Armsbearer (3.5e Class)

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Arms Bearer[edit]

Behind every great hero is his arms bearer. Never one to strike the final blow the arms bearer is someone who grew up as a helper or who trained extensively as a body guard. They take advantage of their opponents openings and work hard to protect their allies and support them.

Making an Arms Bearer[edit]

Adventuring: The Arms Bearer looks at adventuring as a way to increase their skills as well as learn about new threats and how to counter them. Characteristics: The key to the Arms Bearers abilities is her ability to aid her ally's and to hinder the enemies. With the ability to slow opponents strikes and keep them off balance while at the same time creating openings for her allies to strike hard and true the arms bearer controls the battlefield to her advantage.

Background: Arms bearers train at specific schools for just this purpose or train themselves by setting themselves up as a guardian of someone they admire, or it could be a family trade with one family having sworn fealty to another and serving as bodyguards. What ever the case for training this way Arms bearers recognize each other instantly when seeing each other. This is due to the incredible perceptiveness required to always be on guard.

Other classes: Arms bearers get along with any class. Monk's recognize the self discipline that arms bearers have and respect it as do fighters. Barbarians recognize their prowess in battle.

Role: Arms bearers flourish as secondary combatants but can take the main role as well. There skill selection is limited but they can still aid those that have necessary skills.

Abilities: Abilities: Dexterity is by far the most important ability, as it increases the attacks of opportunity available. Con for increased health and Int for increased skills.

Races: Races: Arms bearers can work with any race that isn't evil.

Alignment: Alignment: An Arms bearer trains extensively to protect her allies sometimes at the cost of herself due to a sense of duty or self sacrifice. Because this training takes a lack of selfishness an arms bearer can never be evil. They can however be any other alignment.

Starting Gold: As Fighter.

Starting Age: Simple.

Table: The Armsbearer

Hit Die: d10.

Level Base
Attack Bonus
Saving Throw Special
Fort Ref Will
1st +0 +0 +2 +0 Bonus feat Combat reflexes, Aid/hinder+1, AO bonus+0.
2nd +1 +0 +3 +0 Improved tripping, Accurate striker, Harrying Manner.
3rd +2 +1 +3 +1 Quick Response,Ranged opportunity.
4th +3 +1 +4 +1 Improved Disarming, Improved Aid/Hinder +2, Loyal Ally
5th +3 +1 +4 +1 Reaching opportunity,Quickstep, AO bonus +1
6th +4 +2 +5 +2 Improved Sundering, Defend Ally
7th +5 +2 +5 +2 Shadow Ally, Timed Attack
8th +6/+1 +2 +6 +2 Greater Aid/Hinder +3, Varied Weapon skills
9th +6/+1 +3 +6 +3 Timed Opportunity
10th +7/+2 +3 +7 +3 Bonus Feat Ao bonus +2
11th +8/+3 +3 +7 +3 Protect Ally
12th +9/+4 +4 +8 +4 Greater Tripping, Superior Aid/Hinder +4
13th +9/+4 +4 +8 +4 Shield ally 1
14th +10/+5 +4 +9 +4 Greater Disarming
15th +11/+6/+1 +5 +9 +5 Open opponent 1 Ao bonus +3
16th +12/+7/+2 +5 +10 +5 Greater Sundering, Master Aid +5
17th +12/+7/+2 +5 +10 +5 Shield Ally 2
18th +13/+8/+3 +6 +11 +6 Master Varied Weapon skills
19th +14/+9/+4 +6 +11 +6 Open opponent 2
20th +15/+10/+5 +6 +12 +6 Bonus Feat, Master Hinder +5 Ao bonus +4

Class Skills 6 + Int modifier per level, ×4 at 1st level)
Balance (Dex),Climb (Str),Craft (Int),Gather Information (Cha),Intimidate (Cha),Jump (Str),Listen (Wis),Profession (Wis),Search (Int),Sense Motive (Wis),Spot (Wis),Swim (Str),Tumble (Dex).

Class Features[edit]

All of the following are class features of the Armsbearer.

Weapon and Armor Proficiency: Proficient with all simple and martial weapons(except bows and crossbows) and shields(except tower shields). Proficient with light and medium armors.

Attack of opportunity bonus: Arms bearers get bonus attacks of opportunity every five levels. These attacks can be used on any attack of opportunity that is provoked. If used on an attack of opportunity that was provoked that can only be acted on in a certain way once per round they do not count towards the once per round limit.

Aid/Hinder: This ability acts as the Aid another ability when used on your allies and stacks with that bonus when applicable. Once per round you can Aid an ally on an attack,saving throw, ability or skill check adding the bonus number in addition to the usual aid another bonus (if applicable) as a standard action. Can be set as a readied action without specifying which check but still specifying the target. This changes to a move action at level 4, a swift or immediate action at level 8, a free action at level 12. At level 16 you can use it as many times as you want on as many allies as you want,(It becomes a constant effect.) You can only use Aid on an ally that is within your reach. You can also use this ability to Aid an ally on a skill check you would not be able to perform. When doing this the DC jumps to 15 if you have ranks in the skill and DC 20 if you are untrained in the skill. The opposite of this ability is hinder. You can use Hinder to invoke a penalty on an enemy within your reach equal to your Hinder bonus. This penalty can apply to an attack, saving throw,ability or skill check. This does not stack with the aid another ability. The action used to activate it is the same as above with the exception of level 16. Instead you gain that ability at level 20. Each use of this ability before it is mastered takes up that action slot. This means that at level 12 you can use it once as a free action, use it a second time as a swift action, a third time as a move action and a fourth time as a standard. This ability can never be used on the same roll multiple times. Each use must aply to a different roll.

Bonus Feat: At level 1 you receive combat reflexes as a bonus feat. You receive a bonus feat at level 10 and another at level 20.

Accurate striker: at level 2 the Arms bearer gains the ability to use her accuracy to her advantage. The Arms bearer may use her Dexterity instead of her Strength for attack and damage rolls as well as use it for special combat techniques that would normally require a Strength check(e.g. Trip, grapple, bullrush etc.)

Harrying manner: At second level the Arms bearers movements and attack patterns are sequenced so that she may provide her allies an advantage. When an enemy is within your reach and within the reach of an ally the arms bearer and all allies gain flanking on that enemy. If enemy has uncanny dodge treat half your arms bearer level as your rogue level.

Improved Tripping: At level 2 when an arms bearer uses a weapon that can be used to trip the arms bearer is treated as if having the improved trip feat. If the Arms bearer has the improved trip feat they gain an additional + 2 bonus to tripping instead and cannot be tripped in return.

Quick response: At level 3 an arms bearer gains an attack of opportunity on anyone that comes within their reach. If an enemy enters a square within the reach of an arms bearer they provoke an attack of opportunity. This can be acted on once per round.

Ranged opportunity: While wielding a ranged weapon that isn't a bow or crossbow, you can make an attack of opportunity on anyone who provokes one from you who is within one range increment of your weapon. If you have the quick draw feat and a ranged weapon you can draw that ranged weapon as an immediate free action and attack. One range increment can be counted as your reach for this ability. You may use this ability once per turn.

Improved Disarming: At level 4 when an arms bearer uses a weapon that gains a bonus for disarming checks or can be used to disarm they can be treated as if they have the improved disarm feat when using that weapon. If they already have the Improved Disarm feat then they instead receive an additional +2 bonus on disarm check and cannot be disarmed in response.

Loyal Ally: Your loyalty to your allies gives you a +2 morale bonus on Will saves. You also gain a +2 morale bonus on sense motive checks.

Reaching Opportunity: At level 5 you gain the ability to threaten opponents from a distance. Your reach with melee weapons and reach weapons is increased by 5 ft for purposes to determine who provokes attacks of opportunity and who is within your reach for Class features. You can't actually attack opponents unless they are within your actual reach.

Quickstep: When someone provokes attacks of opportunity from the arms bearer they can take a single 5ft step before or after they resolve the attack. This does not count against your movement speed. If you take a 5ft step and the target that provoked the attack of opportunity is not within your reach the attack of opportunity is wasted. You do not provoke an attack of opportunity from the person that provoked one from you, but you can provoke an attack of opportunity from one of their allies. This is usable once per round.

Improved Sundering: When using a bludgeoning or slashing weapon you can make sunder attacks as if you had the Improved Sunder feat. If you have the Improved sunder feat You instead get the ability to use piercing weapons in sunder attempts and get an additional +2 bonus on sunder attempts.

Defend Ally: When an opponent attacks an ally you can make an attack of opportunity against them. This can be used once per round.

Shadow Ally: When an ally moves if they are within your reach you can follow them as if taking your own move action. You take half of the movement speed of the movement type that you are using and add it to your base speed for the round. You can not use this ability to exceed your improved movement speed in one round. If you have moved in this round before activating this ability, minus that amount of movement from your improved movement speed. You do not need to carry out the full movement nor do you have to follow your ally all the way.

Timed attack: When your ally makes an attack against an opponent within your reach you may make an attack of opportunity against them. You can chose to make this attack before or during your allies attack. If you attack before you attack as if it were a regular attack of opportunity(usually used to activate the trip,disarm or sunder abilities giving your ally a bonus to their attack.)If you chose to attack during your allies attack and you both hit you combine your weapon damage rolls. in addition for every 4 hd you have add half of the damage that is added due to damage modifiers to your roll in addition to your normal damage. (so at 4th level you deal total of 1 1/2x damage modifier, at 8th level 2x damage modifier, at 12 level 2 1/2x damage modifier and so on.) Your ally does the same. Your opponent take all the damage as if it were one attack.If either you or your ally critical then multiply both sets of damage dice accordingly. If both of you critical each of you multiplies both sets of damage dice then add it together for final damage. You can only chose to attack during your allies attack times per day equal to your attacks of opportunity per round. This ability can be used once per round.

Varied weapon skills: Your training allows you to use weapons in unexpected ways. You can treat any weapon as if it had the ability to trip. If it already had the ability to trip then you get a +1 bonus on trip attempts. This stacks with all other bonuses. You get a +1 to all disarm check and a +1 on sunder attempt attack rolls.

Timed opportunity: When an opponent attacks you or an ally you can switch places with any adjacent allies. That ally can then take a 5-foot step in any direction (even back into your previous square) This does not count against your movement speed. This is immediate and is done before the attack roll. If you end up in the space of your ally that was attacked, then the opponent can roll the attack against you instead. This ability does not count against your movement speed. When you have finished your movement both you and your ally can make an attack of opportunity against the attacking foe if he is within reach. This is a free attack of opportunity for your ally. You can use this ability once per round.

Protect ally: If an ally is adjacent to you and takes damage you can take part of the damage on yourself. You can take either half or full damage from the attack meant for your ally.

Greater Tripping: When using a tripping weapon (those that in their description say they can use the trip ability, not using the varied weapon skills class feature) if you hit with a successful attack you can initiate a trip as a free action(similar to wolves). You can not be tripped in return. If you have the improved trip feat then you deal 1 additional damage with a tripping weapon.

Shield Ally: The arms bearer has reached a point that allows him to deflect blows from those around him. All allies within reach (including the arms bearer) gains damage reduction 1/-. This damage reduction stacks and is counted first before applying any other form of damage reduction. At level 17 this damage reduction increases to 2/-.

Greater Disarming: when using a weapon that has a bonus to disarming in the weapons description if you hit with a successful attack you may initiate a disarm check as a free action. You cannot be disarmed in return. If you have the improved disarming feat then you deal 1 additional damage when using this weapon.

Open opponent: The arms bearer carefully times there attack to open up the opponents defense for their allies to strike true. Any opponent that is within an arms bearers reach takes 1 additional point of damage from any attack from the arms bearers allies (this includes the arms bearer.) This increases to 2 additional points of damage at level 19.

Greater Sundering: When you make a sunder attempt you double your damage modifier for the attempt to sunder. You can use piercing weapons to sunder. If you have the improved sunder feat you can make sunder attempts with ranged attacks as well.

Master varied weapon skills: With trip weapons and weapons with bonuses to disarm checks you get a +2 to damage rolls. You get an additional 1d6 damage against objects during a sunder attempt.


Any Armsbearer that becomes evil loses there aid and hinder ability as well as all as any special ability that involves or affects an ally. If the alignment were to change from evil they would immediately regain these abilities. Any Armsbearer who cross classes before level 20 is treated as having Half there Armsbearer level or there current lvl -4 (whichever is less) for purpose of Class features they can use. This penalty will go away until they cross class again if: they gain a lvl of Armsbearer, or use the atonement spell.

Epic ArmsBearer[edit]

Table: The Epic <-class name->

Hit Die: d10

Level Special
21st Shield Ally 3/-
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd Open opponent +3
24th Bonus Feat
25th Shield Ally 4/- Ao bonus +5
26th <-any improvements to class features gained at this level, including any bonus feats->
27th Open opponent +4
28th Bonus Feat
29th Shield Ally 5/-
30th Ao bonus +6

6 + Int modifier skill points per level.

Shild Ally: continues to increase every 4 levels

Open Opponent: Continues to increase every 4 levels

AO Bonus: Continues to increase every 5 levels

<-... repeat.->

Bonus Feats: The epic Armsbearer gains a bonus feat (selected from the list of epic Armsbearer bonus feats) every 4 levels after 20th.

Epic Armsbearer Bonus Feat List: Same as Fighter

Human Armsbearer Starting Package[edit]

Weapons: Spear, sickle, and dagger

Skill Selection: Pick a number of skills equal to 6 + Int modifier. Example

Skill Ranks Ability Armor
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing an Armsbearer[edit]

Religion: Armsbearers tend to revere gods of protection, strength, self-sacrifice and duty. They typically despise gods of evil and those that sacrifice others to them.

Combat: Armsbearers protect there allies at all costs. They usually take a secondary combat roll in that they disable there enemies and provide bonuses to they’re allies as long as they are close to the front lines.

Armsbearers in the World[edit]

Even now, I could cut through the five of you like carving a cake!
—Selmy the Slayer Captain of the King’s Guard, Human Armsbearer

Daily Life: Armsbearers spend there days practicing or accompyaning that who is in there charge. Depending on the armsbearer they could also spend the day selling there services or traveling from competition to competition.They tend to stay near high society because that is where they make the most money but occasionally one will have the urge to travel for some reason other then coin or honor.

Notables: Selmy the Slayer, Domoras the Butler.

Organizations: They are famous for being bodyguards so any guard set up for someone powerful has at least one Armsbearer. The Butlers are a family dedicated to training armsbearers and have been hired to guard rich families from the beginning of adulthood throughout their entire lives. For the right price that is. There are specialized training grounds for each family that trains to be an armsbearer. Those that become armsbearers that are not of the family usually have a mentor.

NPC Reactions: Those that know who they are tend to be wary of them and their sharp senses. The rich have a high regard for them while the poor have an inborn fear of such men. .

Armsbearer Lore[edit]

Characters with ranks in Knowledge: History, Knowledge: Local, or Knowledge: Royalty can research Armsbearers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Highly respected as body guards.
10 Completely dedicated to their job, will sacrifice to protect.
15 Take advantage of your mistakes, adept at neutralizing enemy threats without killing.
20 Improve the abilities of those around them while preventing enemies from performing at their full skill..

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

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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