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Orzel
2007-08-03, 02:12 AM
I got sick of it. Another dude got fly byed and breathed to death.

Melee Warrior
d10

Requirements

To qualify to become a melee warrior, a character must fulfill all the following criteria.

Base Attack Bonus
+5

Feats
Dodge, Endurance

Weapon Proficiency
Must be proficient with all martial weapons.


MELEE WARRIOR
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Bonus Feat, Combat Zone

2nd|
+2|
+3|
+0|
+0| Melee Reflexes

3rd|
+3|
+3|
+1|
+1| Muscle Movement

4th|
+4|
+4|
+1|
+1|Boomerang Throw

5th|
+5|
+4|
+1|
+1| Bonus Feat, Spinning Defense

6th|
+6|
+5|
+2|
+2| Improved Combat Zone

7th|
+7|
+5|
+2|
+2| Clinch Zone

8th|
+8|
+6|
+2|
+2|Partial Grapple

9th|
+9|
+6|
+3|
+3|

10th|
+10|
+7|
+3|
+3|Combat Zone Mastery[/table]


The melee warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at Each Level

2 + Int modifier.

Class Features

All of the following are class features of the melee warrior.

Weapon and Armor Proficiency

The melee warrior is proficient with all simple and martial weapons and with medium and light armor and shields (excluding tower shields).

Bonus Feat

At 1st level, a melee warrior may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.

At the 5th level, the melee warrior gains another feat from the same list.

Combat Zone

At 1st level, an armed melee warrior can gain a +4 dodge bonus to Armor Class against attacks from a opponent withing 30' that he does not threaten. He can select the opponent or a new opponent on any action. He also gains a + 1 bonus to Reflex saves against abilities and spells from the chosen person


Melee Reflexes

At 2nd level, a melee warrior gains a number of additional attacks of opportunity equal to half his melee warrior level.

Muscle Movement

At the 3rd level, a weapon-user can replace her Srength score for her Dexterity score to qualify for feats. This only applies to feats on the list available to fighter as bonus feats.

Boomerang Throw

At 4th level, when a melee warrior uses the full attack action, he can give up his regular attacks and instead make one ranged attack at his full base attack bonus against an opponent with each weapon held. The weapon act as if it had the throwing and returning weapon enhancements. Weapons that deal slashing damage ignore the first range increment. The attack is treated as a normal attack for the purposes of spells, powers, and feats. Huge weapons or larger are also treated as siege weapons when using boomerang throw.

Spinning Defense

At 5th level, a melee warrior can return ranged or breath attacks to its sender. If a ranged attack against the melee warrior missses or the melee warrior makes a saving throw versus a breath attack while he is fighting defensively, he can reflect the attack back at the sender. Ranged attackks are reflected back at his base attack bonus. Breath attacks are reflected back with a DC equal to 10 + 1/2 his melee warrior levels + his Dex modifier.


Improved Combat Zone

At the 6th level, opponents always provokes attacks of opportunity from moving out of squares threatened by the melee warrior.

Clinch Zone

At the 7th level, a melee warrior gains a number of advantages when fight very close. He can wield one handed weapons against a foe who grapples him without penalty and without first making a grapple check. In this situation, he can take a standard action as normal.

He gains a bonus to damage equal to his base attack bonus to unarmed strikes when in a grapple and may even make unarmed strikes with his hands full. .

He gains a bonus to checks to disarm or trip a opponent when grappling that opponent equal to half his melee warrior levels.

Partial Grapple

At the 8th level, a melee warrior can quickly grab and release part of a target's body. A melee warrior can choose to add his melee warrior levels as a bonus to a grapple check. If he does so he automatically fails his next grapple check.

Combat Zone Mastery

At the 10th level, whenever an opponent provokes an attack of opportunity; a melee warrior can make up to three attacks of opportunity against it. A melee master cannot make more than its maximum amount of attacks of opportunity this way.

Goober4473
2007-08-03, 02:34 AM
I think Combat Zone could be abused. A character with the ability would want to not threaten spaces. S/he could drop a weapon, or sheath it, in order to get +4 to AC.

Durin_Deathless
2007-08-03, 09:41 PM
No what would be obsured is letting your player do that. I can't think of any DM (including myself) that would let a play do that. Its called DM law and not letting players abuse so many well intended rules and abilities.

13_CBS
2007-08-03, 10:55 PM
Question: do spells like Wind wall, protection against arrows, entropic shield, etc. effect Boomerang throw?

Orzel
2007-08-04, 02:27 AM
I think Combat Zone could be abused. A character with the ability would want to not threaten spaces. S/he could drop a weapon, or sheath it, in order to get +4 to AC.


There's a 30' limit and a "armed" requirement that most DMs should use.



Question: do spells like Wind wall, protection against arrows, entropic shield, etc. effect Boomerang throw?

Boomerang throw counts as a normal thrown ranged attack for the purposes of feats, spells, and powers. Throw your greataxe at the flying wizard. Luck pass the 30% miss chance of WW. Hit the caster. Catch returning weapon.

Goober4473
2007-08-04, 10:46 PM
You should add those things as notes in the abilities.

Orzel
2007-08-05, 01:51 AM
added. I made huge or larger throws into siege weapons