Wheel of Time- The four Pillars
The conquering overlord, the king’s champion, the elite foot soldier, the hardened mercenary and the bandit king – all are armsmen. Armsmen can be stalwart defenders of those in need, cruel tyrants or brave adventurers. Armsmen who are not adventures may be soldiers, guards, champions, criminal enforcers etc.
Adventures: Most Armsmen see adventures, military service, raids and dangerous missions as part of their job, some have patrons or commanders who pay them regularly. Others live as prospectors taking great risks in hopes of a big haul. The bottom line is if there’s fighting to be done a dozen Armsmen will be there to do it and all of them may have different reasons.
Characteristics: Of all classes the armsman have the best all around fighting capabilities (Armsmen levels count as fighter levels for the purpose of feats and bonus feat selection). Armsmen are familiar with all the standard weapons and armor currently in use. In addition to general fighting prowess they are a martial class that advances as a warblade would. Whatever their initial motivations might be armsmen usually end up living for the thrill of adventure.
Origin: Armsmen come into their profession in many ways and any people can qualify to join this class. While a peasant is not as likely as a noble to become a general both are equally able to learn the sword. All countries have given birth to great armsmen and an armsman place of birth determines which disciplines he has access to. Although armsmen do not group themselves into any kind of a brotherhood a long standing relationship with usually exist between student and mentor except in the extremely rare cases of a self taught armsman.
Background: Armsman can be from any background (though Ogier and Aiel are rare). Midlander armsmen may be from a village militia, or watch, the Queen’s army in Andor, or from the legion of the Children of the Light. In the Boarderlands, armsmanship is a way of life for much of the population. The wars between the southern countries have forced many men into this calling. For armsmen of common status, the weapons of choice are usually picks, bows, axes, or spears. Noblemen, experienced mercenaries and members of standing armies tend towards longswords. Village militiamen often use whatever they can.Table 2-3: Armsman
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Def Bonus||Reputation Score||Special|
|1st||+1||+2||+1||+0||+2||0||Battle clarity (reflex saves), weapon aptitude|
|3rd||+3||+3||+2||+1||+3||1||Battle ardor (critical confirmation), Armor compatibility|
|6th||+6/+1||+5||+3||+2||+4||2||Battle cunning (damage)|
|8th||+8/+3||+6||+4||+2||+4||3||Improved Uncanny Dodge|
|12th||+12/+7/+2||+8||+6||+4||+6||5||Battle skill (opposed checks)|
|16th||+16/+11/+6/+1||+10||+8||+5||+7||6||Battle master (attacks of opportunity)|
GAME RULE INFORMATION:
Armsmen have the following game statistics.
Hit Die: d10
Skill Points per Level: 4 + Int modifier
Abilities: Strength is important for the armsman because of the role it plays in combat. Dexterity also has a great use for the armsman as many skills rely on it. The hardy training requires armsmen to develop a decent Constitution. Charisma is useful for drawing followers to their cause.
Class Skills: The armsman class skills are: Climb (STR), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (STR), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (martial) (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (STR).
Class Features: All of the following are class features of the armsman.
Weapon and Armor Proficiency: An armsman is proficient with all simple and martial weapons and all armor (heavy, medium and light) and shields (but not tower shields).
Maneuvers: You begin play with maneuvers from 2 Disciplines based on your background. You may learn additional disciplines without purchasing of a feat but these require a teacher and time.
Maneuvers Readied: You can ready all 3 of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below.)
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st level stance from any of your disciplines. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance in place of one you already know.
Battle Clarity (Ex): So long as you are not flat footed you gain an insight bonus equal to you intelligence modifier on your reflex save.
Uncanny Dodge (Ex): See the barbarian class for more information. If you have uncanny dodge from another class you automatically automatically gain improved uncanny dodge.
Weapon Aptitude (Ex): You gain the weapon aptitude feat as a bonus feat at 1st level.
Battle Ardor (Ex): You gain an insight bonus equal to your intelligence modifier when confirming critical.
Battle Cunning (Ex): You gain an insight bonus to damage on melee attacks made against flat footed or flanked opponents equal to your intelligence modified.
Battle Skill (Ex): You gain an insight bonus equal to your intelligence modifier on any checks made to oppose Combat Maneuvers.
Battle Mastery (Ex): You gain an insight bonus equal to your intelligence modifier on all attack and damage rolls when making attacks of opportunity.
Improved Uncanny Dodge (Ex): See barbarian class description.
Stance Mastery (Ex): At 20th level you can have two stances active at once. When you use a swift action to initiate or change your stances you may initiate or change both at the same time.
Bonus Feat: The armsman gains a bonus feat, for which he has the prerequisites from the following list. Bonus Feat List: Any bonus fighter feats.
Armor Compatibility: Because they are trained to shrug off blows rather than dodge them armsmen have a lower Defense bonus than other fighting classes. However the armsman is able to benefit more from the use of armor than these other classes and due to his training is allowed to add his Defense bonus to his armor and shield bonus if he has any.
For multi-class characters this applies only to the Defense bonus gained from armsman levels. Additionally the -2 penalty to Defense bonus for multi-classing does not affect armor compatibility. For example a 3rd level wanderer / 4th level armsman has a Defense bonus of +5 (+3 for armsman, +4 for wanderer) when wearing no armor and a Defense bonus of +3 when wearing armor.Table 2-4: Maneuvers
|Level||Maneuvers known||Maneuvers Readied||Stances Known|