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LibrarianHuntar
2012-01-19, 09:36 PM
Armorum
An ancient and primitive armorum in full construct form, with the armorum located inside the large crystal in the middle.

http://wiki.guildwars.com/images/d/dc/Golem.jpg

The path of the armorum is ancient one. Before the discovery of how to create a golem, the children of those who served the ancient mages would be offered up to them, for training in honor of the debt a vassal owes to his master. They would be trained in a small amount of magic and psionics, and then, after achieving the age of the majority, they would be trained in the path of the armorum

Abilities:The most important abilities for an Armorum, are, first, intelligence, which controls the number of nexus points usable and spellcasting/psionic abilities. Constitution is the second most important, as it controls how many hit's they can take and how long

Role:Armorums are ideal for their training was originally for; guarding others. They excel at taking hits, and, with their powers, can fix the damage, which is only done to their armor, as opposed to other tanks, who must rely on others to heal them, or use resources on potions.

Background:Most armorums come from the ruins of the ancient castles were the original armorums were born and trained. In the last few centuries orders of monks have taken up residence in many of those castles, and have adopted the Code of the Armored Ones, which is similar to the desire for spiritual perfection held by many monks, and eventually became armorums.

Organization:While different orders have hardly any contact with each other, and loners have a low chance of ever meeting another of their kind, those within one order have a strict hierarchy, which is based upon both seniority and merit, with specific titles, the highest being True Colossi.

Alignment:All armorums are lawful. This is due to the harsh training required to control the energy nexus, center of their powers, as well as the lifestyle they live, bound by the Code of the Armored Ones

Races: Armorums, like all classes, cab be of any race, but, the most common races who chose this path are humans and dwarves. Humans take this path to protect themselves, but dwarves consider being an armorum akin to being given a suit of precious armor, a honor to be sure, but just equipment. The other races don't usually become armorums, but any race has the potential to become one.

Religion: Armorums, when they have a religion, usually worship a god or goddess of law, magic, psionics, or protection. They are especially devout for a non divine class.

Other Classes: Fighters find an armorums magical and psionic abilities enviable, and wizards, sorcerers and psions envy the toughness of the armorum. barbarians respect their strength, put dislike how rigid armorums are. Most other classes don't really care much one way or another.


Alignment: Any lawful

Hit Dice: d6

Class Skills: To be finished

Skill Points: 4+Int per level, x4 at first level

NAME OF CLASS
{table=head]Level| Base Attack Bonus | Fort Save | Ref Save | Will Save |_ Special _|Nexus Points|0|1st|2nd|3rd|4th|5th|6th


1st|
+0|
+2|
+0|
+2|Living Armor (masterwork, natural or steel)|2+Con|2

2nd|
+1|
+3|
+0|
+3||6+Con|3|0

3rd|
+1|
+3|
+1|
+3|Armorums Fist 1d4|12+Con|3|1

4th|
+2|
+4|
+1|
+4|Living Armor +1|20+Con|3|2|0

5th|
+2|
+4|
+1|
+4||30+Con|3|3|1

6th|
+3|
+5|
+2|
+5|Armorums Fist 2d4|42+Con|3|3|2

7th|
+3|
+5|
+2|
+5||56+Con|3|3|2|0

8th|
+4|
+6|
+2|
+6|Living Armor +2 (special wood)|62+Con|3|3|3|1

9th|
+4|
+6|
+3|
+6|Deadly Strike 3d4|80+Con|3|3|3|2

10th|
+5|
+7|
+3|
+7||100+Con|3|3|3|2|0

11th|
+5|
+7|
+3|
+7||122+Con|3|3|3|3|1

12th|
+6/+1|
+8|
+4|
+8|Deadly Strike 4d4, Living Armor +3 (special metal)|144+Con|3|3|3|3|2

13th|
+6/+1|
+8|
+4|
+8||160+Con|3|3|3|3|2|0

14th|
+7/+2|
+9|
+4|
+9||178+Con|4|3|3|3|3|1

15th|
+7/+2|
+9|
+5|
+9|Deadly Strike 5d4|198+Con|4|4|3|3|3|2

16th|
+8/+3|
+10|
+5|
+10|Living Armor +4|230+Con|4|4|4|3|3|2|0

17th|
+8/+3|
+10|
+5|
+10||264+Con|4|4|4|4|3|3|1

18th|
+9/+4|
+11|
+6|
+11|Deadly Strike 6d4|300+Con|4|4|4|4|4|3|2

19th|
+10/+5|
+11|
+6|
+11||338+Con|4|4|4|4|4|4|3

20th|
+10/+5|
+12|
+6|
+12|Living Armor +5|378+Con|4|4|4|4|4|4|4[/table]

Living Armor (Ex):

My concept is a tough armored warrior, who, while tough on the outside, is only of average strength on the inside, with a small amount of both psionics and magic, making it the first class I've seen to combine all three.
To do: Spell list, specifics of abilities

absolmorph
2012-01-19, 09:40 PM
This thread (http://www.giantitp.com/forums/showthread.php?t=10313) has tables for classes.

LibrarianHuntar
2012-01-20, 09:10 AM
This thread (http://www.giantitp.com/forums/showthread.php?t=10313) has tables for classes. Thanks, that helps a lot.

Deepbluediver
2012-01-20, 01:03 PM
PEACH
Please Evaluate And Comment Honestly


Also, anything that starts combining different systems of magic (here it looks like arcane and psionics) starts to feel like a prestige class real quick. I'm interested to see how you do it, but I'm just giving you a heads up.

LibrarianHuntar
2012-01-22, 09:21 AM
Actually, my idea is that their spell list will contain arcane magic and psionics, as opposed to having one for each.