Hazkali
2007-09-17, 11:28 AM
Axiomarch
(Loosely based on the Grammaton Clerics from Equilibrium, with help from the playgrounders)
Fluff:
Since there have been laws, there have been those who would uphold them, and Axiomarchs are those men. No common city guard, Axiomarchs are rightly feared by all- innocent and wrongdoer alike- for they seek a perfect world. One free of hurt, and chaos- one in which all is conformity and individuality is nonexistent. Despite this, Axiomarchs are hard on themselves, training rigorously night and day, living harsh, Spartan existences, until the time they are ready to bring the law to the chaotic.
Adventures: Axiomarchs are often found of quests to uphold the fundamental laws of the universe, as well as those laws that would create, in their eyes, the model civilisation. Destroying undead and aberrations, as well as cells of anarchists and freedom-fighters would all be in a day's work for the Axiomarch. Despite a high wisdom, the Axiomarch can often be reckless and headstrong in his pursuit of offenders.
Characteristics: An Axiomarch practices many specific combinations of moves until he can perform them flawlessly from memory. Such a combat tactic is called Kata, and allows him greater defensive and offensive ability. He also keens his senses to better defend against traps and gains the ability to instil in his weapons the pure power of Law.
Alignment: Axiomarchs must be lawful- the power of law infuses and saturates their very core. Evil Axiomarchs are rare, as evil actions often go against the absolute laws of the universe. Good Axiomarch are more common, but still a small number of all Axiomarchs, and restrict their aversion to emotion and creativity to themselves, in an attempt to perfect their own goodness through asceticism. Lawful neutral Axiomarchs are by far the most common, those who aim for the absolute law, with little thought for the bondage of good deeds.
Background: Axiomarchs are neither born nor made. No-one chooses to become an Axiomarch- it is an instinctive calling, much like the calling of a Paladin to his duty. But neither does this calling result in instant power- the potential Axiomarch must train rigorously for years before his skills take form.
Races: Humans, with their ability to be driven by a specific ideal, account for almost all of the Axiomarchs. The remaining are made up by Elves who have forsaken their race's natural impulsiveness for the intuition of law, and their natural grace makes them great Axiomarchs. Dwarves, despite their lawful bent, are too emotionally bound to their family, friends and kin to follow the path of the Axiomarch. Other races have almost no Axiomarchs, and Axiomarchs among the monstrous humanoids are unknown.
Other Classes: The only two classes that the Axiomarch respects are Monks and Clerics. The Axiomarch looks upon Monks as brothers, both attempting to achieve perfection and enlightenment. The Axiomarch looks upon lawful Clerics, however, as a link to the absolute power that they fight for. To an Axiomarch, a lawful Cleric, even one of a deity of a different alignment to his own, is a figure of respect- never an equal. Axiomarchs have little time for most other classes, looking upon fighters lacking his subtlety, Druids as slaves to a poor ideal, and arcanists as dangerously chaotic (regardless of actual alignment). The Axiomarch has utter disdain for rogues, bards and barbarians, seeing them as dangerous, wilful- and everything he stands against.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Kata 1/day, Fast Movement, AC Bonus, Stricture
2nd|
+2|
+0|
+3|
+3|Uncanny Dodge, Bonus Feat
3rd|
+3|
+1|
+3|
+3|Trap Sense +1, Intuitive Attack
4th|
+4|
+1|
+4|
+4|Kata 2/day
5th|
+5|
+1|
+4|
+4|Improved Uncanny Dodge, AC +1, Stricture
6th|
+6/+1|
+2|
+5|
+5|Trap Sense +2
7th|
+7/+2|
+2|
+5|
+5|Imbue Weapon (Lawful)
8th|
+8/+3|
+2|
+6|
+6|Kata 3/day
9th|
+9/+4|
+3|
+6|
+6|Trap Sense +3
10th|
+10/+5|
+3|
+7|
+7|Imbue Weapon (Axiomatic +d6), AC +2, Stricture
11th|
+11/+6/+1|
+3|
+7|
+7|Greater Kata
12th|
+12/+7/+2|
+4|
+8|
+8|Kata 4/day, Trap Sense +4
13th|
+13/+8/+3|
+4|
+8|
+8|Imbue Weapon (Axiomatic +2d6)
14th|
+14/+9/+4|
+4|
+9|
+9|Indomitable Will
15th|
+15/+10/+5|
+5|
+9|
+9|Trap Sense +5, AC +3, Stricture
16th|
+16/+11/+6/+1|
+5|
+10|
+10|Kata 5/day
17th|
+17/+12/+7/+2|
+5|
+10|
+10|Tireless Kata
18th|
+18/+13/+8/+3|
+6|
+11|
+11|Trap Sense +6
19th|
+19/+14/+9/+4|
+6|
+11|
+11|Flatline
20th|
+20/+15/+10/+5|
+6|
+12|
+12|Perfect Kata, Kata 6/day, AC +4, Stricture
[/table]
Alignment: Any Lawful
Hit Die: d8
Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha) Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis) and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armour Proficiency: An Axiomarch is proficient with all simple weapons, as well as the kukri*, sap*, longsword*, shortbow, trident, Hand crossbow*, Repeating crossbow* and bastard sword*. If your campaign includes them, he is also proficient with the truncheon*, katana* and blackpowder weapons* (as well as any other campaign-specific weapons the DM sees fit to include). Weapons marked with a (*) are Special Axiomarch weapons, with which he gains certain abilities.
Fast Movement (Ex): An Axiomarch’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armour. Apply this bonus before modifying the Axiomarch’s speed because of any load carried.
AC Bonus (Ex): When unarmored and unencumbered, the Axiomarch adds his Wisdom bonus (if any) to his AC. In addition, an Axiomarch gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Axiomarch is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armour, when he carries a shield, or when he carries a medium or heavy load.
Kata (Ex): An Axiomarch can enter the mental state of Kata a certain number of times per day. In a Kata, an Axiomarch temporarily gains a +4 bonus to Dexterity, a +4 bonus to Wisdom, and a +2 bonus on Disarm, Sunder and Trip attacks. The increase in Wisdom will also increase the Axiomarch's AC bonus. A Kata lasts for a number of rounds equal to 3 + the character’s Constitution modifier. An Axiomarch may prematurely end his Kata. At the end of the Kata, the Axiomarch loses the Kata modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level Axiomarch, at which point this limitation no longer applies; see below).
An Axiomarch can go into a Kata only once per encounter. At 1st level he can use his Kata ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a Kata takes no time itself, but a Axiomarch can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex): At 2nd level, an Axiomarch retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an Axiomarch already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Bonus Feat: At 2nd level, the Axiomarch gains the use of one bonus feat. When taking this feat, he does not need any of the prerequisites. The feats he may choose are: Blind-Fight, Improved Disarm, Improved Sunder, Improved Trip, Imporved Unarmed Strike, Combat Reflexes
Trap Sense (Ex): Starting at 3rd level, a Axiomarch gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three Axiomarch levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Intuitive Attack (Ex): At 3rd level, the Axiomarch gains the ability to intuitively know where best to put his attacks against a foe. He may add his Wisdom modifier instead of his Strength modifier on attacks made with special Axiomarch weapons.
Improved Uncanny Dodge (Ex): At 5th level and higher, an Axiomarch can no longer be flanked. This defence denies a rogue the ability to sneak attack the Axiomarch by flanking him, unless the attacker has at least four more rogue levels than the target has Axiomarch levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Imbue Weapon (Su): At 7th level, any special Axiomarch weapon that the Axiomarch wields is treated as a Lawful weapon for the purpose of overcoming damage resistance. At 10th level, the weapon also does an additional +d6 points of Axiomatic damage against chaotic opponents, which increases to +2d6 at 13th level. This damage stacks with damage from all sources including if the weapon wielded by the Axiomarch is already Axiomatic.
Greater Kata (Ex): At 11th level, an Axiomarch’s bonuses to Dexterity and Wisdom during his Kata each increase to +6, and his bonuses to Disarm, Sunder and Trip attacks to +3.
Indomitable Will (Ex): While in a Kata, an Axiomarch of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his Kata.
Tireless Kata (Ex): At 17th level and higher, an Axiomarch no longer becomes fatigued at the end of his Kata.
Flatline (Ex): At 19th level, the Axiomarch may use one use of his Kata ability per day to go "flatline"- a state of zero emotion and feeling. In the Flatline state, the Axiomarch is immune to all mind-affecting spells and effects and all enchantments. He gains a +5 bonus on all Will saves against Illusion effects. He is immune to being demoralised by Intimidate and gains a +5 bonus to Sense Motive checks against feinting opponents. His Wisdom bonus to armour class and attack rolls (via Intuitive Attack) is temporarily doubled. The Flatline lasts for as long as a Kata would.
Perfect Kata (Ex): At 20th level, an Axiomarch’s bonuses to Dexterity and Wisdom during his Kata each increase to +8, and his bonuses to Disarm, Sunder and Trip attacks to +4.
Stricture: At 1st level, 5th level and every five levels thereafter, the Axiomarch must choose a stricture embodying his lawful and ascetic nature. If the Axiomarch breaks one of his strictures, he loses the ability to perform Kata and all the supernatural abilities of the Axiomarch class for the rest of the day. Possible Strictures include:
The Axiomarch can only dress in Black, White or shades of Grey
The Axiomarch cannot own any 'Art objects'
The Axiomarch must train for an hour each day (at whichever time his deity, if he has one, requires Clerics to pray)
The Axiomarch cannot eat anything other than common-quality food
The Axiomarch cannot partake of any drugs, including "normal" substances such as alcohol or caffeine
The Axiomarch cannot have a pet or animal companion unless it has an intelligence of 3 or greater
Ex-Axiomarchs
An Axiomarch ceases to be lawful loses the ability to Kata and cannot gain more levels as an Axiomarch. He retains all the other Extraordinary benefits of the class (AC bonus, fast movement, trap sense, and uncanny dodge) but not the Supernatural bonuses.
(Loosely based on the Grammaton Clerics from Equilibrium, with help from the playgrounders)
Fluff:
Since there have been laws, there have been those who would uphold them, and Axiomarchs are those men. No common city guard, Axiomarchs are rightly feared by all- innocent and wrongdoer alike- for they seek a perfect world. One free of hurt, and chaos- one in which all is conformity and individuality is nonexistent. Despite this, Axiomarchs are hard on themselves, training rigorously night and day, living harsh, Spartan existences, until the time they are ready to bring the law to the chaotic.
Adventures: Axiomarchs are often found of quests to uphold the fundamental laws of the universe, as well as those laws that would create, in their eyes, the model civilisation. Destroying undead and aberrations, as well as cells of anarchists and freedom-fighters would all be in a day's work for the Axiomarch. Despite a high wisdom, the Axiomarch can often be reckless and headstrong in his pursuit of offenders.
Characteristics: An Axiomarch practices many specific combinations of moves until he can perform them flawlessly from memory. Such a combat tactic is called Kata, and allows him greater defensive and offensive ability. He also keens his senses to better defend against traps and gains the ability to instil in his weapons the pure power of Law.
Alignment: Axiomarchs must be lawful- the power of law infuses and saturates their very core. Evil Axiomarchs are rare, as evil actions often go against the absolute laws of the universe. Good Axiomarch are more common, but still a small number of all Axiomarchs, and restrict their aversion to emotion and creativity to themselves, in an attempt to perfect their own goodness through asceticism. Lawful neutral Axiomarchs are by far the most common, those who aim for the absolute law, with little thought for the bondage of good deeds.
Background: Axiomarchs are neither born nor made. No-one chooses to become an Axiomarch- it is an instinctive calling, much like the calling of a Paladin to his duty. But neither does this calling result in instant power- the potential Axiomarch must train rigorously for years before his skills take form.
Races: Humans, with their ability to be driven by a specific ideal, account for almost all of the Axiomarchs. The remaining are made up by Elves who have forsaken their race's natural impulsiveness for the intuition of law, and their natural grace makes them great Axiomarchs. Dwarves, despite their lawful bent, are too emotionally bound to their family, friends and kin to follow the path of the Axiomarch. Other races have almost no Axiomarchs, and Axiomarchs among the monstrous humanoids are unknown.
Other Classes: The only two classes that the Axiomarch respects are Monks and Clerics. The Axiomarch looks upon Monks as brothers, both attempting to achieve perfection and enlightenment. The Axiomarch looks upon lawful Clerics, however, as a link to the absolute power that they fight for. To an Axiomarch, a lawful Cleric, even one of a deity of a different alignment to his own, is a figure of respect- never an equal. Axiomarchs have little time for most other classes, looking upon fighters lacking his subtlety, Druids as slaves to a poor ideal, and arcanists as dangerously chaotic (regardless of actual alignment). The Axiomarch has utter disdain for rogues, bards and barbarians, seeing them as dangerous, wilful- and everything he stands against.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Kata 1/day, Fast Movement, AC Bonus, Stricture
2nd|
+2|
+0|
+3|
+3|Uncanny Dodge, Bonus Feat
3rd|
+3|
+1|
+3|
+3|Trap Sense +1, Intuitive Attack
4th|
+4|
+1|
+4|
+4|Kata 2/day
5th|
+5|
+1|
+4|
+4|Improved Uncanny Dodge, AC +1, Stricture
6th|
+6/+1|
+2|
+5|
+5|Trap Sense +2
7th|
+7/+2|
+2|
+5|
+5|Imbue Weapon (Lawful)
8th|
+8/+3|
+2|
+6|
+6|Kata 3/day
9th|
+9/+4|
+3|
+6|
+6|Trap Sense +3
10th|
+10/+5|
+3|
+7|
+7|Imbue Weapon (Axiomatic +d6), AC +2, Stricture
11th|
+11/+6/+1|
+3|
+7|
+7|Greater Kata
12th|
+12/+7/+2|
+4|
+8|
+8|Kata 4/day, Trap Sense +4
13th|
+13/+8/+3|
+4|
+8|
+8|Imbue Weapon (Axiomatic +2d6)
14th|
+14/+9/+4|
+4|
+9|
+9|Indomitable Will
15th|
+15/+10/+5|
+5|
+9|
+9|Trap Sense +5, AC +3, Stricture
16th|
+16/+11/+6/+1|
+5|
+10|
+10|Kata 5/day
17th|
+17/+12/+7/+2|
+5|
+10|
+10|Tireless Kata
18th|
+18/+13/+8/+3|
+6|
+11|
+11|Trap Sense +6
19th|
+19/+14/+9/+4|
+6|
+11|
+11|Flatline
20th|
+20/+15/+10/+5|
+6|
+12|
+12|Perfect Kata, Kata 6/day, AC +4, Stricture
[/table]
Alignment: Any Lawful
Hit Die: d8
Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha) Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis) and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armour Proficiency: An Axiomarch is proficient with all simple weapons, as well as the kukri*, sap*, longsword*, shortbow, trident, Hand crossbow*, Repeating crossbow* and bastard sword*. If your campaign includes them, he is also proficient with the truncheon*, katana* and blackpowder weapons* (as well as any other campaign-specific weapons the DM sees fit to include). Weapons marked with a (*) are Special Axiomarch weapons, with which he gains certain abilities.
Fast Movement (Ex): An Axiomarch’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armour. Apply this bonus before modifying the Axiomarch’s speed because of any load carried.
AC Bonus (Ex): When unarmored and unencumbered, the Axiomarch adds his Wisdom bonus (if any) to his AC. In addition, an Axiomarch gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Axiomarch is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armour, when he carries a shield, or when he carries a medium or heavy load.
Kata (Ex): An Axiomarch can enter the mental state of Kata a certain number of times per day. In a Kata, an Axiomarch temporarily gains a +4 bonus to Dexterity, a +4 bonus to Wisdom, and a +2 bonus on Disarm, Sunder and Trip attacks. The increase in Wisdom will also increase the Axiomarch's AC bonus. A Kata lasts for a number of rounds equal to 3 + the character’s Constitution modifier. An Axiomarch may prematurely end his Kata. At the end of the Kata, the Axiomarch loses the Kata modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level Axiomarch, at which point this limitation no longer applies; see below).
An Axiomarch can go into a Kata only once per encounter. At 1st level he can use his Kata ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a Kata takes no time itself, but a Axiomarch can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex): At 2nd level, an Axiomarch retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an Axiomarch already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Bonus Feat: At 2nd level, the Axiomarch gains the use of one bonus feat. When taking this feat, he does not need any of the prerequisites. The feats he may choose are: Blind-Fight, Improved Disarm, Improved Sunder, Improved Trip, Imporved Unarmed Strike, Combat Reflexes
Trap Sense (Ex): Starting at 3rd level, a Axiomarch gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three Axiomarch levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Intuitive Attack (Ex): At 3rd level, the Axiomarch gains the ability to intuitively know where best to put his attacks against a foe. He may add his Wisdom modifier instead of his Strength modifier on attacks made with special Axiomarch weapons.
Improved Uncanny Dodge (Ex): At 5th level and higher, an Axiomarch can no longer be flanked. This defence denies a rogue the ability to sneak attack the Axiomarch by flanking him, unless the attacker has at least four more rogue levels than the target has Axiomarch levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Imbue Weapon (Su): At 7th level, any special Axiomarch weapon that the Axiomarch wields is treated as a Lawful weapon for the purpose of overcoming damage resistance. At 10th level, the weapon also does an additional +d6 points of Axiomatic damage against chaotic opponents, which increases to +2d6 at 13th level. This damage stacks with damage from all sources including if the weapon wielded by the Axiomarch is already Axiomatic.
Greater Kata (Ex): At 11th level, an Axiomarch’s bonuses to Dexterity and Wisdom during his Kata each increase to +6, and his bonuses to Disarm, Sunder and Trip attacks to +3.
Indomitable Will (Ex): While in a Kata, an Axiomarch of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his Kata.
Tireless Kata (Ex): At 17th level and higher, an Axiomarch no longer becomes fatigued at the end of his Kata.
Flatline (Ex): At 19th level, the Axiomarch may use one use of his Kata ability per day to go "flatline"- a state of zero emotion and feeling. In the Flatline state, the Axiomarch is immune to all mind-affecting spells and effects and all enchantments. He gains a +5 bonus on all Will saves against Illusion effects. He is immune to being demoralised by Intimidate and gains a +5 bonus to Sense Motive checks against feinting opponents. His Wisdom bonus to armour class and attack rolls (via Intuitive Attack) is temporarily doubled. The Flatline lasts for as long as a Kata would.
Perfect Kata (Ex): At 20th level, an Axiomarch’s bonuses to Dexterity and Wisdom during his Kata each increase to +8, and his bonuses to Disarm, Sunder and Trip attacks to +4.
Stricture: At 1st level, 5th level and every five levels thereafter, the Axiomarch must choose a stricture embodying his lawful and ascetic nature. If the Axiomarch breaks one of his strictures, he loses the ability to perform Kata and all the supernatural abilities of the Axiomarch class for the rest of the day. Possible Strictures include:
The Axiomarch can only dress in Black, White or shades of Grey
The Axiomarch cannot own any 'Art objects'
The Axiomarch must train for an hour each day (at whichever time his deity, if he has one, requires Clerics to pray)
The Axiomarch cannot eat anything other than common-quality food
The Axiomarch cannot partake of any drugs, including "normal" substances such as alcohol or caffeine
The Axiomarch cannot have a pet or animal companion unless it has an intelligence of 3 or greater
Ex-Axiomarchs
An Axiomarch ceases to be lawful loses the ability to Kata and cannot gain more levels as an Axiomarch. He retains all the other Extraordinary benefits of the class (AC bonus, fast movement, trap sense, and uncanny dodge) but not the Supernatural bonuses.