chrono10487
2010-07-10, 04:22 PM
http://i2.photobucket.com/albums/y40/kizna1200/Livejournal/SiegfriedSchtauffen_SC3OfficialArt.jpg
Last thing the orc King Ug-lug heard before seeing a flash of a blade and a smile,"My sword is bigger than your whole army... More specifically your neck." The northern orc tribes are now currently seeking a new king.
The Zweihander Knights were created out of necessity when cavalry was useless against or in certain situations. A select few nobles formed this new breed of battle fanatic who would run straight into a wall of spears to break the enemy lines. Zweihander Knights are known for their overwhelming strength and battle prowess as well as being some of the few nobles who get their hands very dirty on the front lines. The life expectancy for these nobles is low but those who survive countless battles are a thing of legend and are heard of across the world.
Abilities: Strength is important to the Zweihander for he revels in physical combat. Constitution is a necessity considering how close quarters Zweihanders are. Dexterity is useful to heighten one’s movement and speed.
Alignment: Zweihander Knights are always lawful. Most knightly orders arise as institutions forged to protect a kingdom from invaders or to enforce law against chaos from within.While knights value order, they tend in equal numbers toward good, evil, and neutrality. Lawful good knights see order as a tool to protect the innocent and weak from evil. Lawful evil knights believe that the social order serves to reward the strong. Lawful neutral knights abhor the destruction chaos can bring so uphold order for its own sake.
Hit Die: d12
Class Skills
The Zweihander's class skills are Craft, Climb, Diplomacy, Intimidate, Jump, Knowledge (Nobility and Royalty), Listen, Martial Lore, Sense Motive, and Swim.
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier
{table]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2| Zweihander Training, Break the Line I
2nd|+2|+3|+0|+3| Crushing Blows (-2 enemy AC), DR 2/-
3rd|+3|+3|+1|+3| Leading the Charge
4th|+4|+4|+1|+4| Sweeping Strikes, Bonus Feat
5th|+5|+4|+1|+4| Break the Line II, DR 4/-
6th|+6/+1|+5|+2|+5| Crushing Blows (-4 enemy AC), Know Thy Name I
7th|+7/+2|+5|+2|+5| Juggernaut I
8th|+8/+3|+6|+2|+6| DR 6/-, Bonus Feat
9th|+9/+4|+6|+3|+6| Break the Line III
10th|+10/+5|+7|+3|+7| Crushing Blows (-6 enemy AC), Know Thy Name II
11th|+11/+6|+7|+3|+7| DR 8/-, Juggernaut II
12th|+12/+6|+8|+4|+8| Bonus feat
13th|+13/+8|+9|+4|+9| Break the Line IV
14th|+14/+9|+9|+4|+9| Crushing Blows (-8 enemy AC), DR 10/-, Know Thy Name III
15th|+15/+10|+9|+5|+9| Juggernaut III
16th|+16/+11/+6/+1|+10|+5|+10| Bonus Feat
17th|+17/+12/+7/+2|+10|+5|+10| Break the Line V, DR 12/-
18th|+18/+13/+8/+3|+11|+6|+11| Crushing Blows (-10 enemy AC), Know Thy Name IV
19th|+19/+14/+9/+4|+11|+6|+11| Juggernaut IV
20th|+20/+15/+10/+5|+12|+6|+12| DR 14/-, Bonus Feat
[/table]
Zweihander Training (Ex): Through years of countless training the Zweihander has grasped the concept of how using size is to one’s advantage. The Zweihander gains proficiency with the Zweihander, a massive sword of legend, as well as the benefits of the powerful build trait. The physical stature of a Zweihander lets him function in many ways as if he were one size category larger. Whenever a Zweihander is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Zweihander is treated as one size larger if doing so is advantageous to him. A Zweihander is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Zweihander can use weapons designed for a creature one size larger without penalty.However, his space and reach remain those of a creature of his actual size. The benefits of this extraordinary training stack with the effects of powers, abilities, and spells that change the subject’s size category.
Break The Line I (Ex): Zweihander Knights are known for being the first ones to hit the front lines of enemy forces. It is their job to break the line of spearmen and smash the ranks. The beginning of being able to do this is being in the front lines before the enemy would expect it. A Zweihander is much faster then the norm for his race by 20 feet. This benefit applies only while wearing no armor, light armor, medium armor, or heavy armor and not carrying a heavy load.
Crushing Blows (Ex): A Zweihander Knight swings with such incredible force that their opponents feel the pain of each blow causing them to not to take full advantage of their armor class. Starting at 2nd level any opponent hit by an attack from a Zweihander Knight receives -2 to their AC until the end of the encounter. This ability increases by one every four levels; -4 at 6th, -6 at 10th, -8 at 14th, and -10 at 18th. This effect does not stack with multiple strikes or if the same opponent gets hit by more than one Zweihander.
Damage Reduction (Ex): At 2nd level, a Zweihander gains Damage Reduction. Subtract 2 from the damage the Zweihander takes each time he is dealt damage from a weapon or a natural attack. At 5th level, and every three Zweihander Knight levels thereafter (8th, 11th, 14th, 17th, and 20th level), this damage reduction rises by 2 points. Damage reduction can reduce damage to 0 but not below 0.
Leading the Charge (Ex): At 3rd level the Zweihander Knight gains the martial stance Leading the Charge even if he does not meet the prerequisites. Allies deal +1 damage/Zweihander level on charge attacks.
Sweeping Strikes (Ex): The Zweihander uses such wide strikes that everything in his path is struck by his undiscerning blade. When the Zweihander makes a full attack he can give up his regular attacks and instead make one melee attack at his full base attack bonus against everything adjacent to the Zweihander, allies, creatures, opponents, and even objects. This attack is hard to control and simply hits everything in a circular fluid strike. When a Zweihander uses this ability he also forfeits any other bonus or extra attacks granted by other feats or abilities (Such as the Cleave feat or the Haste spell).
Bonus Feat (Ex): Starting at 4th level the Zweihander Knight gains a fighter bonus feat and is in all respects and purposes considered a fighter in level when meeting prerequisites for feats and/or abilities. The Zweihander Knight gains an additional fighter bonus feat every four levels at 8th, 12th, 16th, and 20th.
Know thy Name (Ex): The Zweihander Knight’s battle prowess has started to spread and his name is becoming known to all that see this battle veteran. At 6th level, the Zweihander Knight adds a +2 circumstance bonus to all Diplomacy and Intimidate checks. At 10th level, and every four Zweihander Knight levels thereafter (14th and 18th ) this bonus increases by 4.
Juggernaut I (Ex): The Zweihander Knight on the battlefield is seen as a near unstoppable force by his enemies. At 7th level, a Zweihander Knight is no longer subject to nonlethal damage or extra damage from critical hits.
Break the Line II (Ex): The Zweihander hits with such force that anytime an opponent is struck by his blade the opponent must make an immediate fortitude save DC (10 + Zweihander Level + Str modifier) or be knocked back 5 feet. If the target can not be knocked back this ability has no effect. Example: a wall at the target’s back.
Juggernaut II (Ex): As the Zweihander Knight progresses through battle after battle his mind hardens to a state of focus unlike any seen in the world. For the Zweihander Knight all that matters is the battle at hand. At 11th level, a Zweihander Knight gains immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). This extraordinary ability only occurs immediately once combat has begun and remains active throughout the encounter.
Break the Line III (Ex): The Zweihander Knight has learned to put all his strength into his strikes and inflict massive amounts of damage. When using a weapon two handed the Zweihander Knight doubles his strength modifier instead of only gaining the normal strength and a half.
Juggernaut III (Ex): The Zweihander Knight can not be stopped once the adrenaline has started in the heat of battle. At 15th level, a Zweihander Knight gains immunity to death effects and necromancy effects. This extraordinary ability only occurs immediately once combat has begun and remains active throughout the encounter.
Break the Line IV (Ex): The Zweihander Knight has become so lethal on his charge that any who stay to meet his blade soon come to regret it. When the Zweihander Knight makes a charge attack and hits his opponent he does an additional d8 of damage equal to his strength modifier, this bonus damage is considered crushing damage regardless of a weapon being slashing. This ability is further enhanced by any magical strength bonuses to the Zweihander Knight’s base strength. (Ex. An opponent hit by a Zweihander Knight with a strength modifier of +5 would deal an additional 5d8 crushing damage to that opponent.)
Juggernaut IV (Ex): The Zweihander Knight has fine tuned his body to the consistency of perfection. A Zweihander Knight no longer fears the faltering of his own skills in combat. At 19th level, a Zweihander Knight is no longer subject to ability damage or ability drain.
Break the Line V (Ex): The Zweihander Knight has become the ultimate force in crushing enemy lines and morale. Immediately following a sweeping strike or charge attack all items (weapons, shields, armor, or objects *example: rock or wall) are subject to being sundered using the highest base attack bonus from the attack, damage is rolled separately. Based on their materials or hit points they may not break but are still attacked along with the enemy. (Ex. When a Zweihander Knight attacks an opponent he is also attacking the opponent’s armor, weapons, and/or cover. If the Zweihander Knight hits any of those items they take damage separately.) If the Zweihander Knight is also wielding the Zweihander as his weapon he gains the benefit of having Improved Sunder even if he does not meet the prerequisites.
Exotic Weapon
Zweihander
100gp Dmg (H) 2d8 Dmg (C) 3d8 19-20/x3 Reach 10ft 14Lbs Slashing
The Zweihander is a massive sword that requires special training to use and a minimum strength score of 16 to use. It can strike adjacent foes as well as those out to 10ft away. The Zweihander was originally created to break the front line of enemy troops, as well as, topple cavalry, steed and horseman, in one swing. It is truly a legendary weapon but is very unwieldy.
Last thing the orc King Ug-lug heard before seeing a flash of a blade and a smile,"My sword is bigger than your whole army... More specifically your neck." The northern orc tribes are now currently seeking a new king.
The Zweihander Knights were created out of necessity when cavalry was useless against or in certain situations. A select few nobles formed this new breed of battle fanatic who would run straight into a wall of spears to break the enemy lines. Zweihander Knights are known for their overwhelming strength and battle prowess as well as being some of the few nobles who get their hands very dirty on the front lines. The life expectancy for these nobles is low but those who survive countless battles are a thing of legend and are heard of across the world.
Abilities: Strength is important to the Zweihander for he revels in physical combat. Constitution is a necessity considering how close quarters Zweihanders are. Dexterity is useful to heighten one’s movement and speed.
Alignment: Zweihander Knights are always lawful. Most knightly orders arise as institutions forged to protect a kingdom from invaders or to enforce law against chaos from within.While knights value order, they tend in equal numbers toward good, evil, and neutrality. Lawful good knights see order as a tool to protect the innocent and weak from evil. Lawful evil knights believe that the social order serves to reward the strong. Lawful neutral knights abhor the destruction chaos can bring so uphold order for its own sake.
Hit Die: d12
Class Skills
The Zweihander's class skills are Craft, Climb, Diplomacy, Intimidate, Jump, Knowledge (Nobility and Royalty), Listen, Martial Lore, Sense Motive, and Swim.
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier
{table]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2| Zweihander Training, Break the Line I
2nd|+2|+3|+0|+3| Crushing Blows (-2 enemy AC), DR 2/-
3rd|+3|+3|+1|+3| Leading the Charge
4th|+4|+4|+1|+4| Sweeping Strikes, Bonus Feat
5th|+5|+4|+1|+4| Break the Line II, DR 4/-
6th|+6/+1|+5|+2|+5| Crushing Blows (-4 enemy AC), Know Thy Name I
7th|+7/+2|+5|+2|+5| Juggernaut I
8th|+8/+3|+6|+2|+6| DR 6/-, Bonus Feat
9th|+9/+4|+6|+3|+6| Break the Line III
10th|+10/+5|+7|+3|+7| Crushing Blows (-6 enemy AC), Know Thy Name II
11th|+11/+6|+7|+3|+7| DR 8/-, Juggernaut II
12th|+12/+6|+8|+4|+8| Bonus feat
13th|+13/+8|+9|+4|+9| Break the Line IV
14th|+14/+9|+9|+4|+9| Crushing Blows (-8 enemy AC), DR 10/-, Know Thy Name III
15th|+15/+10|+9|+5|+9| Juggernaut III
16th|+16/+11/+6/+1|+10|+5|+10| Bonus Feat
17th|+17/+12/+7/+2|+10|+5|+10| Break the Line V, DR 12/-
18th|+18/+13/+8/+3|+11|+6|+11| Crushing Blows (-10 enemy AC), Know Thy Name IV
19th|+19/+14/+9/+4|+11|+6|+11| Juggernaut IV
20th|+20/+15/+10/+5|+12|+6|+12| DR 14/-, Bonus Feat
[/table]
Zweihander Training (Ex): Through years of countless training the Zweihander has grasped the concept of how using size is to one’s advantage. The Zweihander gains proficiency with the Zweihander, a massive sword of legend, as well as the benefits of the powerful build trait. The physical stature of a Zweihander lets him function in many ways as if he were one size category larger. Whenever a Zweihander is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Zweihander is treated as one size larger if doing so is advantageous to him. A Zweihander is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Zweihander can use weapons designed for a creature one size larger without penalty.However, his space and reach remain those of a creature of his actual size. The benefits of this extraordinary training stack with the effects of powers, abilities, and spells that change the subject’s size category.
Break The Line I (Ex): Zweihander Knights are known for being the first ones to hit the front lines of enemy forces. It is their job to break the line of spearmen and smash the ranks. The beginning of being able to do this is being in the front lines before the enemy would expect it. A Zweihander is much faster then the norm for his race by 20 feet. This benefit applies only while wearing no armor, light armor, medium armor, or heavy armor and not carrying a heavy load.
Crushing Blows (Ex): A Zweihander Knight swings with such incredible force that their opponents feel the pain of each blow causing them to not to take full advantage of their armor class. Starting at 2nd level any opponent hit by an attack from a Zweihander Knight receives -2 to their AC until the end of the encounter. This ability increases by one every four levels; -4 at 6th, -6 at 10th, -8 at 14th, and -10 at 18th. This effect does not stack with multiple strikes or if the same opponent gets hit by more than one Zweihander.
Damage Reduction (Ex): At 2nd level, a Zweihander gains Damage Reduction. Subtract 2 from the damage the Zweihander takes each time he is dealt damage from a weapon or a natural attack. At 5th level, and every three Zweihander Knight levels thereafter (8th, 11th, 14th, 17th, and 20th level), this damage reduction rises by 2 points. Damage reduction can reduce damage to 0 but not below 0.
Leading the Charge (Ex): At 3rd level the Zweihander Knight gains the martial stance Leading the Charge even if he does not meet the prerequisites. Allies deal +1 damage/Zweihander level on charge attacks.
Sweeping Strikes (Ex): The Zweihander uses such wide strikes that everything in his path is struck by his undiscerning blade. When the Zweihander makes a full attack he can give up his regular attacks and instead make one melee attack at his full base attack bonus against everything adjacent to the Zweihander, allies, creatures, opponents, and even objects. This attack is hard to control and simply hits everything in a circular fluid strike. When a Zweihander uses this ability he also forfeits any other bonus or extra attacks granted by other feats or abilities (Such as the Cleave feat or the Haste spell).
Bonus Feat (Ex): Starting at 4th level the Zweihander Knight gains a fighter bonus feat and is in all respects and purposes considered a fighter in level when meeting prerequisites for feats and/or abilities. The Zweihander Knight gains an additional fighter bonus feat every four levels at 8th, 12th, 16th, and 20th.
Know thy Name (Ex): The Zweihander Knight’s battle prowess has started to spread and his name is becoming known to all that see this battle veteran. At 6th level, the Zweihander Knight adds a +2 circumstance bonus to all Diplomacy and Intimidate checks. At 10th level, and every four Zweihander Knight levels thereafter (14th and 18th ) this bonus increases by 4.
Juggernaut I (Ex): The Zweihander Knight on the battlefield is seen as a near unstoppable force by his enemies. At 7th level, a Zweihander Knight is no longer subject to nonlethal damage or extra damage from critical hits.
Break the Line II (Ex): The Zweihander hits with such force that anytime an opponent is struck by his blade the opponent must make an immediate fortitude save DC (10 + Zweihander Level + Str modifier) or be knocked back 5 feet. If the target can not be knocked back this ability has no effect. Example: a wall at the target’s back.
Juggernaut II (Ex): As the Zweihander Knight progresses through battle after battle his mind hardens to a state of focus unlike any seen in the world. For the Zweihander Knight all that matters is the battle at hand. At 11th level, a Zweihander Knight gains immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). This extraordinary ability only occurs immediately once combat has begun and remains active throughout the encounter.
Break the Line III (Ex): The Zweihander Knight has learned to put all his strength into his strikes and inflict massive amounts of damage. When using a weapon two handed the Zweihander Knight doubles his strength modifier instead of only gaining the normal strength and a half.
Juggernaut III (Ex): The Zweihander Knight can not be stopped once the adrenaline has started in the heat of battle. At 15th level, a Zweihander Knight gains immunity to death effects and necromancy effects. This extraordinary ability only occurs immediately once combat has begun and remains active throughout the encounter.
Break the Line IV (Ex): The Zweihander Knight has become so lethal on his charge that any who stay to meet his blade soon come to regret it. When the Zweihander Knight makes a charge attack and hits his opponent he does an additional d8 of damage equal to his strength modifier, this bonus damage is considered crushing damage regardless of a weapon being slashing. This ability is further enhanced by any magical strength bonuses to the Zweihander Knight’s base strength. (Ex. An opponent hit by a Zweihander Knight with a strength modifier of +5 would deal an additional 5d8 crushing damage to that opponent.)
Juggernaut IV (Ex): The Zweihander Knight has fine tuned his body to the consistency of perfection. A Zweihander Knight no longer fears the faltering of his own skills in combat. At 19th level, a Zweihander Knight is no longer subject to ability damage or ability drain.
Break the Line V (Ex): The Zweihander Knight has become the ultimate force in crushing enemy lines and morale. Immediately following a sweeping strike or charge attack all items (weapons, shields, armor, or objects *example: rock or wall) are subject to being sundered using the highest base attack bonus from the attack, damage is rolled separately. Based on their materials or hit points they may not break but are still attacked along with the enemy. (Ex. When a Zweihander Knight attacks an opponent he is also attacking the opponent’s armor, weapons, and/or cover. If the Zweihander Knight hits any of those items they take damage separately.) If the Zweihander Knight is also wielding the Zweihander as his weapon he gains the benefit of having Improved Sunder even if he does not meet the prerequisites.
Exotic Weapon
Zweihander
100gp Dmg (H) 2d8 Dmg (C) 3d8 19-20/x3 Reach 10ft 14Lbs Slashing
The Zweihander is a massive sword that requires special training to use and a minimum strength score of 16 to use. It can strike adjacent foes as well as those out to 10ft away. The Zweihander was originally created to break the front line of enemy troops, as well as, topple cavalry, steed and horseman, in one swing. It is truly a legendary weapon but is very unwieldy.