Angry Bob
2010-03-29, 09:59 PM
A new version of this is further down in the thread.
Hydra Knights are swordsmen that use a bizarre style that makes fighting them seem like fighting many men.
Prerequisites:
Base Attack Bonus: +9
Feats: Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse
Skills: Sleight of Hand 6, Balance 6
Alignment: Any Chaotic. Originally, the Hydra Style was employed by those who fought for the sake of fighting, but is now practiced by any with the skill it takes. It still requires its users to be somewhat unhinged, though.
Other: Must be Humanoid.
Skills: Balance, Bluff, Climb, Craft, Escape Artist, Intimidate, Jump, Profession, Sense Motive, Sleight of Hand, Tumble, Swim
Skills/Level: 2 + Int Mod
Weapon/Armor Proficiency: A Hydra Knight gains no additional proficiencies.
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +1 | +2 | +2| +0 | Erratic Stance
2nd | +2 | +3 | +3 | +0| Light-Footed
3rd | +3 | +3 | +3 | +1| Greater Two-Weapon Fighting
4th | +4 | +4 | +4 | +1 | Erratic Stance +2
5th | +5 | +4 | +4 | +1 | Bizarre Wielder
6th | +6 | +5 | +5 | +2 | Surefooted
7th | +7 | +5 | +5 | +2 |
8th | +8 | +6 | +6 | +2 | Fleet of Foot, Erratic Stance +3
9th | +9 | +6 | +6 | +3 | Windmill Strike
10th | +10 | +7 | +7 | +3 | Bizarre Wielder (+1 arm), Erratic Stance +4[/table]
Class Features
Erratic Stance: A Hydra Knight is trained to appear to be everywhere he isn't. At level 1, a Hydra Knight gains a +1 dodge bonus to AC, which increases by +1 at level 4, level 8, and level 10.
Light-Footed: A Hydra Knight can flip, tumble, and slide to attack from angles inconceivable to most enemies. At 2st level, whenever a Hydra Knight makes a tumble check to avoid attacks of opportunities, he may treat all enemies he would have provoked attacks of opportunity from as flanked until the end of his next turn. This ability only functions as long as the Hydra Knight is wearing light or no armor.
Greater Two-Weapon Fighting: A Hydra Knight gains Greater Two-Weapon Fighting at level 3 as a bonus feat, whether or not he meets the requirements.
Bizarre Wielder: The defining ability of a Hydra Knight is perhaps his strange approach to fighting with multiple weapons. Hydra Knights have been seen wielding two weapons in one hand, wielding weapons in their mouth, or even juggling their weapons to make many more attacks than would seem possible.
At fifth level, a Hydra Knight is treated as having one more manipulating limb for the purpose of wielding one-handed or smaller weapons. He cannot hold weapons he is not proficient with this way at all.
In addition, a Hydra Knight may make expanded use of his Two-Weapon Fighting feats(Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting).
He may make additional attacks granted by these feats with this third weapon as though is were an off-hand weapon, as well as additional attacks with his normal off-hand weapon.
Attacks with weapons held in this "arm" are treated as though the "arm" had a strength modifier of +0.
An attack made with a weapon in this "hand" is immediately dropped if it misses. This ability functions only while the Hydra Knight is wearing light or no armor.
At 10th level, a Hydra Knight gains an additional virtual "arm" that works exactly like the other one.
Surefooted: At level 6, a Hydra Knight may take ten on all tumble, Sleight of Hand, Balance, and Jump checks, even if circumstances would dictate otherwise as long as he's wearing light or no armor.
Fleet of Foot: A Hydra Knight's style demands a degree of alacrity and dexterity above and beyond the human average. At level 8, A Hydra Knight's Land speed increases by 10 ft.
Windmill Strike: A Hydra Knight attacks by flailing, windmilling, and spinning in a storm of spikes and sharp metal edges that would be impossible for any other warrior. At level 9, a Hydra Knight gains the pounce special ability.
Hydra Knights are swordsmen that use a bizarre style that makes fighting them seem like fighting many men.
Prerequisites:
Base Attack Bonus: +9
Feats: Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse
Skills: Sleight of Hand 6, Balance 6
Alignment: Any Chaotic. Originally, the Hydra Style was employed by those who fought for the sake of fighting, but is now practiced by any with the skill it takes. It still requires its users to be somewhat unhinged, though.
Other: Must be Humanoid.
Skills: Balance, Bluff, Climb, Craft, Escape Artist, Intimidate, Jump, Profession, Sense Motive, Sleight of Hand, Tumble, Swim
Skills/Level: 2 + Int Mod
Weapon/Armor Proficiency: A Hydra Knight gains no additional proficiencies.
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +1 | +2 | +2| +0 | Erratic Stance
2nd | +2 | +3 | +3 | +0| Light-Footed
3rd | +3 | +3 | +3 | +1| Greater Two-Weapon Fighting
4th | +4 | +4 | +4 | +1 | Erratic Stance +2
5th | +5 | +4 | +4 | +1 | Bizarre Wielder
6th | +6 | +5 | +5 | +2 | Surefooted
7th | +7 | +5 | +5 | +2 |
8th | +8 | +6 | +6 | +2 | Fleet of Foot, Erratic Stance +3
9th | +9 | +6 | +6 | +3 | Windmill Strike
10th | +10 | +7 | +7 | +3 | Bizarre Wielder (+1 arm), Erratic Stance +4[/table]
Class Features
Erratic Stance: A Hydra Knight is trained to appear to be everywhere he isn't. At level 1, a Hydra Knight gains a +1 dodge bonus to AC, which increases by +1 at level 4, level 8, and level 10.
Light-Footed: A Hydra Knight can flip, tumble, and slide to attack from angles inconceivable to most enemies. At 2st level, whenever a Hydra Knight makes a tumble check to avoid attacks of opportunities, he may treat all enemies he would have provoked attacks of opportunity from as flanked until the end of his next turn. This ability only functions as long as the Hydra Knight is wearing light or no armor.
Greater Two-Weapon Fighting: A Hydra Knight gains Greater Two-Weapon Fighting at level 3 as a bonus feat, whether or not he meets the requirements.
Bizarre Wielder: The defining ability of a Hydra Knight is perhaps his strange approach to fighting with multiple weapons. Hydra Knights have been seen wielding two weapons in one hand, wielding weapons in their mouth, or even juggling their weapons to make many more attacks than would seem possible.
At fifth level, a Hydra Knight is treated as having one more manipulating limb for the purpose of wielding one-handed or smaller weapons. He cannot hold weapons he is not proficient with this way at all.
In addition, a Hydra Knight may make expanded use of his Two-Weapon Fighting feats(Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting).
He may make additional attacks granted by these feats with this third weapon as though is were an off-hand weapon, as well as additional attacks with his normal off-hand weapon.
Attacks with weapons held in this "arm" are treated as though the "arm" had a strength modifier of +0.
An attack made with a weapon in this "hand" is immediately dropped if it misses. This ability functions only while the Hydra Knight is wearing light or no armor.
At 10th level, a Hydra Knight gains an additional virtual "arm" that works exactly like the other one.
Surefooted: At level 6, a Hydra Knight may take ten on all tumble, Sleight of Hand, Balance, and Jump checks, even if circumstances would dictate otherwise as long as he's wearing light or no armor.
Fleet of Foot: A Hydra Knight's style demands a degree of alacrity and dexterity above and beyond the human average. At level 8, A Hydra Knight's Land speed increases by 10 ft.
Windmill Strike: A Hydra Knight attacks by flailing, windmilling, and spinning in a storm of spikes and sharp metal edges that would be impossible for any other warrior. At level 9, a Hydra Knight gains the pounce special ability.