoO or other out of turn powers or held actions. While on horseback DC = 10 + LVL. ( Preq. Mounted Combat)
12 - Master of Armor - All armor grants the Knight a + 5 AVS. (Preq. Armor Specialization)
14 - Shield Throw - RI 50ft Standard Damage + Fort save vs. DC 10 + Dmg or be knocked down. (Preq. Shield Specialization.)
16 - Slam - Only works on targets of Equal size or smaller. Slam is a full round action shield attack, auto critical and ignores AVS. (Preq. Shield Specialization)
18 - Sever - Works on Large or smaller opponents. Full round action. Make an attack vs. an arm or leg (-like limb) at -10 to hit and opponent receives a -4 AVS. Opponent must make a Fort save vs. DMG done or lose the limb. (Preq. Champion)
20 - Charge Through - You may make a charge in a straight line and attack anyone you pass. The enemies all suffer as if it was a Heroic Charge. You may also make up to two charge attacks per round. (Preq. Heroic Charge. )
Brawler
2 - Unarmed Combat - Your fists do 1d6 dmg each and you may make 2 attacks with them at -2/-2 or use a one-handed weapon and a fist.
4 - Break through - May Bull rush without any AoO.
6 - No matter the odds - Enemies always fail AVS on a 2 against you.
8 - Wild hits - You may make an attack against anyone near you at -2 to each attack. You gain +2 defense while doing this. (Preq. Break through)
10 - Hold the Line - You may make an AoO against anyone who charges you. Opponent loses attack if damaged. (Preq. No matter the odds. )
12 - Kill the weak! - Enemies always fail AVS on a 5 against you. (Preq. No matter the Odds. )
14 - Weak point- Full round action. Your Attack will deal no damage but the enemy must still roll AVS at -5. If he fails his AVS than you have exposed a weak spot and he has a permanent -5 AVS until it is repaired. Does not stack. ( Preq. Wild Hits.)
16 - Finishing Strike - If target is Wounded (At or lower than Half HP) You may make a Full attack action to attempt to finish him off. Roll damage and AVS like normal then roll a STR check vs. remaining HP ( i.e. target has 30/60 HP then you attack and do 11 dmg, target now has 19 HP and you can roll a STR check DC 19) If you pass the STR check the target dies. (Preq. Kill the weak)
18 - Improved Unarmed Combat - Your Fists now do 1d10 dmg each. (Preq. Unarmed combat)
20 - Recover - If you ever take enough damage to bring you to 0 or lower HP you may make a fort save VS dmg done. If the save is passed you remain at 1 HP. This can be done any number of times. (Preq. No matter the odds. )