Man-at-Arms
A Man-at-Arms is a skilled melee combatant who fights in the name of his Lord, Cause, Honor, Chivalry or even himself. A man-at-arms relies on more than a sharp sword and a stout suit of armor to defeat his foes. His drive, determination, and fighting spirit allow him to control the battlefield in ways that others cannot match. A man-at-arms can challenge an opponent to a duel, calling upon the foe's pride and ego to force his hand. The man-at-arms's talent with heavy armor, shields, and defensive tactics grant him the ability to disrupt his foe's plans. Only the most talented rogues and monks can slip past a man-at-arms's defenses to strike at his allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a man-at-arms. While the man-at-arms keeps enemies occupied, his allies can use their talents and abilities without fear of attack or harassment.
This is a base Class
Requirements:
Race: Any
Alignment: Any Lawful
Class Features:
- Hit Die: d12
- Base Attack Bonus: High
- High Saves: Will
- Weapon Proficiencies: Simple and Martial
- Armor Proficiencies: All armor and shields (excluding tower shields)
- Skill Points: 2 + Int Modifier.
- Class Skills: Craft Armor, Craft Weapon, Intimidate, Lore: History, Lore: Local, Lore: Nobility and Royalty, Parry, Taunt, and Tumble.
- Spells per Day/Spells Known: The man-at-arms does not have spell progresision and does not have a spell book.
Class Abilities:
Level 1: Challenge + 1, Demoralize Opponent
Level 2: Shield Block +1
Level 3:
Level 4: Heavy Armor Optimization, Mocking Challenge
Level 5: Bonus Feat
Level 6: Guarding the Lord
Level 7: Challenge +2
Level 8: Call to Battle
Level 9: Greater Heavy Armor Optimization
Level 10: Bonus Feat
Level 11: Shield Block +2
Level 12: Daunting Challenge
Level 13: Challenge +3
Level 14: Rescue
Level 15: Bonus Feat
Level 16: Indomitable Soul
Level 17:
Level 18:
Level 19: Challenge +4
Level 20: Bonus Feat
Level 21: Shield Block +3
Level 22:
Level 23: Epic Bonus Feat
Level 24:
Level 25: Challenge +5
Level 26: Epic Bonus Feat
Level 27:
Level 28:
Level 29: Epic Bonus Feat
Level 30: Challenge +6, Shield Block +4 Epic Bonus Feat
- Bonus Feats: From the fighter list
Bonus Feat: The Man at Arms gains an additional bonus feat at levels 5, 10, 15, 20, 23, 26, 29, and 30. A Man At Arms must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
The bonus feats are drawn from the fighter feat list and include the following feats: Armor Skin, Deflect Arrows, Cleave, Great Cleave, Blind Fight, Improved Charge, Furious Charge, Shield Bash, Shield Charge, Shield Slam, Disarm, Improved Disarm, Dodge, Knockdown, Improved Knockdown, Improved Parry, Mobility, Power Attack, Improved Power Attack, Combat Expertise, Improved Combat Expertise, Exotic Weapon Proficiency, Improved Critical, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Devastating Critical, Epic Weapon Focus, Epic Weapon Specialization, and Overwhelming Critical, Melee Weapon Mastery: Crushing, Melee Weapon Mastery: Slashing, Melee Weapon Mastery: Piercing, Weapon Supremacy, Powerful Charge, Dire Charge, Brutal Throw, Weapon Finesse, Epic DR series, Epic Toughness series.
Note: Weapon oriented feats can only be taken for the following weapons; bastard sword, battleaxe, dwarven waraxe, flail, greatsword, greataxe, halberd, handaxe, katana, light hammer, light mace, longsword, morningstar, quarterstaff, rapier, shortspear, shortsword, scimitar, scythe, throwing axe, and warhammer.
Challenge
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 1st level,
Specifics: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.
You can issue a challenge to an enemy, gaining a +1 bonus on Will saves, attack rolls, and damage rolls. The effect lasts for a number of rounds equal to 5 + your Charisma modifier (if any). At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4. At 25th level, it increases to +5. At 30th level, it increases to +6. You can't issue any another such challenge until designated the opponent has been defeated or fled. (affecting this ability only)
Use: Selected
Demoralize Opponent
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 1st level,
Specifics: You bellow a striking taunt that demoralizes the target. The target must succeed a will saving throw or become demoralized. (DC is: 16 + half man-at-arms levels + Charisma modifier) Already shaken creatures can also become demoralized, suffering both effects induces panic.
Use: Selected
Shield Block
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 2nd level
Specifics: Your expertise with shields allows you to position it in such a way that a normally dangerous blow is deflected harmlessly. As you gain experience your competence with shield blocking increases and you gain additional shield AC while a shield is equipped. +1 at second level, +2 at 11th level, +3 at 21st level and +4 at 30th Man-at-Arms level. This bonus Shield AC stacks with any permanent enchantment present on your shield.
Use: Automatic
Mocking Challenge
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 4th level
Range: 100 feet
Specifics: Starting at 4th level, you can shout a challenge to all enemies, calling out for them to face you in combat. As a swift action, you can expend one use of your Man-at-Arms Challenge ability to cause all your enemies within 100' to make Will saves (DC 15 + 1/2 your Man-at-Arms level + your Cha modifier). Creatures that fail this save are goaded to attack you.
Use: Selected
Special: You can enter your own text for taunts and challenges. This ability works on mobs with greater than 5 intelligence. It cannot be negated with mind-spell immunity. This ability will only cause an enemy to attack you if he has an attack action queued. It interrupts spellcasting.
Call to Battle
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 8th level
Specifics: Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a man-at-arms still battles on in its name. You become immune to fear. As a swift action, you can expend one use of your Challenge ability to grant an ally a bonus against fear effects equal to your Charisma modifier as well as a number of temporary hit points equal to your man-at-arms level. If the ally's current hit point total is less than half his normal hit points, the number of temporary hit points granted to that character is doubled. The temporary hit points last for up to 1 minute per man-at-arms level.
Use: Selected
Special: You can enter your own text for taunts and challenges.
Daunting Challenge
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 12th level
Specifics: Starting at 12th level, a knight can issue a daunting challenge as a swift action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 15 + 1/2 man-at-arms level + Cha modifier). Creatures that fail this save are shaken. Already demoralized creatures can also become shaken, suffering both effects causes panic.
Use: Selected
Special: You can enter your own text for taunts and challenges.