Difference between revisions of "Arbiter"
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| − | | 1 | + | | 1 || 1 |
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| − | | 1d2 | + | | 2 || 1d2 |
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| − | | 1d3 | + | | 3 || 1d3 |
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| − | | 1d4 | + | | 4 || 1d4 |
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| − | | 1d6 | + | | 5 || 1d6 |
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| − | | 1d8 | + | | 6 || 1d8 |
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| − | | | + | | 7 || 1d10 |
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| − | | | + | | 8 || 2d6 |
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| − | | | + | | 9 || 2d8 |
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| − | | | + | | 10 || 3d6 |
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| − | | | + | | 12 || 4d6 |
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| − | | | + | | 13 || 4d8 |
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| − | | | + | | 14 || 6d6 |
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| − | | | + | | 15 || 6d8 |
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| − | | | + | | 16 || 8d6 |
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| − | | | + | | 17 || 8d8 |
| + | |- | ||
| + | | 18 || 12d6 | ||
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| + | | 19 || 12d8 | ||
| + | |- | ||
| + | | 20 || 16d6 | ||
| + | | } | ||
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Revision as of 06:02, 23 February 2019
Known as arbiters or neutral blades, these judges and swordsmen are bound by various oaths to balance the various aspects of the world to ensure that neither side gets too far out of balance. While many focus on different aspects, they all are proficient warriors, swearing to their blades and eschewing all forms of arcane in order to combat those who would through the world out of balance.
Role: The Arbiter is a purely offensive character, devoted to using their devastating sword arts to cut down all types of enemies and taking care of the potent magical forces.
The Arbiter is a work-in-progress base class written by Animus and edited by Temia for use with Pathfinder with EPIC and Friends
Overview
Alignment: Any
Hit Die: d10
Starting Wealth: 5d6 x 10 gil (average 175 gil)
Class Skills: The Arbiter's class skills (and key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks at Each Level: 2 + Int modifier.
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +2 | Creed, Weapon Art |
| 2nd | +2 | +0 | +3 | +3 | Divine Blade |
| 3rd | +3 | +1 | +3 | +3 | Impartiality |
| 4th | +4 | +1 | +4 | +4 | Reach Extension (5 feet) |
| 5th | +5 | +1 | +4 | +4 | Weapon Art |
| 6th | +6/+1 | +2 | +5 | +5 | Second Divine Blade |
| 7th | +7/+2 | +2 | +5 | +5 | Armour Training +1 |
| 8th | +8/+3 | +2 | +6 | +6 | Equivalence |
| 9th | +9/+10 | +3 | +6 | +6 | Weapon Art |
| 10th | +10/+5 | +3 | +7 | +7 | Third Divine Blade |
| 11th | +11/+6/+1 | +3 | +7 | +7 | Armour Training +2 |
| 12th | +12/+7/+2 | +4 | +8 | +8 | Reach Extension +10 feet, Rectify |
| 13th | +13/+8/+3 | +4 | +8 | +8 | Weapon Art |
| 14th | +14/+9/+4 | +4 | +9 | +9 | Fourth Divine Blade |
| 15th | +15/+10/+5 | +5 | +9 | +9 | Armour Training +3 |
| 16th | +16/+11/+6/+1 | +5 | +10 | +10 | Presence of the Judge |
| 17th | +17/+12/+7/+2 | +5 | +10 | +10 | Weapon Art |
| 18th | +18/+13/+8/+3 | +6 | +11 | +11 | Fifth Divine Blade |
| 19th | +19/+14/+9/+4 | +6 | +11 | +11 | Armour Training +4 |
| 20th | +20/+15/+10/+5 | +6 | +12 | +12 | Claímh Solais, Reach Extension +15 feet |
Class Features
The following are class features of the Arbiter class.
Weapon and Armour Proficiency: Arbiters are proficient with simple and martial weapons, as well as any armour and shield (except tower shields).
Creed: An arbiter is bound by a creed that he swears by. This dictates his field of study and common targets.
| Step | Damage | |
|---|---|---|
| 1 | 1 | |
| 2 | 1d2 | |
| 3 | 1d3 | |
| 4 | 1d4 | |
| 5 | 1d6 | |
| 6 | 1d8 | |
| 7 | 1d10 | |
| 8 | 2d6 | |
| 9 | 2d8 | |
| 10 | 3d6 | |
| 11 | 3d8 | |
| 12 | 4d6 | |
| 13 | 4d8 | |
| 14 | 6d6 | |
| 15 | 6d8 | |
| 16 | 8d6 | |
| 17 | 8d8 | |
| 18 | 12d6 | |
| 19 | 12d8 | |
| 20 | 16d6 | } |
Weapon Art (Ex): The arbiter has undergone special training to get the most out of his weaponry. At 1st level and every four levels thereafter, he can select from one of the following traits which are applied to any weapon he wields. Unless mentioned otherwise, these don't stack with themselves or existing weapon properties:
Blocking: The arbiter's melee weapons are treated as having the Blocking weapon special property.
Disarm: The arbiter's melee weapons are treated as having the Disarm special weapon property.
Improved Damage: The arbiter's weapons have their damage dice increased by one step. This weapon art stacks, increasing the damage by an additional step.
Sunder: The arbiter's melee weapons are treated as having the Sunder special weapon property.
At 5th level, the following additional arts are available:
Finesse: The arbiter can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with his melee weapons, even if they aren't light weapons.
Strength: The arbiter's ranged weapons are treated as having the Strength +1 special weapon property, even if they aren't composite bows. This weapon art stacks, increasing the Strength special weapon property by one each time.
Trip: The arbiter's melee weapons are treated as having the Trip weapon property.
At 9th level, the following additional arts are available:
Grapple: The arbiter's melee weapons are treated as having the Grapple special weapon property.
Improved Critical: The arbiter gains the benefits of the Improved Critical feat with his weapons.
At 13th level, the following additional art is available:
Razor-Sharp: The arbiter's melee weapons are treated as having the Razor-Sharp weapon modification.
At 17th level, the following additional arts are available:
Brilliant Energy: The arbiter's melee weapons are treated as having the brilliant energy magic weapon special ability. This can be activated or suppressed as a free action, but immediately ceases to function if it leaves the arbiter's hands.
Truthful: The arbiter's melee weapons are treated as having the truthful magic weapon special ability.