The Armiger – Ben W-S
The Armiger
|
LVL |
BAB |
BDB |
Special Abilities |
Armor |
Defense |
Tactics |
Other |
Cat Red |
Dex |
ACP |
|
1 |
1 |
0 |
Armor Mastery, Bonus Feat |
2 |
1 |
1 |
- |
1 |
0 |
0 |
|
2 |
2 |
1 |
Armor Pool, Armor Ability |
2 |
1 |
1 |
- |
1 |
0 |
0 |
|
3 |
3 |
2 |
Bonus Feat |
3 |
2 |
2 |
1 |
1 |
0 |
0 |
|
4 |
4 |
3 |
Uncanny Dodge, Second Skin, Armor Ability |
3 |
2 |
2 |
1 |
1 |
0 |
0 |
|
5 |
5 |
3 |
Armored Redoubt, Never Defenseless |
4 |
3 |
3 |
2 |
1 |
0 |
-1 |
|
6 |
6 |
4 |
Armor Ability |
4 |
3 |
3 |
2 |
1 |
+1 |
-1 |
|
7 |
7 |
5 |
Bonus Feat |
5 |
4 |
4 |
3 |
1 |
+1 |
-1 |
|
8 |
8 |
6 |
Armor Ability |
5 |
4 |
4 |
3 |
1 |
+1 |
-1 |
|
9 |
9 |
6 |
Reinforced Defenses |
6 |
5 |
5 |
4 |
1 |
+1 |
-2 |
|
10 |
10 |
7 |
Craftsman's Luck, Armor Ability |
6 |
5 |
5 |
4 |
2 |
+1 |
-2 |
|
11 |
11 |
8 |
Bonus Feat, Craftsman’s Challenge, Advanced Armor Ability |
7 |
6 |
6 |
5 |
2 |
+2 |
-2 |
|
12 |
12 |
9 |
Improved Uncanny Dodge, Armored Fortress |
7 |
6 |
6 |
5 |
2 |
+2 |
-2 |
|
13 |
13 |
9 |
Comfort of Home |
8 |
7 |
7 |
6 |
2 |
+2 |
-3 |
|
14 |
14 |
10 |
Advanced Armor Ability |
8 |
7 |
7 |
6 |
2 |
+2 |
-3 |
|
15 |
15 |
11 |
Bonus Feat |
9 |
8 |
8 |
7 |
2 |
+2 |
-3 |
|
16 |
16 |
12 |
Advanced Armor Ability |
9 |
8 |
8 |
7 |
2 |
+3 |
-3 |
|
17 |
17 |
12 |
Armored Stronghold |
10 |
9 |
9 |
8 |
2 |
+3 |
-4 |
|
18 |
18 |
13 |
Advanced Armor Ability |
10 |
9 |
9 |
8 |
2 |
+3 |
-4 |
|
19 |
19 |
14 |
Bonus Feat, Supreme Reinforced Defenses |
10 |
9 |
9 |
8 |
2 |
+3 |
-4 |
|
20 |
20 |
15 |
Advanced Armor Ability |
10 |
9 |
9 |
8 |
3 |
+3 |
-4 |
Hit Die: 1d4+6/level
Skill Groups: Athletics
Skill Points: 4 + int
Class Features:
Weapon and Armor Proficiencies: Armiger’s are proficient with all simple and martial weapons, light, medium, and heavy armor, and all non-exotic shields.
Armor Mastery:
An Armiger is fully accustomed to wearing armors that most would consider heavy and confining. An armiger is able to treat armor and shields as being lighter and easier to move in than normal. Apply the weight category reduction to any armor the armiger wears, and the maximum dexterity increase, and armor check modifier decrease to all shields the armiger wields as appropriate for the levels in armiger that the character possesses. Additionally, the armiger is able to ignore the weight of the armor he carries for purposes of determining encumbrance.
The Armiger gains a number of ranks in Craft: Armor equal to his Armiger level +3 and may apply his constitution or intelligence modifiers to this skill at his choice.
Armor Pool:
The Armiger gains access to the Armor Pool and gains Armor Tokens. An armiger spends these tokens to power Armor abilities and may not possess more than his armiger level + 5 unspent armor tokens at any single time. At the beginning of each combat, the Armiger makes a DR check and gains a number of armor tokens equal to half the check result (round up). If the armiger ends his turn threatening or being threatened by at least one opponent in melee and is not the subject of a damaging attack by the end of his next turn he may make a DR check and gain a number of Armor tokens equal to the check. Do not count temporary modifiers (such as the effects of Armor Pool abilities or defense challenges) when determining how many tokens are gained.
If the Armiger is not threatening or threatened by any opponents, he may use a standard action to marshal his defenses and gain the minimum value of a DR check in armor tokens.
Armor Ability:
Unless otherwise noted, armiger abilities may be activated at any time as a free action.
Armored Momentum: Spend 1 token to add +1d8 damage to a single melee attack or as bludgeoning damage to a Grapple or Bull Rush attack. The maximum number of tokens that may be spent on this ability is equal to the armiger's constitution modifier.
Stalwart Defense: The armiger gains a +1 bonus to DR per 2 tokens spent until the start of his next turn. This ability may not be used to increase the result of a DR check that has already been rolled.
Iron Commando: Spend 2 armor tokens to make a DR check and add the result to any bull rush, grapple, strength, or base attack check you make. Spend these tokens before you roll.
Iron Protector: If the armiger threatens or is threatened by a target he may spend 2 armor tokens to force an attack to be resolved against the armiger instead of its intended target. Use this ability after the attack is declared but before the attack roll is made. The armiger may also use this ability to intercept a ranged attack directed against a target that is adjacent to or receiving cover from the armiger. The attack is resolved against the Armiger even if it would not normally be a valid attack (such as the Armiger being within an opponent's reach).
Iron Grasp: If an opponent successfully attacks you but fails to overcome your DR, you may spend 3 armor tokens to make a free disarm check as if you were using a two-handed weapon.
Iron Resilience: Spend 2 armor tokens to re-roll a single DR check made to reduce damage. You must accept the new results.
Daunting Invulnerability: Whenever an opponent attacks you but fails to cause any damage, you may spend 2 armor tokens to make an intimidate check against that opponent as an immediate in order to demoralize them according to the rules on page 95 of the Iron Heroes rulebook. You may choose to use your constitution or strength modifier in place of your charisma modifier for all purposes relating to this check.
Second Skin:
Beginning at 4th level the armiger is able to ignore any penalties caused by wearing armor other than armor check penalties (such as that of very hot environments). He also no longer suffers a x2 penalty from armor to swim checks and his armor does not count for purposes of determining encumbrance.
Bonus Feat:
At 1st and 3rd levels and every 4 levels afterward, the Armiger gains a bonus feat. This feat must be an Armor mastery feat and the Armiger must fulfill all requirements for the feat.
Uncanny Dodge: At 4th level the armiger gains the uncanny dodge ability.
Armored Redoubt:
At 5th level as long as he is wearing armor any allies who gain soft cover from the Armiger gain an additional +2 bonus to AC (for a total of +6). The Armiger also gains a +2 bonus on all checks to resist any attempt to force the Armiger to move or be knocked prone.
Never Defenseless:
At 5th level, If subjected to an attack that would bypass your DR, you may still apply your DR as if you had achieved the minimum result.
Reinforced Defenses:
At 9th level if an attack would normally bypass your DR you may still make a DR check and apply half the result (round down) or the minimum result if it is higher.
Craftsman’s Luck:
Beginning at 10th level the Armiger gains an armor token each time he makes a DR check and achieves the maximum result.
Craftsman’s Challenge:
Beginning 10th level the Armiger may use a swift action to challenge any target he threatens in melee. The target of the challenge receives a +4 bonus to hit the Armiger with melee attacks, as well as a +4 bonus to damage the Armiger. If the target of the challenge fails to make a damaging attack against the armiger he has failed to overcome the challenge and the armiger may make a DR check and gain armor tokens equal to the result. This ability supplements the regular Armor token generation mechanic. The armiger may only issue his challenge to a target of INT 3 or greater that could reasonably be assumed to understand it.
Armored Fortress:
At 11th level the bonuses provided by Armored Redoubt increase by +2 (for a total of +8). Additionally, once per round as a free action the armiger may designate one adjacent square as also being occupied by himself for the purpose of providing cover.
Improved Uncanny Dodge:
Starting at 12th level the Armiger gains the improved uncanny dodge ability.
Comfort of Home:
Starting at13th level an Armiger may sleep in armor at no penalty.
Advanced Armor Abilities:
The armiger may choose from the advanced or regular armor ability lists.
Reflexive Deflection: Spend 5 armor tokens to cause a single attack to inflict only its base weapon damage.
Mighty Defense: As Stalwart Defense, but +1 to DR per token spent.
Great Momentum: As armored momentum, but +2d6 per token spent. You must choose to use armored momentum or great momentum on a single attack.
Iron Grasp: If an opponent successfully attacks you but fails to overcome your DR, you may spend 3 armor tokens to make a free disarm check as if you were using a two-handed weapon.
Retributive Defense: If you are struck in melee you may spend 4 armor tokens to cause the opponent’s weapon to suffer damage equal to the amount of damage absorbed by your armor’s DR, halve the weapon's hardness (round down). Spend these tokens after an opponent has made a successful attack but before damage or DR is rolled. Damage dealt by natural attacks is taken as HP damage by the attacker.
Craftsman’s Clarion: Pay 6 armor tokens: Increase the number of targets affected by your Craftsman’s challenge by one. You may gain armor tokens from the Craftsman’s challenge only once per round.
Destructive Challenge: Each time the target of your Craftsman's challenge makes an attack against a target other than yourself while within your threatened area, you may spend 1 armor token to make an immediate attack of opportunity against them. You cannot make more than one attack of opportunity against the target per attack that they make. Attacks you make in this manner do not count against your normal limit on attacks of opportunity.
Instant Fortress: You have honed your defensive reflexes to an uncommonly fast response time. Spend 2 armor tokens as a free action to gain the benefits of a defense challenge on the same round that you take the penalty to defense, instead of the following round as normal.
Armored Stronghold:
At 17th level the bonuses from the Armored Redoubt ability increase by an additional +2 (to a total of +10); the armiger may now designate two adjacent squares for the purpose of providing cover.
Supreme Reinforced Defenses:
At 19th level if an attack would normally bypass your DR you may still make a DR check and apply the full result.
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