Pewterarm (3.5e Class)

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Pewterarm[edit]

These mistings also often called "Thugs" are able to burn pewter to ehnace their speed, strength,durability,and agility. They are a hard hitting,damage taking tank. They often have military training either from noble house barracks trainers or the Skaa rebellion generals.

Making a Pewterarm[edit]

They are strong grapplers and up close fighters, but are not proficient with any weapons or armor, so they do well with Tineyes or Coinshots, because they take A LOT of damage, even their own abilities hurt them.

Abilities: Constitution is important because of the health that these people loose, Strength is important for damage and attacking, Dexterity for AC...

Races: Half-orcs tend to take this class due to their strengths, but Humans of gruff nature also take this class.

Alignment: Any Non-Lawful,

Starting Gold: 2d4*10 (40 gold)

Starting Age: Simple

Table: The Pewterarm

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Bonus Feat, Unarmed strike, (Unarmed Attack 1d6), Burn Pewter
2nd +2 +3 +0 +0 Bonus Feat, Evasion,(Unarmed Attack 1d6)
3rd +3 +3 +1 +1 Devastating Headbutt,(Unarmed Attack 1d6)
4th +4 +4 +1 +1 Ki Strike Magic, Bonus Feat, (Unarmed Attack 1d6)
5th +5 +5 +1 +1 Pin cusion (1), (Unarmed Attack 1d8)
6th +6/+1 +5 +2 +2 Rage 1/day, (Unarmed Attack 1d8)
7th +7/+2 +6 +2 +2 Flooring Blow, (Unarmed Attack 1d8)
8th +8/+3 +6 +2 +2 pin cusion (2), (Unarmed Attack 1d8)
9th +9/+4 +6 +3 +3 Curb Stomp, (Unarmed Attack 1d10)
10th +10/+5 +7 +3 +3 Rage 2/day, (Unarmed Attack 1d10)
11th +11/+6/+1 +7 +3 +3 Pin cusion (3), (Unarmed Attack 1d10)
12th +12/+7/+2 +8 +4 +4 Dazing Blow, (Unarmed Attack 1d10)
13th +13/+8/+3 +8 +4 +4 Bonus Feat, (Unarmed Attack 1d10)
14th +14/+9/+4 +9 +4 +4 Rage 3/day, Pin Cusion (4), (Unarmed Attack 2d6)
15th +15/+10/+5 +9 +5 +5 Ki Strike (Adamant), (Unarmed Attack 2d6)
16th +16/+11/+6/+1 +10 +5 +5 Haymaker 1/day, (Unarmed Attack 2d6)
17th +17/+12/+7/+2 +10 +5 +5 Pin Cusion (5), (Unarmed Attack 2d6)
18th +18/+13/+8/+3 +11 +6 +6 Rage 4/day (Unarmed Attack 2d10)
19th +19/+14/+9/+4 +11 +6 +6 Haymaker 2/day, (Unarmed Attack 2d10)
20th +20/+15/+10/+5 +12 +6 +6 Pin Cusion (10), (Unarmed Attack 2d12)

Class Skills (4)+ Int modifier per level, ×4 at 1st level)
Bluff (CHA) Intimidate (CHA) Heal (WIS) Balance (DEX) Swim (STR) Climb (STR) Tumble (DEX) Craft(INT) Proffession (INT)

Class Features[edit]

Class features made to break bones. All of the following are class features of the Pewterarm.

Weapon and Armor Proficiency: This Class is Not profficiant with Armor, shields or weapons except for Bracers and Clubs.

Burn Metal (Ex): At the 1st level an Allomancer is able to ‘burn’ metal by ingesting a small portion. This is considered a swift action and is required to use any ability that extends out from the metal. As each metal burns at a different rate the table below shows how many actions can be used for each reserve of metal. Burning a metal of alloy that is impure may result in sickness or in the most extreme cases near death. When a Pewterarm burns pewter he gains (+5 hp/per level) in temporary Hit points.


Impure Metal Burning Roll Result
No Negative Effects 1-20
Minor Metal Sickness (-30% HP) 21-40
Moderate Metal Sickness (-50% HP) 41-60
Major Metal Sickness (-50% HP, -2 Str, -2 Dex) 61-80
Deathly Metal Sickness (-80% HP, -2 Str, -2 Dex, -2 Con) 81-100
Metal Metal’s Ability Ability Burn Rate
Tin Enhance Senses 20 Actions
Bronze Seeker Sense 18 Actions
Zinc Riot Emotions 14 Actions
Brass Sooth Emotions 14 Actions
Copper Copper Cloud 10 Actions
Pewter Predator’s Grace 8 Actions
Steel Steel Push 8 Actions
Iron Iron Pull 8 Actions
Antium Glimpse Future 1 Action

Devastating Headbutt: On a successful grapple check, the Pewterarm may choose to use a Devastating Headbutt. This ability is an attack, (using the grappled character's flat-footed armor class) On a hit the Pewterarm does an extra 1D8 damage to the target, but he takes half (Rounded down with a minimum of 1) of that damage also. Add 1d8 at sixth and twelfth level ending with 3d8 at level 12, you still take half of the total damage...

Ki Strike: The Pewterarm's Unarmed attacks are treated as Magic or Adamanite (depending on level) weapons for overcoming Damage reduction.

Pincusion: If an attack by an arrow, bolt, or dart hits the Pewterarm, he can ignore an amount of damage as listed in perintheses on the Pewterarm Table

Rage: As Barbarian's Rage

Flooring Blow: Once per encounter, when the Pewterarm attacks an opponant one size category Larger than him or smaller, He can choose to knock the opponant prone. If he so chooses he makes an opposing Strength check, if he succeeds, the opponant is knocked prone. If he Fails, he must take a five-foot step back and end his turn. This provokes an attack of opportunity

Curb Stomp: If the Pewterarm attacks a Prone opponent treat the attack as a coup de grace, and the defender as helpless for the Pewterarm's round only. This provokes an attack of opportunity

Dazing Blow: Once per encounter, if the Pewterarm makes a non-lethal attack. The Pewterarm make make a strength check vs. the defender's constitution. If he succeeds the opponent recieves -2 on attack rolls, Dexterity Checks (Including AC), Strength Checks,Grapple checks and loses his turn. The opponent may be only one size category larger than the Pewterarm or smaller.

Haymaker: If A Pewterarm meets any of these he may choose to use a Haymaker: He gets to make an attack of opportunity, Gets a critical with an unarmed strike, flanks a target, Makes the first attack in an encounter (out of all players and enemies). A Haymaker deals 1d8 per level of Nonlethal Damage, if it meets or exceeds the hp total of the enemy, the target is knocked unconcious. The opponent may be only one size category larger than the Pewterarm or smaller.

Bonus Feats: at levels 1, 2, 4 and ? The Pewterarm gets Bonus Feats. At Level one He may choose between Improved Grapple and Power attack, At level two, Combat expertise or Stunning fist at level Four, Endurance or Weapon Focus (unarmed), at Level 13 they may choose Diehard, or one from a previous level they chose not to get.

Human Pewterarm Starting Package[edit]

Weapons: None

Skill Selection:

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str "—"
Swim 4 Str "—"
Balance 4 Dex "—"
Intimidate 4 Cha "—"

Feat: Improved Grapple (Brawler Feat), Weapon Focus (Unarmed)[1st level Feat], Power attack (Human Feat)

Bonus Feats: Improved Unarmed strike

Gear: Backpack, Bedroll, Three Torches, Flint and Steel, One week's trail rations, Waterskin.

Gold: 10

Campaign Information[edit]

Playing a Pewterarm[edit]

Religion: Pewterarms have no specific set religion, though they tend to worship gods of strength. But since they are a people of differences, it is not set in stone.

Other Classes: They get along well with Fighters and Barbarians well as they each understand each other. They can work well with Soothers and Coinshots, but often are lectured on their methods. They find Wizards and rogues trivial and bothersome.

Combat: They play a key roll in both offense and defense. They break the door down and start the fight, everybody follows them into battle.

Pewterarm's in the World[edit]

A picture is worth a thousand words, Imagine what my fist is worth...
—Hamm, Human Pewterarm

They live normal lives, neither in secret nor public.

Daily Life: An average day, untill of course he (Or she) and their buddies decide to go knock some teeth out.

Notables: Ship masters, Thugs.

Organizations: Fight clubs, legal and otherwise, Bar fights, anywhere people can hit others with their fists.

NPC Reactions: Respect, Fear.

Pewterarm Lore[edit]

Characters with ranks in Knowledge (Clubs, Gangs, or the like) can research Pewterarms to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge
DC Result
5 Existence of Fight clubs in an area
10 Where these Fight clubs meet, Club Leaders
15 Club Rivalries,
20 Club sign of initiation (Tatoo, piece of clothing etc.)

Pewterarms in the Game[edit]

Pewterarms are able to shrug off cold and heat thanks to the power of their metal. They often wear vests regaurdless of the tempature and are often found in theiving groups as protection. Some nobled houses hire these Pewterarms as bodygaurds due to their ehnaces strength, durability, and agility.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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