Ping_T._Squirrel
2006-10-27, 01:50 PM
I see a lot of prestige classes (Both homebrew and in the book) for melee based around doling out damage and quickness. In my first offering, I give you my homebrew tank that is not a dwarven defender, nor relies on a X-times-per-day function.
I think it might be a bit overpowered, but it trades a lot in the offense to get there. As for the Shield techniques, I like choices when making a charater. Take a look and coment!
The Armored Master
Martial prowess takes many forms but much of it is how to strike out against one’s opponent. Some, however take a different stance on the idea, and become a bulwark of defense that is nearly impossible to break once they reach their own pinnacle. Such warriors are truly the masters of their defenses.
d12 HD
Requirements
To qualify to become an armoured master, you must fulfill all the following criteria.
Feats: Amour proficiency (Heavy), Tower Shield Proficiency, Toughness, Combat Expertise
Base Attack Bonus: +5
Special: Must regularly use at least a masterwork piece of heavy armour in actual, deadly combat.
Class Skills
The Armoured Master's class skills are the same as the fighters. He gets 2+int modifier of skills per level.
{table="head"]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Steel Comfort, Shield Technique
2|+2|+3|+0|+0|Iron Hide +1
3|+3|+3|+1|+1|Steel Core
4|+4|+4|+1|+1|Iron hide +2, Improved Steel Comfort
5|+5|+4|+1|+1|Shield Technique
6|+6|+5|+2|+2|Iron Hide +3, Steel Core
7|+7|+5|+2|+2|Greater Steel Comfort
8|+8|+6|+2|+2|Iron Hide +4
9|+9|+6|+3|+3|Steel Core, Armoured Mind
10|+10|+7|+3|+3|Iron Hide +5, Shield Technique, Perfect Comfort[/table]
Class Features
All the following are class features of the Armoured Master prestige class.
Weapon and Armor Proficiency
The Armoured Master does not gain any new proficiency with any weapons or armour.
Steel Comfort: (EX)
When one starts to go down the path to becoming a true master of defense, you get better at carrying ones armour.
1St Level: Armor is considered to be 80% regular weight when worn for purposes of weight limits and skill calculations. The maximum dexterity bonus is raised by one, and the skill penalty for the armour is lowered by one.
4th Level: Armor is considered to be 60% regular weight when worn for purposes of weight limits and skill calculation. The maximum dexterity bonus is raise by two, and the skill penalty for the armour is lowered by two. Heavy armour is considered to be of medium weight for movement purposes.
7th Level: Armor is considered to be 40% regular weight when worn for purposes of weight limits and skill calculations. The maximum dexterity bonus is raised by three, and the skill penalty for the armour is lowered by three. It only takes you one-quarter of the normal time to don your armour, and you may sleep in any armour without becoming fatigued.
10th Level: Armor is considered to be 20% regular weight when worn for purposes of weight limits and skill calculations. The maximum dexterity bonus is raised by four, and the skill penalty for the armour is lowered by four. Heavy armour is now considered to be light armour for movement purposes.
Shield Technique:
At the first, fifth and tenth level, the armoured master selects a new skill with his shield from the below list.
Shield Reflex: An armour master adds half of his shield bonus to his reflex saves.
Greater Shield Reflex: When using a shield, an armoured master is considered to have the evasion skill as in the PHB. He can only select this technique if he has Shield Reflex.
Reflective Shield: An armoured master can add his shield bonus to his touch AC when against a ranged touch attack. He can only take this if he has Shield Reflex.
Perfect Tower Shield: An armour master does not take a to-hit penalty when wielding a tower shield with this technique.
Tower Shield Bash: When using this technique, a user of a tower shield can use it as a weapon as any other shield. It is considered a two handed weapon for all purposes. The damage is appropriate to a great club of the same size. To select this feat, you must have the perfect tower shield technique.
Twin Shields: With this, an armoured master can use two shields at once, adding only one half of the AC bonus from the secondary shield. He cannot wield a weapon using this feat, though he can still shield bash. Doing so denies him the AC bonus from that shield.
Perfect Bash: This technique allows the armoured master to shield bash without loosing the AC bonus for that shield.
Iron Hide: (Ex)
The armoured master gains a natural AC of +1. This improves every other level by one.
Steel Core: (Ex)
Starting at level 3, the armored master gains DR 2/-. This improves by 1 every three levels.
Armored Mind: (Ex)
At the ninth level, the armoured master becomes so sure of his defenses that it bolsters his mind and spirit. He can add one tenth of his AC, rounding down to his will saves.
I think it might be a bit overpowered, but it trades a lot in the offense to get there. As for the Shield techniques, I like choices when making a charater. Take a look and coment!
The Armored Master
Martial prowess takes many forms but much of it is how to strike out against one’s opponent. Some, however take a different stance on the idea, and become a bulwark of defense that is nearly impossible to break once they reach their own pinnacle. Such warriors are truly the masters of their defenses.
d12 HD
Requirements
To qualify to become an armoured master, you must fulfill all the following criteria.
Feats: Amour proficiency (Heavy), Tower Shield Proficiency, Toughness, Combat Expertise
Base Attack Bonus: +5
Special: Must regularly use at least a masterwork piece of heavy armour in actual, deadly combat.
Class Skills
The Armoured Master's class skills are the same as the fighters. He gets 2+int modifier of skills per level.
{table="head"]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Steel Comfort, Shield Technique
2|+2|+3|+0|+0|Iron Hide +1
3|+3|+3|+1|+1|Steel Core
4|+4|+4|+1|+1|Iron hide +2, Improved Steel Comfort
5|+5|+4|+1|+1|Shield Technique
6|+6|+5|+2|+2|Iron Hide +3, Steel Core
7|+7|+5|+2|+2|Greater Steel Comfort
8|+8|+6|+2|+2|Iron Hide +4
9|+9|+6|+3|+3|Steel Core, Armoured Mind
10|+10|+7|+3|+3|Iron Hide +5, Shield Technique, Perfect Comfort[/table]
Class Features
All the following are class features of the Armoured Master prestige class.
Weapon and Armor Proficiency
The Armoured Master does not gain any new proficiency with any weapons or armour.
Steel Comfort: (EX)
When one starts to go down the path to becoming a true master of defense, you get better at carrying ones armour.
1St Level: Armor is considered to be 80% regular weight when worn for purposes of weight limits and skill calculations. The maximum dexterity bonus is raised by one, and the skill penalty for the armour is lowered by one.
4th Level: Armor is considered to be 60% regular weight when worn for purposes of weight limits and skill calculation. The maximum dexterity bonus is raise by two, and the skill penalty for the armour is lowered by two. Heavy armour is considered to be of medium weight for movement purposes.
7th Level: Armor is considered to be 40% regular weight when worn for purposes of weight limits and skill calculations. The maximum dexterity bonus is raised by three, and the skill penalty for the armour is lowered by three. It only takes you one-quarter of the normal time to don your armour, and you may sleep in any armour without becoming fatigued.
10th Level: Armor is considered to be 20% regular weight when worn for purposes of weight limits and skill calculations. The maximum dexterity bonus is raised by four, and the skill penalty for the armour is lowered by four. Heavy armour is now considered to be light armour for movement purposes.
Shield Technique:
At the first, fifth and tenth level, the armoured master selects a new skill with his shield from the below list.
Shield Reflex: An armour master adds half of his shield bonus to his reflex saves.
Greater Shield Reflex: When using a shield, an armoured master is considered to have the evasion skill as in the PHB. He can only select this technique if he has Shield Reflex.
Reflective Shield: An armoured master can add his shield bonus to his touch AC when against a ranged touch attack. He can only take this if he has Shield Reflex.
Perfect Tower Shield: An armour master does not take a to-hit penalty when wielding a tower shield with this technique.
Tower Shield Bash: When using this technique, a user of a tower shield can use it as a weapon as any other shield. It is considered a two handed weapon for all purposes. The damage is appropriate to a great club of the same size. To select this feat, you must have the perfect tower shield technique.
Twin Shields: With this, an armoured master can use two shields at once, adding only one half of the AC bonus from the secondary shield. He cannot wield a weapon using this feat, though he can still shield bash. Doing so denies him the AC bonus from that shield.
Perfect Bash: This technique allows the armoured master to shield bash without loosing the AC bonus for that shield.
Iron Hide: (Ex)
The armoured master gains a natural AC of +1. This improves every other level by one.
Steel Core: (Ex)
Starting at level 3, the armored master gains DR 2/-. This improves by 1 every three levels.
Armored Mind: (Ex)
At the ninth level, the armoured master becomes so sure of his defenses that it bolsters his mind and spirit. He can add one tenth of his AC, rounding down to his will saves.