Doorhandle
2011-08-23, 09:40 PM
This class has nothing to do with actual Housecarls, and is in fact based around the Age of Mythology unit of the same name.
The Huskarl
http://www.essentialnormanconquest.com/images/timeline/osehnc20101.jpg
“Oh yeah, yer think you’re sooo safe, wi’ yer arrows blottin out the sun and all crap! FAT LOT O’ GOOD THAT DID YER!
-Unknown dwarf Huskarl, shortly after charging through a horde of arrows, spells and Seige-weapons and coming out unscathed.
Unlike most melee classes, the Huskarl is not subjected the none-to-tender mercies of spell and arrow, and has devoted his training to mastering his shield, to better reprimand the cowards staying out of sword-reach.
Becoming a Huskarl
Becoming a Huskarl is a simple matter of A) being a decent fighter, B)being really handy with a shield, and C) Having an undying hatred of ranged units. Fortunately, people with these qualites are not in short supply. It is generally the more civilizations species that have Huskarls, however, simply because the others would rather take a bigger axe: ask any orc.
ENTRY REQUIREMENTS
:Feats: Missile shield, Shield Slam, Combat Reflexes.
:Proficnesy: with Heavy and Light shields.
Huskarl
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+1|
+1|
+0| Fighting man, Improved missile shield /2 round
2nd|
+2|
+1|
+1|
+1| Block (Ex), Rapid shield, Shield Toss 30ft.
3rd|
+3|
+2|
+2|
+1| Improved missile shield /3, Shield and Sword in accord, Evasion.
4th|
+4|
+2|
+2|
+1| Shield toss 45ft., Counterattack.
5th|
+5|
+3|
+3|
+2| Improved missile shield /4
6th|
+6|
+3|
+3|
+2| Shield toss 60ft, Improved block
7th|
+7|
+4|
+4|
+2| Shield and Sword in Accord, Improved missile shield /5
8th|
+8|
+4|
+4|
+3| Shield toss 75ft, Lucky my shield will protect me!
9th|
+9|
+5|
+5|
+3| Improved missile shield /6, Improved evasion
10th|
+10|
+5|
+5x|
+3| Shield toss 90ft., Reflect attack [/table]
Missile Shield (Combat)
You are skilled at deflecting ranged attacks with your shield.
Prerequisites: Dex 13, Shield Focus.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.
Ray Shield (Combat)
You can even deflect rays with your shield.
Prerequisites: Dex 15, Missile Shield, Spellbreaker.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack (including rays and similar magical effects), you may deflect it so that you take no damage from it. your shield suffers the full effects of the spell or effect, if applicable.
Skills: 2+int/level.
Weapon and armor proficiency: A Huskarl gains proficiency with all simple and martial weapons, as well as light and medium armor.
Ray shield: a Huskarl gains ray-shield as a bonus feat.
Improved missile shield (Ex): a Huskarl can use ray shield or missile one additional time per round for every 2 levels he has in this class, up to a maximum of 6 times a round at level 9.
Fighting man: a Huskarl counts his levels in this class as fighter levels for the purposes of qualifying for feats
Rapid shield: At Lv 2, a Huskarl can put on or take off a buckler, light shield, or heavy shield as a free action. In addition, he reduces the armor check penalty by one, which stacks with masterwork, and he increases his Max dex bonus by one.
Shield toss (Ex): at 2nd level, a Huskarl can throw his shield to get at the pesky little fiends that stay out of sword-reach, making a ranged attack roll using his strength modifier instead of dexterity. This does the same damage as a normal shield bash, except with a range of 30 ft. If the target takes damage, and is flying using wings, or balancing on a ledge, they must make a fly/acroabics check with a D.C equal to Huskarl hit-dice+10+strength bonus not to fall down. They take falling damage as normal for their height. If a Huskarl decides to hit a target at half range, he does an exctra 1d4 damage. This is a full round action. The Huskarl musty pick up his shield to be able to use it again, although he may equip another shield, if he wants.
At 4th level, the shield toss is increased to 45 ft, and does 2d4 more damage if thrown at a target within half range. In addition, creatures using magical flight or levitation must also test, or fall down, as per normal for winged/balancing creatures.
At 6th level, range is increased to 60 ft, and the shield hurl does 3d4 more damage if thrown at a target within half range. In addition, if the creature is within 30 ft, they must make a fortitude save equal to Huskarl hit-dice +10+ strength bonus not to become stunned. In adfdtion, a Huskarl can now hurl his shield as a swift action.
At 8th level, range increase to 75 ft, and the shield hurl does 4d4 more damage if thrown at a target within half range. In addition, the shield now acts as a returning weapon, and once it returns, the Huskarl can put on his shield as an immediate action.
At 10th level, range increases to 90 ft, and the shield hurl does 5d4 damage if thrown at half range. In addition, you may now use a shield hurl as a swift action, allowing you to move, toss your shield, and make a regular. attack.
Block (Ex): At 2nd level, a Huskarl may use one of his roundly uses of Missile shield to block a melee attack. This works as if he had blocked a ranged attack. He cannot block melee touch attacks or spells this way. He can only block attacks from a creature 2 size categories larger than him.
Sword and Board in Accord(Ex): at 3rd level, you gain the benefit of improved two-weapon fighting when you are wielding any bashing shield and a one-handed weapon. If you already have improved two-weapon fighting, you instead gain greater weapon fighting.
At 7th level, a Huskarl gains the benefits of greater two-weapon fighting while wielding any bashing shield and a one-handed weapon. If the Huskarl already has greater two-weapon fighting, or gain the befits of greater two-weapon fighting at level 3, he can make one additional attack with his shield at his highest base-attack bonus when making a full attack, or when making an attack as a standard action.
Evasion(Ex): at 3rd level, a Huskarl gains the benefits of evasion. This can only be used while wielding a shield.
Counterattack(Ex): at 4th level, whenever a Huskarl deflects an attack with missile shield, ray shield, or block, he may make an attack of opportunity against the offending party if it is within range of his melee weapon.
Improved Block(ex): At 6th level, a Huskarl can use his block ability to block melee touch spells and attacks, as per block. His shield suffers the full effect of the spell, if applicable. In addition, a Huskarl can now block siege-weapon level attacks, such as ballista-bolts and catapult rocks. In addition, a Huskarl can now block the attacks of any creature four size-categories larger than him, or smaller.
Lucky my shield will protect me!(Su): At 8th level, once per encounter, when a Huskarl fails a Saving throw, he may use this ability as an immediate action. He succeeds on the saving throw as if the save negated it (if it didn’t already), and his shield is affected instead, if possible. Regardless of the effect, the shield is broken afterwards, if it hasn’t already been degenerated or turned into a critter. This ability works on the initial saving throw, but not on subsequent ones: so you could use it for the initial contact of a poison, but not for the affects each round.
Improved Evasion(Ex): at 9th level, a Huskarl gains the benefits of improved evasion. This can only be used while wielding a shield.
Reflect attack(Ex): At 10th level, whenever the Huskarl blocks a missile or ranged touch attack/spell, he can, as an immediate action, deflect it back to the offending creature. Make an attack roll or touch attack roll as appropriate, using your full B.A.B plus any attack bonus for your shield. If it hits, resolve the spell or attack against the offending creature. If he is in range for counterattack, a Huskarl may choose to use this or counterattack, not both.
Alrighty! Peach away!
...And maybe tell me how to fix that table.
The Huskarl
http://www.essentialnormanconquest.com/images/timeline/osehnc20101.jpg
“Oh yeah, yer think you’re sooo safe, wi’ yer arrows blottin out the sun and all crap! FAT LOT O’ GOOD THAT DID YER!
-Unknown dwarf Huskarl, shortly after charging through a horde of arrows, spells and Seige-weapons and coming out unscathed.
Unlike most melee classes, the Huskarl is not subjected the none-to-tender mercies of spell and arrow, and has devoted his training to mastering his shield, to better reprimand the cowards staying out of sword-reach.
Becoming a Huskarl
Becoming a Huskarl is a simple matter of A) being a decent fighter, B)being really handy with a shield, and C) Having an undying hatred of ranged units. Fortunately, people with these qualites are not in short supply. It is generally the more civilizations species that have Huskarls, however, simply because the others would rather take a bigger axe: ask any orc.
ENTRY REQUIREMENTS
:Feats: Missile shield, Shield Slam, Combat Reflexes.
:Proficnesy: with Heavy and Light shields.
Huskarl
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+1|
+1|
+0| Fighting man, Improved missile shield /2 round
2nd|
+2|
+1|
+1|
+1| Block (Ex), Rapid shield, Shield Toss 30ft.
3rd|
+3|
+2|
+2|
+1| Improved missile shield /3, Shield and Sword in accord, Evasion.
4th|
+4|
+2|
+2|
+1| Shield toss 45ft., Counterattack.
5th|
+5|
+3|
+3|
+2| Improved missile shield /4
6th|
+6|
+3|
+3|
+2| Shield toss 60ft, Improved block
7th|
+7|
+4|
+4|
+2| Shield and Sword in Accord, Improved missile shield /5
8th|
+8|
+4|
+4|
+3| Shield toss 75ft, Lucky my shield will protect me!
9th|
+9|
+5|
+5|
+3| Improved missile shield /6, Improved evasion
10th|
+10|
+5|
+5x|
+3| Shield toss 90ft., Reflect attack [/table]
Missile Shield (Combat)
You are skilled at deflecting ranged attacks with your shield.
Prerequisites: Dex 13, Shield Focus.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.
Ray Shield (Combat)
You can even deflect rays with your shield.
Prerequisites: Dex 15, Missile Shield, Spellbreaker.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack (including rays and similar magical effects), you may deflect it so that you take no damage from it. your shield suffers the full effects of the spell or effect, if applicable.
Skills: 2+int/level.
Weapon and armor proficiency: A Huskarl gains proficiency with all simple and martial weapons, as well as light and medium armor.
Ray shield: a Huskarl gains ray-shield as a bonus feat.
Improved missile shield (Ex): a Huskarl can use ray shield or missile one additional time per round for every 2 levels he has in this class, up to a maximum of 6 times a round at level 9.
Fighting man: a Huskarl counts his levels in this class as fighter levels for the purposes of qualifying for feats
Rapid shield: At Lv 2, a Huskarl can put on or take off a buckler, light shield, or heavy shield as a free action. In addition, he reduces the armor check penalty by one, which stacks with masterwork, and he increases his Max dex bonus by one.
Shield toss (Ex): at 2nd level, a Huskarl can throw his shield to get at the pesky little fiends that stay out of sword-reach, making a ranged attack roll using his strength modifier instead of dexterity. This does the same damage as a normal shield bash, except with a range of 30 ft. If the target takes damage, and is flying using wings, or balancing on a ledge, they must make a fly/acroabics check with a D.C equal to Huskarl hit-dice+10+strength bonus not to fall down. They take falling damage as normal for their height. If a Huskarl decides to hit a target at half range, he does an exctra 1d4 damage. This is a full round action. The Huskarl musty pick up his shield to be able to use it again, although he may equip another shield, if he wants.
At 4th level, the shield toss is increased to 45 ft, and does 2d4 more damage if thrown at a target within half range. In addition, creatures using magical flight or levitation must also test, or fall down, as per normal for winged/balancing creatures.
At 6th level, range is increased to 60 ft, and the shield hurl does 3d4 more damage if thrown at a target within half range. In addition, if the creature is within 30 ft, they must make a fortitude save equal to Huskarl hit-dice +10+ strength bonus not to become stunned. In adfdtion, a Huskarl can now hurl his shield as a swift action.
At 8th level, range increase to 75 ft, and the shield hurl does 4d4 more damage if thrown at a target within half range. In addition, the shield now acts as a returning weapon, and once it returns, the Huskarl can put on his shield as an immediate action.
At 10th level, range increases to 90 ft, and the shield hurl does 5d4 damage if thrown at half range. In addition, you may now use a shield hurl as a swift action, allowing you to move, toss your shield, and make a regular. attack.
Block (Ex): At 2nd level, a Huskarl may use one of his roundly uses of Missile shield to block a melee attack. This works as if he had blocked a ranged attack. He cannot block melee touch attacks or spells this way. He can only block attacks from a creature 2 size categories larger than him.
Sword and Board in Accord(Ex): at 3rd level, you gain the benefit of improved two-weapon fighting when you are wielding any bashing shield and a one-handed weapon. If you already have improved two-weapon fighting, you instead gain greater weapon fighting.
At 7th level, a Huskarl gains the benefits of greater two-weapon fighting while wielding any bashing shield and a one-handed weapon. If the Huskarl already has greater two-weapon fighting, or gain the befits of greater two-weapon fighting at level 3, he can make one additional attack with his shield at his highest base-attack bonus when making a full attack, or when making an attack as a standard action.
Evasion(Ex): at 3rd level, a Huskarl gains the benefits of evasion. This can only be used while wielding a shield.
Counterattack(Ex): at 4th level, whenever a Huskarl deflects an attack with missile shield, ray shield, or block, he may make an attack of opportunity against the offending party if it is within range of his melee weapon.
Improved Block(ex): At 6th level, a Huskarl can use his block ability to block melee touch spells and attacks, as per block. His shield suffers the full effect of the spell, if applicable. In addition, a Huskarl can now block siege-weapon level attacks, such as ballista-bolts and catapult rocks. In addition, a Huskarl can now block the attacks of any creature four size-categories larger than him, or smaller.
Lucky my shield will protect me!(Su): At 8th level, once per encounter, when a Huskarl fails a Saving throw, he may use this ability as an immediate action. He succeeds on the saving throw as if the save negated it (if it didn’t already), and his shield is affected instead, if possible. Regardless of the effect, the shield is broken afterwards, if it hasn’t already been degenerated or turned into a critter. This ability works on the initial saving throw, but not on subsequent ones: so you could use it for the initial contact of a poison, but not for the affects each round.
Improved Evasion(Ex): at 9th level, a Huskarl gains the benefits of improved evasion. This can only be used while wielding a shield.
Reflect attack(Ex): At 10th level, whenever the Huskarl blocks a missile or ranged touch attack/spell, he can, as an immediate action, deflect it back to the offending creature. Make an attack roll or touch attack roll as appropriate, using your full B.A.B plus any attack bonus for your shield. If it hits, resolve the spell or attack against the offending creature. If he is in range for counterattack, a Huskarl may choose to use this or counterattack, not both.
Alrighty! Peach away!
...And maybe tell me how to fix that table.