Derjuin
2011-06-02, 10:22 PM
ARMSMAN
http://static.wowhead.com/uploads/screenshots/normal/185380.jpg
Quick notes:
While I don't play it anymore, this class is based on the Warrior from World of Warcraft - for those familiar with the game, it's specifically the Arms specialized warrior. I'd like for this to end up around tier 3, if at all possible, without making use of Tome of Battle (I have nothing against it, I just want something different).
Please note that these abilities are not necessarily based off of their Warcraft equivalents, because
A. I'm not introducing rage as a resource,
B. There isn't really a "threat" mechanic in D&D aside from Knight's Challenge, Goad etc.,
C. I felt like toying around with them but keeping the names.
Abilities: The Armsman focuses primarily on his Strength and Constitution, and to a lesser degree Dexterity. Because of his training, Intelligence is of less importance to him than other combatants, though it, Wisdom and Charisma are used for some of his skills.
Alignment: Any.
Hit Die: d12.
Class Skills
The Armsman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) * 4
Skill Points at Each Additional Level: 4 + Int modifier
The Armsman
{table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1 | +1 |
+2 |
+0 |
+0 | Strikes, War Academy Training
2 | +2 |
+3 |
+0 |
+0 | Battle Shout
3 | +3 |
+3 |
+1 |
+1 | Rend
4 | +4 |
+4 |
+1 |
+1 | Deep Wounds
5 | +5 |
+4 |
+1 |
+1 | Heroic Strike
6 | +6/+1 |
+5 |
+2 |
+2 | Overpower
7 | +7/+2 |
+5 |
+2 |
+2 | Thirst for Blood
8 | +8/+3 |
+6 |
+2 |
+2 | Sweeping Strikes
9 | +9/+4 |
+6 |
+3 |
+3 | Deadly Calm
10 | +10/+5 |
+7 |
+3 |
+3 | Mortal Strike
11 | +11/+6/+1 |
+7 |
+3 |
+3 | Intercept
12 | +12/+7/+2 |
+8 |
+4 |
+4 | Juggernaut
13 | +13/+8/+3 |
+8 |
+4 |
+4 | Execute
14 | +14/+9/+4 |
+9 |
+4 |
+4 | Throwdown
15 | +15/+10/+5 |
+9 |
+5 |
+5 | Hamstring
16 | +16/+11/+6/+1 |
+10 |
+5 |
+5 | Commanding Shout
17 | +17/+12/+7/+2 |
+10 |
+5 |
+5 | Wrecking Crew
18 | +18/+13/+8/+3 |
+11 |
+6 |
+6 | Shattering Throw
19 | +19/+14/+9/+4 |
+11 |
+6 |
+6 | Colossus Smash
20 | +20/+15/+10/+5 |
+12 |
+6 |
+6 | Bladestorm
[/table]
Class Features
Weapon and Armor Proficiency: The Armsman is proficient with all Armors, Shields and all simple and martial weapons.
Strikes: The Armsman makes use of various abilities, called Strikes, that take the place of a normal attack he would use during a round. These strikes include Rend, Heroic Strike, Mortal Strike, Execute, Hamstring and Colossus Smash. Each replaces a normal attack, and multiple abilities cannot replace the same attack - so while an Armsman with 13 Base Attack Bonus (and thus 3 attacks) can do a Rend, Heroic Strike, and Execute, he could not use the same attack to do all of them - each would replace an individual attack in a Full Attack action. A normal attack action would only allow the Armsman to make a single modified attack.
War Academy Training: The Armsman begins his career after graduating from a War Academy, and as such brings with him formidable knowledge of tactics and combat. He gains Power Attack as a bonus feat, even if he does not meet the requirements for it. In addition, any time the Armsman gains a bonus feat from levelling up (at 3rd level, 6th level, etc., but not from class features, such as Fighter bonus feats), he may choose to ignore the minimum Intelligence requirement of Combat Expertise and any feats with Combat Expertise as a requirement (such as Improved Disarm, etc).
Battle Shout (Ex): The Armsman uses more than knowledge in fights - he brings to bear a love of combat and of violence. In a fit of adrenaline-fueled fury, the Armsman can loose a vicious battle shout, empowering himself and his allies. Beginning at 2nd level, once per day per Armsman level, the Armsman shouts loudly, granting himself and all allies that hear him gain a Morale bonus to their attack rolls equal to 1/4 the Armsman's class levels, rounded up.
Using this ability is a swift action, but does not stack with Commanding Shout - the most recently used ability will override.
Rend (Ex): With the slightest turn of a weapon, the Armsman can strike a blow that, while not as immediately distressing as a normal strike might be, leaves a garish wound that causes the victim additional pain in the next round. Beginning at 3rd level, once per round, the Armsman may designate one of his attacks as a Rend attack - doing so reduces the damage dealt by the attack to 1/2, but inflicts the same damage on the following round. This attack can not replace an Attack of Opportunity.
Deep Wounds (Ex): With fury and might guiding his blows, the Armsman's attacks become much more deadly as they leave deep cuts and bruises on the foe. Beginning at 4th level, any weapon wielded by an Armsman is considered to have the Wounding property (see here (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#wounding) for the description). Even if the Armsman is subjected to an Anti-Magic Field or his weapon is dispelled, it still retains its Wounding property.
Heroic Strike (Ex): Regardless of his actual level of heroism, the Armsman learns to make strikes that, though they put him in harm's way more often, allow him to put more power behind his blows without losing their accuracy. Beginning at 5th level, once per round the Armsman may designate one of his attacks as a Heroic Strike - doing so allows him to apply his full Base Attack Bonus as a Power Attack, but the penalty to Attacks is instead applied to his AC for that one attack. Other Power Attacks made in the same round as a Heroic Strike subtract from his Attack as normal. This attack can not replace an Attack of Opportunity.
Overpower (Ex): Using momentum to his advantage, the Armsman learns how to better apply his strength to a weapon during a swing. Beginning at 6th level, all Power Attacks the Armsman makes add an additional point of damage for each point of Attack penalty he takes (so if he Power Attacks with a Greatsword, he would inflict 3 points of damage per point of Attack penalty taken).
Thirst for Blood (Ex): Seeing the spray of blood and gore in combat only urges the Armsman on, to continue his display of violence. Beginning at 7th level, any time the Armsman makes a successful Rend attack during a Full Attack, he gains an additional attack against the victim of the Rend attack at his full Base Attack Bonus. This ability only functions once per round.
Sweeping Strikes (Ex): Moving with unusual grace, the Armsman retains his full focus and uses movement to his advantage in engaging foes. Beginning at 8th level, the Armsman may still make Full Attacks after moving at least 10 feet. He may not make a Full Attack after using his Move action for anything else, after using his Move action twice in a round, or at the end of a Charge.
Deadly Calm (Ex): Though often violence and rage consume an Armsman, he is capable of reversing his mentality, becoming incredibly calm and focused. Beginning at 9th level, as part of a Full Attack or Attack action, the Armsman may take a penalty to Attack to gain a bonus to Will saves equal to twice the penalty taken for 1 round. If he takes a penalty of at least -5, he suffers no ill effects from Will (partial) effects he successfully saves against for that round. Deadly Calm cannot be used in the same round as Power Attack or Combat Expertise.
Mortal Strike (Ex): With the right angle and applied force, the Armsman can make a strike that is cruel enough to actually impede healing, both natural and magical. Beginning at 10th level, once per round the Armsman may designate one of his attacks as a Mortal Strike - this attack is unmodified from Power Attack, Combat Expertise, or Deadly Calm, but inflicts additional damage equal to the Armsman's class level. In addition, the damage caused by this attack resists healing - if the victim receives healing within 1 minute of taking damage from Mortal Strike, the victim only receives half the healing it normally would. After 1 minute, the wound from Mortal Strike loses its potency and the victim can receive healing as normal. This ability affects regeneration and fast healing, in addition to healing spells and abilities. This attack can not replace an Attack of Opportunity.
Intercept (Ex): With expedience, the Armsman can make a charge to interrupt a foe's course. Beginning at 11th level, once per encounter as a Free action, the Armsman may make a Charge to a single foe within his line of sight and effect. Unlike normal Charge actions, the Armsman is not granted a single attack at the end of this Charge, but he does not provoke Attacks of Opportunity either.
Juggernaut (Ex): The Armsman can generate such fury during a charge that he becomes an unstoppable juggernaut. Beginning at 12th level, the Armsman may make Charge actions over rough terrain, and during a charge, may make a single turn up to 90 degrees.
Execute (Ex): The Armsman, though reveling in combat, may occasionally aim to end a fight as soon as possible, delivering a vicious strike to finish off a foe quickly. Beginning at 13th level, once per round the Armsman may designate one of his attacks as an Execute - this attack inflicts bonus damage depending on the victim's health at the time. If the victim has full hit points, this attack inflicts normal damage. If the victim's hit points are less than its full hit points, this attack inflicts an additional 3d6 damage plus one-half the Armsman's class level. If the victim's hit points are less than one-half its full hit points, this attack inflicts an additional 6d6 damage plus the Armsman's class level. If used in lieu of a Coup de Grace, the bonus damage from this attack is not multiplied. Power Attack does not apply to this attack, but Combat Expertise and Deadly Calm do. This attack can not replace an Attack of Opportunity.
Throwdown (Ex): In a vicious display of strength, the Armsman lashes out with the hilt, handle or flat of his weapon, striking the foe in a vital place and knocking it down. Beginning at 14th level, once per encounter the Armsman may make a single attack as a standard action. This attack deals normal damage and acts as a free trip attack (see here (http://www.d20srd.org/srd/combat/specialAttacks.htm#trip) for trip rules). The Armsman does not provoke Attacks of Opportunity for this trip attack. If the Armsman succeeds in tripping his foe, the foe must take a Full-Round Action to stand up from prone. If the Armsman fails, the foe does not get a chance to Trip him in return; in addition, the victim must make a Fortitude save or lose his next move action. The DC of the save is equal to 10 + the Armsman's Strength + 1/2 the Armsman's Base Attack Bonus.
Hamstring (Ex): The Armsman changes his angle of attack, aiming to maim his foe and hamper their movement. Beginning at 15th level, once per round the Armsman may designate one of his attacks as a Hamstring - this attack inflicts nonlethal damage and takes a -4 penalty to hit, but if it hits the victim of the attack has all modes of movement reduced to one-fourth and cannot take 5-foot steps. The victim's movement is hampered for a number of rounds equal to the Armsman's class level, and remains hampered for the full duration even if it is under, or becomes under the effects of, a freedom of movement spell. This attack can not replace an attack of opportunity.
Commanding Shout (Ex): Giving a rousing cry, the Armsman grants himself and his allies temporarily renewed vigor in the face of combat. Beginning at 16th level, once per day for every 5 Armsman levels the character has, the Armsman may loose a shout that grants him and all allies that hear him temporary Hit Points equal to 3 * the Armsman's Base Attack Bonus for a number of rounds equal to the Armsman's class levels.
Using this ability is a swift action, but does not stack with Battle Shout - the most recently used ability will override the other.
Wrecking Crew (Ex): Reveling in bloodshed and the slaughter of his foes, the Armsman becomes a force to be reckoned with whenever he aims to mortally wound a foe. Beginning at 17th level, whenever the Armsman successfully hits with a Mortal Strike, he may choose to enter a Rage identical to a Barbarian's Rage. However, his Rage only lasts 5 rounds, and he is not fatigued at the end of it. He may only enter a Rage in this manner once per encounter.
Shattering Throw (Ex): Hurling his weapon, the Armsman launches a deadly projectile that can shatter magic as if it were glass. Beginning at 18th level, the Armsman may, up to two times per encounter, throw his weapon as a standard action, either at a foe or a magical creation (such as a wall of force, a summoned creature or prismatic wall). The Armsman makes an attack roll, and if used against a creature, a damage roll as well. Regardless of his target, the victim or object is subject to a targetted dispel as if by the Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) spell, where the Armsman's dispel check is equal to his attack roll. The Armsman's weapon immediately returns to him after the attack is finished, as if it had the Returning property.
Colossus Smash (Ex): Swinging with the might of a colossus, the Armsman slams his weapon against his foe and weakens its ability to defend itself. Beginning at 19th level, once per round the Armsman may designate one of his attacks as a Colossus Smash - this attack inflicts normal damage, and all other attacks the Armsman makes in the same round against the victim of a Colossus Smash are considered melee touch attacks for the purposes of attack rolls. This attack can not replace an Attack of Opportunity.
Bladestorm (Ex): At the perfection of his violent art, the Armsman learns to become a whirling storm of blades, steel and pain. Beginning at 20th level, once per encounter the Armsman may designate a Full Attack as a Bladestorm - he may move up to 5 feet in between each attack made during his Full Attack without provoking Attacks of Opportunity, and each attack is made against all adjacent foes. Only one attack and damage roll is made per attack, and each applies to all adjacent foes. Power Attack can be applied to these attacks, but Combat Expertise, Deadly Calm, Cleave and Great Cleave cannot.
During a Bladestorm, the Armsman can not make use of Int-, Wis-, or Cha-based skills, and if he chooses to apply Strikes to his attacks during a Bladestorm, they only affect the primary victim, not any adjacent foes (thus, an Armsman can use the first of his attacks during a Full Attack as a Colossus Smash against a single foe, and hit all adjacent foes with regular attacks. The first victim would be subject to Colossus Smash and 3 attacks, and all other foes would be subject to 3 attacks. The melee touch attack ability from Colossus Smash would only apply to the first victim, not any others).
[hr]
Thoughts?
http://static.wowhead.com/uploads/screenshots/normal/185380.jpg
Quick notes:
While I don't play it anymore, this class is based on the Warrior from World of Warcraft - for those familiar with the game, it's specifically the Arms specialized warrior. I'd like for this to end up around tier 3, if at all possible, without making use of Tome of Battle (I have nothing against it, I just want something different).
Please note that these abilities are not necessarily based off of their Warcraft equivalents, because
A. I'm not introducing rage as a resource,
B. There isn't really a "threat" mechanic in D&D aside from Knight's Challenge, Goad etc.,
C. I felt like toying around with them but keeping the names.
Abilities: The Armsman focuses primarily on his Strength and Constitution, and to a lesser degree Dexterity. Because of his training, Intelligence is of less importance to him than other combatants, though it, Wisdom and Charisma are used for some of his skills.
Alignment: Any.
Hit Die: d12.
Class Skills
The Armsman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) * 4
Skill Points at Each Additional Level: 4 + Int modifier
The Armsman
{table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1 | +1 |
+2 |
+0 |
+0 | Strikes, War Academy Training
2 | +2 |
+3 |
+0 |
+0 | Battle Shout
3 | +3 |
+3 |
+1 |
+1 | Rend
4 | +4 |
+4 |
+1 |
+1 | Deep Wounds
5 | +5 |
+4 |
+1 |
+1 | Heroic Strike
6 | +6/+1 |
+5 |
+2 |
+2 | Overpower
7 | +7/+2 |
+5 |
+2 |
+2 | Thirst for Blood
8 | +8/+3 |
+6 |
+2 |
+2 | Sweeping Strikes
9 | +9/+4 |
+6 |
+3 |
+3 | Deadly Calm
10 | +10/+5 |
+7 |
+3 |
+3 | Mortal Strike
11 | +11/+6/+1 |
+7 |
+3 |
+3 | Intercept
12 | +12/+7/+2 |
+8 |
+4 |
+4 | Juggernaut
13 | +13/+8/+3 |
+8 |
+4 |
+4 | Execute
14 | +14/+9/+4 |
+9 |
+4 |
+4 | Throwdown
15 | +15/+10/+5 |
+9 |
+5 |
+5 | Hamstring
16 | +16/+11/+6/+1 |
+10 |
+5 |
+5 | Commanding Shout
17 | +17/+12/+7/+2 |
+10 |
+5 |
+5 | Wrecking Crew
18 | +18/+13/+8/+3 |
+11 |
+6 |
+6 | Shattering Throw
19 | +19/+14/+9/+4 |
+11 |
+6 |
+6 | Colossus Smash
20 | +20/+15/+10/+5 |
+12 |
+6 |
+6 | Bladestorm
[/table]
Class Features
Weapon and Armor Proficiency: The Armsman is proficient with all Armors, Shields and all simple and martial weapons.
Strikes: The Armsman makes use of various abilities, called Strikes, that take the place of a normal attack he would use during a round. These strikes include Rend, Heroic Strike, Mortal Strike, Execute, Hamstring and Colossus Smash. Each replaces a normal attack, and multiple abilities cannot replace the same attack - so while an Armsman with 13 Base Attack Bonus (and thus 3 attacks) can do a Rend, Heroic Strike, and Execute, he could not use the same attack to do all of them - each would replace an individual attack in a Full Attack action. A normal attack action would only allow the Armsman to make a single modified attack.
War Academy Training: The Armsman begins his career after graduating from a War Academy, and as such brings with him formidable knowledge of tactics and combat. He gains Power Attack as a bonus feat, even if he does not meet the requirements for it. In addition, any time the Armsman gains a bonus feat from levelling up (at 3rd level, 6th level, etc., but not from class features, such as Fighter bonus feats), he may choose to ignore the minimum Intelligence requirement of Combat Expertise and any feats with Combat Expertise as a requirement (such as Improved Disarm, etc).
Battle Shout (Ex): The Armsman uses more than knowledge in fights - he brings to bear a love of combat and of violence. In a fit of adrenaline-fueled fury, the Armsman can loose a vicious battle shout, empowering himself and his allies. Beginning at 2nd level, once per day per Armsman level, the Armsman shouts loudly, granting himself and all allies that hear him gain a Morale bonus to their attack rolls equal to 1/4 the Armsman's class levels, rounded up.
Using this ability is a swift action, but does not stack with Commanding Shout - the most recently used ability will override.
Rend (Ex): With the slightest turn of a weapon, the Armsman can strike a blow that, while not as immediately distressing as a normal strike might be, leaves a garish wound that causes the victim additional pain in the next round. Beginning at 3rd level, once per round, the Armsman may designate one of his attacks as a Rend attack - doing so reduces the damage dealt by the attack to 1/2, but inflicts the same damage on the following round. This attack can not replace an Attack of Opportunity.
Deep Wounds (Ex): With fury and might guiding his blows, the Armsman's attacks become much more deadly as they leave deep cuts and bruises on the foe. Beginning at 4th level, any weapon wielded by an Armsman is considered to have the Wounding property (see here (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#wounding) for the description). Even if the Armsman is subjected to an Anti-Magic Field or his weapon is dispelled, it still retains its Wounding property.
Heroic Strike (Ex): Regardless of his actual level of heroism, the Armsman learns to make strikes that, though they put him in harm's way more often, allow him to put more power behind his blows without losing their accuracy. Beginning at 5th level, once per round the Armsman may designate one of his attacks as a Heroic Strike - doing so allows him to apply his full Base Attack Bonus as a Power Attack, but the penalty to Attacks is instead applied to his AC for that one attack. Other Power Attacks made in the same round as a Heroic Strike subtract from his Attack as normal. This attack can not replace an Attack of Opportunity.
Overpower (Ex): Using momentum to his advantage, the Armsman learns how to better apply his strength to a weapon during a swing. Beginning at 6th level, all Power Attacks the Armsman makes add an additional point of damage for each point of Attack penalty he takes (so if he Power Attacks with a Greatsword, he would inflict 3 points of damage per point of Attack penalty taken).
Thirst for Blood (Ex): Seeing the spray of blood and gore in combat only urges the Armsman on, to continue his display of violence. Beginning at 7th level, any time the Armsman makes a successful Rend attack during a Full Attack, he gains an additional attack against the victim of the Rend attack at his full Base Attack Bonus. This ability only functions once per round.
Sweeping Strikes (Ex): Moving with unusual grace, the Armsman retains his full focus and uses movement to his advantage in engaging foes. Beginning at 8th level, the Armsman may still make Full Attacks after moving at least 10 feet. He may not make a Full Attack after using his Move action for anything else, after using his Move action twice in a round, or at the end of a Charge.
Deadly Calm (Ex): Though often violence and rage consume an Armsman, he is capable of reversing his mentality, becoming incredibly calm and focused. Beginning at 9th level, as part of a Full Attack or Attack action, the Armsman may take a penalty to Attack to gain a bonus to Will saves equal to twice the penalty taken for 1 round. If he takes a penalty of at least -5, he suffers no ill effects from Will (partial) effects he successfully saves against for that round. Deadly Calm cannot be used in the same round as Power Attack or Combat Expertise.
Mortal Strike (Ex): With the right angle and applied force, the Armsman can make a strike that is cruel enough to actually impede healing, both natural and magical. Beginning at 10th level, once per round the Armsman may designate one of his attacks as a Mortal Strike - this attack is unmodified from Power Attack, Combat Expertise, or Deadly Calm, but inflicts additional damage equal to the Armsman's class level. In addition, the damage caused by this attack resists healing - if the victim receives healing within 1 minute of taking damage from Mortal Strike, the victim only receives half the healing it normally would. After 1 minute, the wound from Mortal Strike loses its potency and the victim can receive healing as normal. This ability affects regeneration and fast healing, in addition to healing spells and abilities. This attack can not replace an Attack of Opportunity.
Intercept (Ex): With expedience, the Armsman can make a charge to interrupt a foe's course. Beginning at 11th level, once per encounter as a Free action, the Armsman may make a Charge to a single foe within his line of sight and effect. Unlike normal Charge actions, the Armsman is not granted a single attack at the end of this Charge, but he does not provoke Attacks of Opportunity either.
Juggernaut (Ex): The Armsman can generate such fury during a charge that he becomes an unstoppable juggernaut. Beginning at 12th level, the Armsman may make Charge actions over rough terrain, and during a charge, may make a single turn up to 90 degrees.
Execute (Ex): The Armsman, though reveling in combat, may occasionally aim to end a fight as soon as possible, delivering a vicious strike to finish off a foe quickly. Beginning at 13th level, once per round the Armsman may designate one of his attacks as an Execute - this attack inflicts bonus damage depending on the victim's health at the time. If the victim has full hit points, this attack inflicts normal damage. If the victim's hit points are less than its full hit points, this attack inflicts an additional 3d6 damage plus one-half the Armsman's class level. If the victim's hit points are less than one-half its full hit points, this attack inflicts an additional 6d6 damage plus the Armsman's class level. If used in lieu of a Coup de Grace, the bonus damage from this attack is not multiplied. Power Attack does not apply to this attack, but Combat Expertise and Deadly Calm do. This attack can not replace an Attack of Opportunity.
Throwdown (Ex): In a vicious display of strength, the Armsman lashes out with the hilt, handle or flat of his weapon, striking the foe in a vital place and knocking it down. Beginning at 14th level, once per encounter the Armsman may make a single attack as a standard action. This attack deals normal damage and acts as a free trip attack (see here (http://www.d20srd.org/srd/combat/specialAttacks.htm#trip) for trip rules). The Armsman does not provoke Attacks of Opportunity for this trip attack. If the Armsman succeeds in tripping his foe, the foe must take a Full-Round Action to stand up from prone. If the Armsman fails, the foe does not get a chance to Trip him in return; in addition, the victim must make a Fortitude save or lose his next move action. The DC of the save is equal to 10 + the Armsman's Strength + 1/2 the Armsman's Base Attack Bonus.
Hamstring (Ex): The Armsman changes his angle of attack, aiming to maim his foe and hamper their movement. Beginning at 15th level, once per round the Armsman may designate one of his attacks as a Hamstring - this attack inflicts nonlethal damage and takes a -4 penalty to hit, but if it hits the victim of the attack has all modes of movement reduced to one-fourth and cannot take 5-foot steps. The victim's movement is hampered for a number of rounds equal to the Armsman's class level, and remains hampered for the full duration even if it is under, or becomes under the effects of, a freedom of movement spell. This attack can not replace an attack of opportunity.
Commanding Shout (Ex): Giving a rousing cry, the Armsman grants himself and his allies temporarily renewed vigor in the face of combat. Beginning at 16th level, once per day for every 5 Armsman levels the character has, the Armsman may loose a shout that grants him and all allies that hear him temporary Hit Points equal to 3 * the Armsman's Base Attack Bonus for a number of rounds equal to the Armsman's class levels.
Using this ability is a swift action, but does not stack with Battle Shout - the most recently used ability will override the other.
Wrecking Crew (Ex): Reveling in bloodshed and the slaughter of his foes, the Armsman becomes a force to be reckoned with whenever he aims to mortally wound a foe. Beginning at 17th level, whenever the Armsman successfully hits with a Mortal Strike, he may choose to enter a Rage identical to a Barbarian's Rage. However, his Rage only lasts 5 rounds, and he is not fatigued at the end of it. He may only enter a Rage in this manner once per encounter.
Shattering Throw (Ex): Hurling his weapon, the Armsman launches a deadly projectile that can shatter magic as if it were glass. Beginning at 18th level, the Armsman may, up to two times per encounter, throw his weapon as a standard action, either at a foe or a magical creation (such as a wall of force, a summoned creature or prismatic wall). The Armsman makes an attack roll, and if used against a creature, a damage roll as well. Regardless of his target, the victim or object is subject to a targetted dispel as if by the Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) spell, where the Armsman's dispel check is equal to his attack roll. The Armsman's weapon immediately returns to him after the attack is finished, as if it had the Returning property.
Colossus Smash (Ex): Swinging with the might of a colossus, the Armsman slams his weapon against his foe and weakens its ability to defend itself. Beginning at 19th level, once per round the Armsman may designate one of his attacks as a Colossus Smash - this attack inflicts normal damage, and all other attacks the Armsman makes in the same round against the victim of a Colossus Smash are considered melee touch attacks for the purposes of attack rolls. This attack can not replace an Attack of Opportunity.
Bladestorm (Ex): At the perfection of his violent art, the Armsman learns to become a whirling storm of blades, steel and pain. Beginning at 20th level, once per encounter the Armsman may designate a Full Attack as a Bladestorm - he may move up to 5 feet in between each attack made during his Full Attack without provoking Attacks of Opportunity, and each attack is made against all adjacent foes. Only one attack and damage roll is made per attack, and each applies to all adjacent foes. Power Attack can be applied to these attacks, but Combat Expertise, Deadly Calm, Cleave and Great Cleave cannot.
During a Bladestorm, the Armsman can not make use of Int-, Wis-, or Cha-based skills, and if he chooses to apply Strikes to his attacks during a Bladestorm, they only affect the primary victim, not any adjacent foes (thus, an Armsman can use the first of his attacks during a Full Attack as a Colossus Smash against a single foe, and hit all adjacent foes with regular attacks. The first victim would be subject to Colossus Smash and 3 attacks, and all other foes would be subject to 3 attacks. The melee touch attack ability from Colossus Smash would only apply to the first victim, not any others).
[hr]
Thoughts?