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<blockquote data-quote="FireLance" data-source="post: 4887066" data-attributes="member: 3424"><p>Do you think he would like something like this?</p><p></p><p>[SBLOCK]<strong>The Armsman</strong></p><p><em>"I attack."</em></p><p></p><p><strong>Class Traits</strong></p><p style="margin-left: 20px"><strong>Role:</strong> Striker. You are able to make damaging attacks with your weapons. You also have high hit points and good armor, so you lean towards defender as a secondary role.</p> <p style="margin-left: 20px"><strong>Power Source:</strong> Martial. You depend on your fighting skill and the occasional stroke of luck.</p> <p style="margin-left: 20px"><strong>Key Abilities:</strong> Strength, Dexterity, Constitution.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Armor Proficiencies:</strong> Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield</p> <p style="margin-left: 20px"><strong>Weapon Proficiencies:</strong> Simple melee, military melee, simple ranged, military ranged</p> <p style="margin-left: 20px"><strong>Bonus to Defense:</strong> +1 Fortitude, +1 Reflex</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Hit Points at 1st Level:</strong> 15 + Constitution score</p> <p style="margin-left: 20px"><strong>Hit Points per Level Gained:</strong> 6</p> <p style="margin-left: 20px"><strong>Healing Surges per Day:</strong> 7 + Constitution modifier</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Trained Skills:</strong> Athletics and Endurance. From the class skills list below, choose one more trained skill at 1st level.</p> <p style="margin-left: 20px"><em>Class Skills:</em> Athletics (Str), Endurance (Con), Intimidate (Cha), Streetwise (Cha)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Class Features:</strong> Armsman Weapon Talent, Background Skill, Combat Flexibility</p><p>An armsman is a competent warrior that functions well in melee and at range. He focuses on making simple but effective attacks. </p><p></p><p><strong>Armsman Class Features</strong></p><p style="margin-left: 20px"><u>Armsman Weapon Talent</u></p> <p style="margin-left: 20px">You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls when you use a power that has the weapon keyword. The bonus to damage rolls increases to +3 if you use a two-handed weapon or a versatile weapon wielded in two hands. </p> <p style="margin-left: 20px">At 11th level, the bonus to damage rolls increases to +4, or +6 if you use a two-handed weapon or a versatile weapon wielded in two hands. </p> <p style="margin-left: 20px">At 21st level, the bonus to damage rolls increases to +6, or +9 if you use a two-handed weapon or a versatile weapon wielded in two hands.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><u>Background Skill</u></p> <p style="margin-left: 20px">You gain training in one additional skill. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><u>Combat Flexibility</u></p> <p style="margin-left: 20px">You may expend an armsman encounter attack power to use any other armsman encounter attack power of lower level, even if it is one that you do not know.</p><p></p><p><strong>Armsman Powers</strong></p><p></p><p>Unlike most other classes, an armsman does not need to choose encounter, daily or utility powers because there is only a single power at each level. An armsman only needs to select two of the three at-will powers available to him at 1st level (a human armsman does not even need to make this choice). When an encounter or daily attack power allows an armsman to use an at-will armsman attack power, he may select an at-will armsman attack power that he does not know. </p><p></p><p>Most armsman powers allow you to use Strength instead of Dexterity for ranged attack rolls and damage rolls when you use a weapon with the heavy thrown property, and Dexterity instead of Strength for melee attack rolls and damage rolls when you use a light blade. This is indicated in the text of the powers. </p><p></p><p><u>Level 1 At-Will Exploits</u></p><p></p><p style="margin-left: 20px"><strong>Weapon Attack</strong></p> <p style="margin-left: 20px">Armsman Attack 1</p> <p style="margin-left: 20px"><em>You attack your opponent.</em></p> <p style="margin-left: 20px">At-Will * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Melee or Ranged weapon</p> <p style="margin-left: 20px">Target: One creature</p> <p style="margin-left: 20px">Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)</p> <p style="margin-left: 20px">Hit: 1[W] + Strength modifier + Dexterity modifier damage.</p> <p style="margin-left: 20px">Increase damage to 2[W] + Strength modifier + Dexterity modifier damage at 21st level.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Weapon Interference</strong></p> <p style="margin-left: 20px">Armsman Attack 1</p> <p style="margin-left: 20px"><em>Your attack interferes with your opponent's attack.</em></p> <p style="margin-left: 20px">At-Will * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Melee or Ranged weapon</p> <p style="margin-left: 20px">Target: One creature</p> <p style="margin-left: 20px">Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)</p> <p style="margin-left: 20px">Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade), and the target takes a -2 penalty to attack rolls until the end of your next turn.</p> <p style="margin-left: 20px">Increase damage to 2[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 2[W] + Dexterity modifier damage (ranged or melee with light blade) at 21st level.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Weapon Trick</strong></p> <p style="margin-left: 20px">Armsman Attack 1</p> <p style="margin-left: 20px"><em>Your attack leaves your opponent less able to defend against your next attack.</em></p> <p style="margin-left: 20px">At-Will * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Melee or Ranged weapon</p> <p style="margin-left: 20px">Target: One creature</p> <p style="margin-left: 20px">Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)</p> <p style="margin-left: 20px">Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade), and you gain a +2 bonus to the next attack roll you make against the target before the end of your next turn.</p> <p style="margin-left: 20px">Increase damage to 2[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 2[W] + Dexterity modifier damage (ranged or melee with light blade) at 21st level.</p><p><u>Level 1 Encounter Exploit</u></p><p style="margin-left: 20px"><strong>Power Surge</strong></p> <p style="margin-left: 20px">Armsman Attack 1</p> <p style="margin-left: 20px"><em>A surge of adrenaline allows you to hit hard.</em></p> <p style="margin-left: 20px">Encounter * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 1[W] damage.</p><p><u>Level 1 Daily Exploit</u></p><p style="margin-left: 20px"><strong>Dazing Luck </strong></p> <p style="margin-left: 20px">Armsman Attack 1</p> <p style="margin-left: 20px"><em>A lucky hit hinders your opponent for a short while.</em></p> <p style="margin-left: 20px">Daily * Martial, Reliable, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 1[W] damage and the target is dazed until the end of your next turn.</p><p><u>Level 2 Utility Exploit</u><p style="margin-left: 20px"><strong>Dart and Sprint</strong></p> <p style="margin-left: 20px">Armsman Utility 2</p> <p style="margin-left: 20px"><em>A surge of adrenaline allows you to move quickly.</em></p> <p style="margin-left: 20px">Encounter * Martial </p> <p style="margin-left: 20px">Minor Action</p> <p style="margin-left: 20px">Personal</p> <p style="margin-left: 20px">Effect: You may shift one square. You also gain a +2 bonus to your speed until the start of your next turn.</p><p><u>Level 3 Encounter Exploit</u><p style="margin-left: 20px"><strong>Swift Surge</strong></p> <p style="margin-left: 20px">Armsman Attack 3</p> <p style="margin-left: 20px"><em>A surge of adrenaline allows you to make two quick, simple attacks.</em></p> <p style="margin-left: 20px">Encounter * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Melee or Ranged weapon</p> <p style="margin-left: 20px">Targets: One or two creatures</p> <p style="margin-left: 20px">Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade), two attacks. You may make any combination of melee and ranged attacks, and you may target a different creature with each attack.</p> <p style="margin-left: 20px">Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade) per attack.</p><p><u>Level 5 Daily Exploit</u></p><p style="margin-left: 20px"><strong>Lucky Graze</strong></p> <p style="margin-left: 20px">Armsman Attack 5</p> <p style="margin-left: 20px"><em>A lucky hit gets through your opponent's defences.</em></p> <p style="margin-left: 20px">Daily * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Melee or Ranged weapon</p> <p style="margin-left: 20px">Target: One creature</p> <p style="margin-left: 20px">Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)</p> <p style="margin-left: 20px">Hit: 4[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 4[W] + Dexterity modifier damage (ranged or melee with light blade).</p> <p style="margin-left: 20px">Miss: Half damage.</p> <p style="margin-left: 20px">Special: If the target does not take damage from this power, it is not expended.</p><p><u>Level 6 Utility Exploit</u></p><p style="margin-left: 20px"><strong>Combat Vigor</strong></p> <p style="margin-left: 20px">Armsman Utility 6</p> <p style="margin-left: 20px"><em>A surge of adrenaline grants you greater endurance.</em></p> <p style="margin-left: 20px">Encounter * Martial </p> <p style="margin-left: 20px">Minor Action</p> <p style="margin-left: 20px">Personal</p> <p style="margin-left: 20px">Effect: You gain temporary hit points equal to 5 + your Constitution modifier. If you are bloodied, the number of temporary hit points you gain equals 5 + half your level + your Constitution modifier instead.</p><p><u>Level 7 Encounter Exploit</u></p><p style="margin-left: 20px"><strong>Follow-Up Surge</strong></p> <p style="margin-left: 20px">Armsman Attack 7</p> <p style="margin-left: 20px"><em>A surge of adrenaline spurs you to follow up on a successful attack.</em></p> <p style="margin-left: 20px">Encounter * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Effect: Use an armsman at-will attack power. If the attack hits, you may make a melee or ranged basic attack against the target.</p><p><u>Level 9 Daily Exploit</u></p><p style="margin-left: 20px"><strong>Devastating Luck </strong></p> <p style="margin-left: 20px">Armsman Attack 9</p> <p style="margin-left: 20px"><em>A lucky hit threatens a vulnerable spot on your opponent.</em></p> <p style="margin-left: 20px">Daily * Martial, Reliable, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage.</p><p><u>Level 10 Utility Exploit</u></p><p style="margin-left: 20px"><strong>Combat Resilience</strong></p> <p style="margin-left: 20px">Armsman Utility 10</p> <p style="margin-left: 20px"><em>A surge of adrenaline allows you to recover more quickly.</em></p> <p style="margin-left: 20px">Encounter * Martial </p> <p style="margin-left: 20px">Minor Action</p> <p style="margin-left: 20px">Personal</p> <p style="margin-left: 20px">Effect: You gain a power bonus to all saving throws equal to your Constitution modifier until the start of your next turn.</p><p><u>Level 13 Encounter Exploit</u></p><p style="margin-left: 20px"><strong>Furious Surge</strong></p> <p style="margin-left: 20px">Armsman Attack 13</p> <p style="margin-left: 20px"><em>A surge of adrenaline allows you to hit harder.</em></p> <p style="margin-left: 20px">Encounter * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 2[W] damage.</p><p><u>Level 15 Daily Exploit</u></p><p style="margin-left: 20px"><strong>Stunning Luck</strong></p> <p style="margin-left: 20px">Armsman Attack 15</p> <p style="margin-left: 20px"><em>A lucky hit leaves your opponent unable to act for a short while.</em></p> <p style="margin-left: 20px">Daily * Martial, Reliable, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 2[W] damage and the target is stunned until the end of your next turn. <em>Aftereffect:</em> The target is dazed until the end of your next turn.</p><p><u>Level 16 Utility Exploit</u></p><p style="margin-left: 20px"><strong>Combat Evasion</strong></p> <p style="margin-left: 20px">Armsman Utility 16</p> <p style="margin-left: 20px"><em>A surge of adrenaline allows you to reduce the effect of an attack.</em></p> <p style="margin-left: 20px">Encounter * Martial </p> <p style="margin-left: 20px">Immediate Interrupt</p> <p style="margin-left: 20px">Personal</p> <p style="margin-left: 20px">Trigger: You are hit by an attack</p> <p style="margin-left: 20px">Effect: You take half damage from the attack. If the attack imposes an effect that a save can end, you may make an immediate saving throw against the effect.</p><p><u>Level 17 Encounter Exploit</u></p><p style="margin-left: 20px"><strong>Rapid Surge</strong></p> <p style="margin-left: 20px">Armsman Attack 17</p> <p style="margin-left: 20px"><em>A surge of adrenaline allows you to make three quick, simple attacks.</em></p> <p style="margin-left: 20px">Encounter * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Melee or Ranged weapon</p> <p style="margin-left: 20px">Targets: One, two or three creatures</p> <p style="margin-left: 20px">Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade), three attacks. You may make any combination of melee and ranged attacks, and you may target a different creature with each attack.</p> <p style="margin-left: 20px">Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade) per attack.</p><p><u>Level 19 Daily Exploit</u></p><p style="margin-left: 20px"><strong>Lucky Break</strong></p> <p style="margin-left: 20px">Armsman Attack 19</p> <p style="margin-left: 20px"><em>A lucky hit breaks through your opponent's defences.</em></p> <p style="margin-left: 20px">Daily * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Melee or Ranged weapon</p> <p style="margin-left: 20px">Target: One creature</p> <p style="margin-left: 20px">Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)</p> <p style="margin-left: 20px">Hit: 6[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 6[W] + Dexterity modifier damage (ranged or melee with light blade).</p> <p style="margin-left: 20px">Miss: Half damage.</p> <p style="margin-left: 20px">Special: If the target does not take damage from this power, it is not expended.</p><p><u>Level 22 Utility Exploit</u></p><p style="margin-left: 20px"><strong>Lucky Dodge</strong></p> <p style="margin-left: 20px">Armsman Utility 22</p> <p style="margin-left: 20px"><em>A stroke of luck enables you to avoid an attack.</em></p> <p style="margin-left: 20px">Daily * Martial </p> <p style="margin-left: 20px">Immediate Interrupt</p> <p style="margin-left: 20px">Personal</p> <p style="margin-left: 20px">Trigger: You are hit by an attack</p> <p style="margin-left: 20px">Effect: The attack misses.</p><p><u>Level 23 Encounter Exploit</u></p><p style="margin-left: 20px"><strong>Follow-Through Surge</strong></p> <p style="margin-left: 20px">Armsman Attack 23</p> <p style="margin-left: 20px"><em>A surge of adrenaline spurs you to follow through with a successful attack.</em></p> <p style="margin-left: 20px">Encounter * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Effect: Use an armsman at-will attack power. If the attack hits, you may use the same armsman at-will attack power or another armsman at-will attack power against the target.</p><p><u>Level 25 Daily Exploit</u></p><p style="margin-left: 20px"><strong>Deadly Luck </strong></p> <p style="margin-left: 20px">Armsman Attack 25</p> <p style="margin-left: 20px"><em>A lucky hit threatens a vital spot on your opponent.</em></p> <p style="margin-left: 20px">Daily * Martial, Reliable, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 5[W] damage.</p><p><u>Level 27 Encounter Exploit</u></p><p style="margin-left: 20px"><strong>Destructive Surge</strong></p> <p style="margin-left: 20px">Armsman Attack 27</p> <p style="margin-left: 20px"><em>A surge of adrenaline allows you to hit even harder.</em></p> <p style="margin-left: 20px">Encounter * Martial, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage.</p><p><u>Level 29 Daily Exploit</u></p><p style="margin-left: 20px"><strong>Incapacitating Luck</strong> </p> <p style="margin-left: 20px">Armsman Attack 29</p> <p style="margin-left: 20px"><em>A lucky hit leaves your opponent helpless for a short while.</em></p> <p style="margin-left: 20px">Daily * Martial, Reliable, Weapon</p> <p style="margin-left: 20px">Standard Action</p> <p style="margin-left: 20px">Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage and the target is unconscious until the end of your next turn or until it takes damage. <em>Aftereffect:</em> The target is stunned until the end of your next turn. <em>Aftereffect:</em> The target is dazed until the end of your next turn.</p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="FireLance, post: 4887066, member: 3424"] Do you think he would like something like this? [SBLOCK][B]The Armsman[/B] [I]"I attack."[/I] [B]Class Traits[/B] [INDENT][B]Role:[/B] Striker. You are able to make damaging attacks with your weapons. You also have high hit points and good armor, so you lean towards defender as a secondary role. [B]Power Source:[/B] Martial. You depend on your fighting skill and the occasional stroke of luck. [B]Key Abilities:[/B] Strength, Dexterity, Constitution. [B]Armor Proficiencies:[/B] Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield [B]Weapon Proficiencies:[/B] Simple melee, military melee, simple ranged, military ranged [B]Bonus to Defense:[/B] +1 Fortitude, +1 Reflex [B]Hit Points at 1st Level:[/B] 15 + Constitution score [B]Hit Points per Level Gained:[/B] 6 [B]Healing Surges per Day:[/B] 7 + Constitution modifier [B]Trained Skills:[/B] Athletics and Endurance. From the class skills list below, choose one more trained skill at 1st level. [I]Class Skills:[/I] Athletics (Str), Endurance (Con), Intimidate (Cha), Streetwise (Cha) [B]Class Features:[/B] Armsman Weapon Talent, Background Skill, Combat Flexibility[/INDENT]An armsman is a competent warrior that functions well in melee and at range. He focuses on making simple but effective attacks. [B]Armsman Class Features[/B] [INDENT][U]Armsman Weapon Talent[/U] You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls when you use a power that has the weapon keyword. The bonus to damage rolls increases to +3 if you use a two-handed weapon or a versatile weapon wielded in two hands. At 11th level, the bonus to damage rolls increases to +4, or +6 if you use a two-handed weapon or a versatile weapon wielded in two hands. At 21st level, the bonus to damage rolls increases to +6, or +9 if you use a two-handed weapon or a versatile weapon wielded in two hands. [U]Background Skill[/U] You gain training in one additional skill. [U]Combat Flexibility[/U] You may expend an armsman encounter attack power to use any other armsman encounter attack power of lower level, even if it is one that you do not know.[/INDENT] [B]Armsman Powers[/B] Unlike most other classes, an armsman does not need to choose encounter, daily or utility powers because there is only a single power at each level. An armsman only needs to select two of the three at-will powers available to him at 1st level (a human armsman does not even need to make this choice). When an encounter or daily attack power allows an armsman to use an at-will armsman attack power, he may select an at-will armsman attack power that he does not know. Most armsman powers allow you to use Strength instead of Dexterity for ranged attack rolls and damage rolls when you use a weapon with the heavy thrown property, and Dexterity instead of Strength for melee attack rolls and damage rolls when you use a light blade. This is indicated in the text of the powers. [U]Level 1 At-Will Exploits[/U] [INDENT][B]Weapon Attack[/B] Armsman Attack 1 [I]You attack your opponent.[/I] At-Will * Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade) Hit: 1[W] + Strength modifier + Dexterity modifier damage. Increase damage to 2[W] + Strength modifier + Dexterity modifier damage at 21st level. [B]Weapon Interference[/B] Armsman Attack 1 [I]Your attack interferes with your opponent's attack.[/I] At-Will * Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade) Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade), and the target takes a -2 penalty to attack rolls until the end of your next turn. Increase damage to 2[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 2[W] + Dexterity modifier damage (ranged or melee with light blade) at 21st level. [B]Weapon Trick[/B] Armsman Attack 1 [I]Your attack leaves your opponent less able to defend against your next attack.[/I] At-Will * Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade) Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade), and you gain a +2 bonus to the next attack roll you make against the target before the end of your next turn. Increase damage to 2[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 2[W] + Dexterity modifier damage (ranged or melee with light blade) at 21st level.[/INDENT][U]Level 1 Encounter Exploit[/U] [INDENT][B]Power Surge[/B] Armsman Attack 1 [I]A surge of adrenaline allows you to hit hard.[/I] Encounter * Martial, Weapon Standard Action Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 1[W] damage.[/INDENT][U]Level 1 Daily Exploit[/U] [INDENT][B]Dazing Luck [/B] Armsman Attack 1 [I]A lucky hit hinders your opponent for a short while.[/I] Daily * Martial, Reliable, Weapon Standard Action Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 1[W] damage and the target is dazed until the end of your next turn.[/INDENT][U]Level 2 Utility Exploit[/U][INDENT][B]Dart and Sprint[/B] Armsman Utility 2 [I]A surge of adrenaline allows you to move quickly.[/I] Encounter * Martial Minor Action Personal Effect: You may shift one square. You also gain a +2 bonus to your speed until the start of your next turn.[/INDENT][U]Level 3 Encounter Exploit[/U][INDENT][B]Swift Surge[/B] Armsman Attack 3 [I]A surge of adrenaline allows you to make two quick, simple attacks.[/I] Encounter * Martial, Weapon Standard Action Melee or Ranged weapon Targets: One or two creatures Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade), two attacks. You may make any combination of melee and ranged attacks, and you may target a different creature with each attack. Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade) per attack.[/INDENT][U]Level 5 Daily Exploit[/U] [INDENT][B]Lucky Graze[/B] Armsman Attack 5 [I]A lucky hit gets through your opponent's defences.[/I] Daily * Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade) Hit: 4[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 4[W] + Dexterity modifier damage (ranged or melee with light blade). Miss: Half damage. Special: If the target does not take damage from this power, it is not expended.[/INDENT][U]Level 6 Utility Exploit[/U] [INDENT][B]Combat Vigor[/B] Armsman Utility 6 [I]A surge of adrenaline grants you greater endurance.[/I] Encounter * Martial Minor Action Personal Effect: You gain temporary hit points equal to 5 + your Constitution modifier. If you are bloodied, the number of temporary hit points you gain equals 5 + half your level + your Constitution modifier instead.[/INDENT][U]Level 7 Encounter Exploit[/U] [INDENT][B]Follow-Up Surge[/B] Armsman Attack 7 [I]A surge of adrenaline spurs you to follow up on a successful attack.[/I] Encounter * Martial, Weapon Standard Action Effect: Use an armsman at-will attack power. If the attack hits, you may make a melee or ranged basic attack against the target.[/INDENT][U]Level 9 Daily Exploit[/U] [INDENT][B]Devastating Luck [/B] Armsman Attack 9 [I]A lucky hit threatens a vulnerable spot on your opponent.[/I] Daily * Martial, Reliable, Weapon Standard Action Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage.[/INDENT][U]Level 10 Utility Exploit[/U] [INDENT][B]Combat Resilience[/B] Armsman Utility 10 [I]A surge of adrenaline allows you to recover more quickly.[/I] Encounter * Martial Minor Action Personal Effect: You gain a power bonus to all saving throws equal to your Constitution modifier until the start of your next turn.[/INDENT][U]Level 13 Encounter Exploit[/U] [INDENT][B]Furious Surge[/B] Armsman Attack 13 [I]A surge of adrenaline allows you to hit harder.[/I] Encounter * Martial, Weapon Standard Action Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 2[W] damage.[/INDENT][U]Level 15 Daily Exploit[/U] [INDENT][B]Stunning Luck[/B] Armsman Attack 15 [I]A lucky hit leaves your opponent unable to act for a short while.[/I] Daily * Martial, Reliable, Weapon Standard Action Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 2[W] damage and the target is stunned until the end of your next turn. [I]Aftereffect:[/I] The target is dazed until the end of your next turn.[/INDENT][U]Level 16 Utility Exploit[/U] [INDENT][B]Combat Evasion[/B] Armsman Utility 16 [I]A surge of adrenaline allows you to reduce the effect of an attack.[/I] Encounter * Martial Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You take half damage from the attack. If the attack imposes an effect that a save can end, you may make an immediate saving throw against the effect.[/INDENT][U]Level 17 Encounter Exploit[/U] [INDENT][B]Rapid Surge[/B] Armsman Attack 17 [I]A surge of adrenaline allows you to make three quick, simple attacks.[/I] Encounter * Martial, Weapon Standard Action Melee or Ranged weapon Targets: One, two or three creatures Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade), three attacks. You may make any combination of melee and ranged attacks, and you may target a different creature with each attack. Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade) per attack.[/INDENT][U]Level 19 Daily Exploit[/U] [INDENT][B]Lucky Break[/B] Armsman Attack 19 [I]A lucky hit breaks through your opponent's defences.[/I] Daily * Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade) Hit: 6[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 6[W] + Dexterity modifier damage (ranged or melee with light blade). Miss: Half damage. Special: If the target does not take damage from this power, it is not expended.[/INDENT] [U]Level 22 Utility Exploit[/U] [INDENT][B]Lucky Dodge[/B] Armsman Utility 22 [I]A stroke of luck enables you to avoid an attack.[/I] Daily * Martial Immediate Interrupt Personal Trigger: You are hit by an attack Effect: The attack misses.[/INDENT][U]Level 23 Encounter Exploit[/U] [INDENT][B]Follow-Through Surge[/B] Armsman Attack 23 [I]A surge of adrenaline spurs you to follow through with a successful attack.[/I] Encounter * Martial, Weapon Standard Action Effect: Use an armsman at-will attack power. If the attack hits, you may use the same armsman at-will attack power or another armsman at-will attack power against the target.[/INDENT][U]Level 25 Daily Exploit[/U] [INDENT][B]Deadly Luck [/B] Armsman Attack 25 [I]A lucky hit threatens a vital spot on your opponent.[/I] Daily * Martial, Reliable, Weapon Standard Action Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 5[W] damage.[/INDENT][U]Level 27 Encounter Exploit[/U] [INDENT][B]Destructive Surge[/B] Armsman Attack 27 [I]A surge of adrenaline allows you to hit even harder.[/I] Encounter * Martial, Weapon Standard Action Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage.[/INDENT][U]Level 29 Daily Exploit[/U] [INDENT][B]Incapacitating Luck[/B] Armsman Attack 29 [I]A lucky hit leaves your opponent helpless for a short while.[/I] Daily * Martial, Reliable, Weapon Standard Action Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage and the target is unconscious until the end of your next turn or until it takes damage. [I]Aftereffect:[/I] The target is stunned until the end of your next turn. [I]Aftereffect:[/I] The target is dazed until the end of your next turn.[/INDENT][/SBLOCK] [/QUOTE]
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