Armor Disciple

From Paradox Haze

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Many Armor Disciples live in the Southern Kingdom as well however, working as guards to uphold the law.  While not tied traditionally to the court, their abilities as bodyguards have made them common as such.
Many Armor Disciples live in the Southern Kingdom as well however, working as guards to uphold the law.  While not tied traditionally to the court, their abilities as bodyguards have made them common as such.
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Armor Disciples multi-class well with Knights and Fighters, as well as Earth Callers.
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Armor Disciples multi-class well with Knights and Fighters.
===Class Skills===
===Class Skills===

Current revision as of 01:00, 1 October 2007

[edit] Armor Disciples

Armor Disciples follow the fighting style of the ancient hero Hughes. They use their armor, shield, and lance for maximum effect. They are sometimes described as moving walls of iron and steel.

Armor Disciples have become heavily incorporated into the court of Chrade; nearly all the body-guards of important nobles are followers of this discipline.

Many Armor Disciples live in the Southern Kingdom as well however, working as guards to uphold the law. While not tied traditionally to the court, their abilities as bodyguards have made them common as such.

Armor Disciples multi-class well with Knights and Fighters.

[edit] Class Skills

Alignment: Any Lawful

Hit Die: d10.

The Armor Disciple’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge: Nobility (Int), and Swim (Str).

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

Weapon and Armor Proficiency: All Armor and Shields, All Martial Weapons


Table: The Armor Disciple
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0 Craft Armor +10, Armor Ordeal, Toughness
2nd+2+3+0+0 Damage Reduction 1/-, Defensive Stance +2
3rd+3+3+1+1 Damage Reduction 2/-, Endurance Feat, Lances +1
4th+4+4+1+1 Damage Reduction 4/-, Defensive Stance +3
5th+5+4+1+1 Damage Reduction 6/-, Improved Armor
6th+6/+1+5+2+2 Damage Reduction 8/- Defensive Stance +4
7th+7/+2+5+2+2 Damage Reduction 10/- Die-Hard Feat
8th+8/+3+6+2+2 Damage Reduction 12/- Defensive Stance +5
9th+9/+4+6+3+3 Damage Reduction 14/- Inspiring Fortitude
10th+10/+5+7+3+3 Damage Reduction 16/-, Great Armor, Defensive Stance +6


Armor Ordeal: An Armor Disciple is one with his armor; All Armor Disciples help craft their own plate armor, which they will use as long as they are armor Knights.

This Special Armor Provides +8 to AC, and -4 Armor Penalty. It covers the body completely, from head to toe. This Armor does not reduce move, but reduces Dex Modifier to 0.

The Armor Disciple only gains his damage reduction ability while wearing this armor. If it is somehow destroyed, he must spend one undisturbed week crafting another.

Defensive Stance: As Knight Protector (Complete Warrior) Skill.

Lances +1: Any lance the Earth Disciple uses is treated as having at least a +1 bonus; this however, doesn't stack with any magical bonuses the weapon may actually have.


Inspiring Fortitude: Allies within 20 feet of the Armor Disciple gain a +2 inspiration bonus on Fortitude Checks. The Armor Disciple also gains this bonus, at all times.


Improved Armor: The AC Bonus from the Armor Disciples special Armor increases to +10


Great Armor: The AC Bonus from the Armor Disciples special Armor increases to +12

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