Kellus
2007-08-17, 05:27 PM
The Ankylonaut
Note: This class uses the Evolutions system, which can be found here (http://www.giantitp.com/forums/showthread.php?p=2935456).
The ankylonaut learns all he needs of battle from the sturdy ankylosaurus, possibly the most powerfully defensive of all the great and terrible dinosaurs. From these stalwart beasts he develops a fighting style which wastes as little as possible on moving around, and develops his defensive capabilities to their maximum potential. When an ankylonaut reaches the battlefield, he becomes a true bastion of defence. His enemies shake in fear and tremble as he approaches. As he approaches... Very, very slowly.
Alignment: Any
Hit Die: d12
Class Skills: The ankylonaut’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
The Ankylonaut
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Heavy step, stalwart stance
2nd|
+2|
+3|
+0|
+3|Endurance
3rd|
+3|
+3|
+1|
+3|Armored carapace +1
4th|
+4|
+4|
+1|
+4|Evolution, stalwart stance
5th|
+5|
+4|
+1|
+4|
6th|
+6/+1|
+5|
+2|
+5|Thickskinned +1
7th|
+7/+2|
+5|
+2|
+5|Stalwart stance
8th|
+8/+3|
+6|
+2|
+6|Evolution
9th|
+9/+4|
+6|
+3|
+6|Armored carapace +2
10th|
+10/+5|
+7|
+3|
+7|Stalwart stance
11th|
+11/+6/+1|
+7|
+3|
+7|Diehard
12th|
+12/+7/+2|
+8|
+4|
+8|Evolution, thickskinned +2
13th|
+13/+8/+3|
+8|
+4|
+8|Stalwart stance
14th|
+14/+9/+4|
+9|
+4|
+9|Solid as bone
15th|
+15/+10/+5|
+9|
+5|
+9|Armored carapace +3
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Evolution, stalwart stance
17th|
+17/+12/+7/+2|
+10|
+5|
+10|
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Thickskinned +3
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Stalwart stance
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Evolution, death's defiance
[/table]
All of the following are class features of the ankylonaut.
Weapon and Armour Proficiencies: The ankylonaut is proficient with all simple and martial weapons. As well, he is proficient with light, medium and heavy armour.
Heavy Step (Ex): Beginning at 1st level, the ankylonaut’s movement speed (and all future speed increases) is reduced by half, to a minimum of 5 feet. This penalty applies to all forms of movement the ankylonaut can use.
Thus, an elf ankylonaut would begin with a speed of 15 feet, while a dwarf ankylonaut would begin with a speed of 10 feet. If the dwarf later gains the Fast Movement class feature from the barbarian class, his speed would increase by only 5 feet instead of 10.
Stalwart Stance (Ex): At 1st level and every three levels thereafter, an ankylonaut may select an aspect of his stalwart stance. The stalwart stance is a collection of extraordinary bonuses which come into effect if the ankylonaut roots himself to the spot. A stalwart stance may be initiated once per day per aspect selected.
A stalwart stance aspect may be selected more than once, to a maximum of five times each. Stalwart stance aspects stack, and all of them come into effect at once if the ankylonaut takes a full-round action to activate his stance. The stalwart stance ends when the ankylonaut moves, whether of his own volition or not, or after a number of rounds equal to his Wisdom modifier if he does not move. Once the ankylonaut moves, he must take a full-round action to reestablish his stalwart stance. If the stance ended through duration alone, he may immediately reestablish it with another use of his stalwart stance ability (ie. as an immediate action, as soon as the previous use expires).
A stalwart stance ends immediately if the ankylonaut is knocked unconcious, but if between 0 and -9 hit points and concious, he may make a DC 16 Fortitude save to maintain his stance.
The aspects of the stalwart stance which an ankylonaut may select are:
Aspect of the Deadly Strike: The ankylonaut gains +1 on attack rolls.
Aspect of the Awesome Blow: The ankylonaut gains +1 on damage rolls.
Aspect of the Immbile Self: The ankylonaut gains +2 on checks to resist being knocked prone, to be bull-rushed, or any other nonmagical effect which would force the ankylonaut to move against his will.
Aspect of the Untouchable Mind: The ankylonaut gains a +2 bonus on Will saving throws.
Aspect of the Resolute Body: The ankylonaut gains a +2 bonus on Fortitude saving throws.
Aspect of the Graceful Step: The ankylonaut gains a +3 bonus on Reflex saving throws.
Aspect of the Unimpeachable Soul: The ankylonaut gains spell resistance 10. If an ankylonaut chooses this aspect more than once, each subsequent selection adds 4 to the spell resistance.
Aspect of the Tempered Psyche: The ankylonaut gains power resistance 10. If an ankylonaut chooses this aspect more than once, each subsequent selection adds 4 to the power resistance.
Aspect of the Blessed Bulwark: The ankylonaut gains fast healing 2.
Aspect of the Heavy Carapace: The ankylonaut gains damage reduction 2/-.
Endurance: At 2nd level, the ankylonaut receives Endurance as a bonus feat.
Armoured Carapace (Ex): Beginning at 3rd level, the ankylonaut knows how to better use his heavy armour. The armour check penalty for any heavy armour he wears is reduced by 1, and the armour bonus it provides increases by 1. At every 6th level thereafter, the armour check penalty continues to decrease, and the AC bonus provided continue to increase, as indicated on the table above.
Evolution: At 4th level and every four levels thereafter, an ankylonaut may select an Evolution for which he qualifies.
Thickskinned (Ex): At 6th level, the ankylonaut's difficult training and endurance begin to show their benefits. His natural armor bonus improves by 1, and he gains Toughness as a bonus feat. He gains these benefits again at 12th level, and once more at 18th level. Each time he gains this bonus, his weight increases by a number of pounds equal to his Constitution modifier.
Endurance: At 11th level, the ankylonaut receives Diehard as a bonus feat.
Solid as Bone (Ex): At 14th level, the ankylonaut may use his Constitution modifier in place of his Dexterity modifier in determining his armor class.
Death's Defiance: (Ex) At 20th level, the defensive powers of the ankylonaut have reached their peak. If he is reduced to -10 hit points or lower while in a stalwart stance, he does not immediately die. He may act normally in this state, but may not leave his stalwart stance. However, every round that he remains standing, he must expend a daily use of his stalwart stance ability as a swift action to avoid dying. This continues until the ankylonaut is either healed above -10 hit points or he runs out of uses of his stalwart stance ability, at which point he dies.
Note: This class uses the Evolutions system, which can be found here (http://www.giantitp.com/forums/showthread.php?p=2935456).
The ankylonaut learns all he needs of battle from the sturdy ankylosaurus, possibly the most powerfully defensive of all the great and terrible dinosaurs. From these stalwart beasts he develops a fighting style which wastes as little as possible on moving around, and develops his defensive capabilities to their maximum potential. When an ankylonaut reaches the battlefield, he becomes a true bastion of defence. His enemies shake in fear and tremble as he approaches. As he approaches... Very, very slowly.
Alignment: Any
Hit Die: d12
Class Skills: The ankylonaut’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
The Ankylonaut
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Heavy step, stalwart stance
2nd|
+2|
+3|
+0|
+3|Endurance
3rd|
+3|
+3|
+1|
+3|Armored carapace +1
4th|
+4|
+4|
+1|
+4|Evolution, stalwart stance
5th|
+5|
+4|
+1|
+4|
6th|
+6/+1|
+5|
+2|
+5|Thickskinned +1
7th|
+7/+2|
+5|
+2|
+5|Stalwart stance
8th|
+8/+3|
+6|
+2|
+6|Evolution
9th|
+9/+4|
+6|
+3|
+6|Armored carapace +2
10th|
+10/+5|
+7|
+3|
+7|Stalwart stance
11th|
+11/+6/+1|
+7|
+3|
+7|Diehard
12th|
+12/+7/+2|
+8|
+4|
+8|Evolution, thickskinned +2
13th|
+13/+8/+3|
+8|
+4|
+8|Stalwart stance
14th|
+14/+9/+4|
+9|
+4|
+9|Solid as bone
15th|
+15/+10/+5|
+9|
+5|
+9|Armored carapace +3
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Evolution, stalwart stance
17th|
+17/+12/+7/+2|
+10|
+5|
+10|
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Thickskinned +3
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Stalwart stance
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Evolution, death's defiance
[/table]
All of the following are class features of the ankylonaut.
Weapon and Armour Proficiencies: The ankylonaut is proficient with all simple and martial weapons. As well, he is proficient with light, medium and heavy armour.
Heavy Step (Ex): Beginning at 1st level, the ankylonaut’s movement speed (and all future speed increases) is reduced by half, to a minimum of 5 feet. This penalty applies to all forms of movement the ankylonaut can use.
Thus, an elf ankylonaut would begin with a speed of 15 feet, while a dwarf ankylonaut would begin with a speed of 10 feet. If the dwarf later gains the Fast Movement class feature from the barbarian class, his speed would increase by only 5 feet instead of 10.
Stalwart Stance (Ex): At 1st level and every three levels thereafter, an ankylonaut may select an aspect of his stalwart stance. The stalwart stance is a collection of extraordinary bonuses which come into effect if the ankylonaut roots himself to the spot. A stalwart stance may be initiated once per day per aspect selected.
A stalwart stance aspect may be selected more than once, to a maximum of five times each. Stalwart stance aspects stack, and all of them come into effect at once if the ankylonaut takes a full-round action to activate his stance. The stalwart stance ends when the ankylonaut moves, whether of his own volition or not, or after a number of rounds equal to his Wisdom modifier if he does not move. Once the ankylonaut moves, he must take a full-round action to reestablish his stalwart stance. If the stance ended through duration alone, he may immediately reestablish it with another use of his stalwart stance ability (ie. as an immediate action, as soon as the previous use expires).
A stalwart stance ends immediately if the ankylonaut is knocked unconcious, but if between 0 and -9 hit points and concious, he may make a DC 16 Fortitude save to maintain his stance.
The aspects of the stalwart stance which an ankylonaut may select are:
Aspect of the Deadly Strike: The ankylonaut gains +1 on attack rolls.
Aspect of the Awesome Blow: The ankylonaut gains +1 on damage rolls.
Aspect of the Immbile Self: The ankylonaut gains +2 on checks to resist being knocked prone, to be bull-rushed, or any other nonmagical effect which would force the ankylonaut to move against his will.
Aspect of the Untouchable Mind: The ankylonaut gains a +2 bonus on Will saving throws.
Aspect of the Resolute Body: The ankylonaut gains a +2 bonus on Fortitude saving throws.
Aspect of the Graceful Step: The ankylonaut gains a +3 bonus on Reflex saving throws.
Aspect of the Unimpeachable Soul: The ankylonaut gains spell resistance 10. If an ankylonaut chooses this aspect more than once, each subsequent selection adds 4 to the spell resistance.
Aspect of the Tempered Psyche: The ankylonaut gains power resistance 10. If an ankylonaut chooses this aspect more than once, each subsequent selection adds 4 to the power resistance.
Aspect of the Blessed Bulwark: The ankylonaut gains fast healing 2.
Aspect of the Heavy Carapace: The ankylonaut gains damage reduction 2/-.
Endurance: At 2nd level, the ankylonaut receives Endurance as a bonus feat.
Armoured Carapace (Ex): Beginning at 3rd level, the ankylonaut knows how to better use his heavy armour. The armour check penalty for any heavy armour he wears is reduced by 1, and the armour bonus it provides increases by 1. At every 6th level thereafter, the armour check penalty continues to decrease, and the AC bonus provided continue to increase, as indicated on the table above.
Evolution: At 4th level and every four levels thereafter, an ankylonaut may select an Evolution for which he qualifies.
Thickskinned (Ex): At 6th level, the ankylonaut's difficult training and endurance begin to show their benefits. His natural armor bonus improves by 1, and he gains Toughness as a bonus feat. He gains these benefits again at 12th level, and once more at 18th level. Each time he gains this bonus, his weight increases by a number of pounds equal to his Constitution modifier.
Endurance: At 11th level, the ankylonaut receives Diehard as a bonus feat.
Solid as Bone (Ex): At 14th level, the ankylonaut may use his Constitution modifier in place of his Dexterity modifier in determining his armor class.
Death's Defiance: (Ex) At 20th level, the defensive powers of the ankylonaut have reached their peak. If he is reduced to -10 hit points or lower while in a stalwart stance, he does not immediately die. He may act normally in this state, but may not leave his stalwart stance. However, every round that he remains standing, he must expend a daily use of his stalwart stance ability as a swift action to avoid dying. This continues until the ankylonaut is either healed above -10 hit points or he runs out of uses of his stalwart stance ability, at which point he dies.