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oniyasha
2014-02-05, 06:36 PM
Hello everyone ONI here this is my first attempt at a class please let me know your thoughts and concerns. Yes I realize that he is very very broken that’s what all my friends say. But here is my thought. You need to play him at a low level to gain the broken-ness that is the Zanbato knight. If you have a suggestion I’d love to hear it. Please let me know how I can balance him out.

ONI:smallcool:

Zanbato knight

The Zanbato Knight is a cold ruthless warrior of the battle field. Just as a monk utilizes the power of their fist's to combat his foes, the Zanbato Knight taps into the forces of their Zanbato (sword) and the dangers of their bruit strength, cleaving thru mounted warriors horse, rider, armor, and anything standing in the way. In fact a Zanbato Knight is never seen without sword in hand. Creating an environment that saps even the hardiest warriors of their vitality and even the most prepared explorers to second guess there direction. Distinguishable by their extremely massive weapon and egotistical and somewhat shame full personalities, a Zanbato Knight embodies the blood and death that he controls: bitter, harsh, destructive, and very, very dangerous.

Making a Zanbato Knight

A Zanbato Knight utilizes one weapon for attack his Zanbato. For his sword is not only used for combat but for defense. Since the sword is so massive it can be used much like a tower shield, A Zanbato Knight excels against mounted combatants, fighting anything ridden on equal footing. All in all, the Zanbato Knight is an extremely unbalanced fighter, in the beginning the Zanbato Knight is very weak because of his trade, but as he gains experience he transforms into a tyrant of massive power. A combination of weakness and overpowering strength.

Abilities: Unlike most front-line fighter, strength and only strength is important to a Zanbato knight. Due to their massive weapon, dodging is almost impossible. Constitution, wisdom, and Charisma will help prolong their life.

Races: Many Zanbato knights are human. Most of these, and the other races who become Zanbato knights, usually hail from regions where war dominates the landscape.

Alignment: Any but due to the nature of this class most good aligned characters become neutral or evil over time

Starting Gold: 2d10 ×10 gp (100 gp).

Starting age: Simple.

Table: The Zanbato knight

Hit Die: d10




Saves



Level
BAB
Fort
Ref
Will
Special


1st
-3
+2
-4
+0
encumbered, wide open, compounding STR, strong hands, one weapon, light armor



2nd
-2
+3
-3
+0
encumbered, wide open, sword shield, power attack


3rd
-1
+4
-2
+1
encumbered, wide open, sword deflection


4th
+0
+4
-1
+1
medium armor, combat expertise, Zanbato sync, cleave


5th
+1
+5
+0
+1
sword shield, weapon focus Zanbato


6th
+2
+5
+1
+2
sword deflection, great cleave


7th
+3
+6
+1
+2
heavy armor


8th
+4
+6
+2
+2
sword shield, sense weakness, Zanbato sync


9th
+5
+7
+2
+3
sword deflection


10th
+6/+1
+7
+3
+3
sword shield adept


11th
+7/+2
+8
+3
+4
sword shield, run


12th
+8/+3
+9
+3
+5
sword deflection, improved critical, Zanbato sync


13th
+9/+4
+10
+4
+6
sword deflection adept


14th
+10/+5/+2
+11
+4
+7
sword shield, overwhelming critical


15th
+12/+7/+3
+12
+5
+8
sword deflection


16th
+14/+9/+5
+13
+6
+9
devastating critical, Zanbato sync


17th
+16/+11/+7
+14
+7
+10
blinding speed


18th
+18/+13/+8
+15
+8
+11
sword deflection, chink in the armor


19th
+20/+15/+10/+5
+16
+9
+12
Epic speed


20th
+22/+17/+12/+7
+17
+10
+12
Zanbato sync




Class Skills (4 + Int modifier per level, ×4 at 1st level)

intimidate(CHA), intuit direction(WIS), jump(STR), knowledge tactics(INT), knowledge war(INT), listen(WIS), sense motive(WIS), spot(WIS), tumble(DEX),


The Zanbato (Horse Slayer)

The Zanbato is a real world weapon. Although over time its legendary status has been exaggerated. It is similar to a great sword in size and in combat, but for this we are going with the exaggerated version. The Zanbato is a massive sword (more like a sharpened slab of metal) with a blade length of 5 ft. and the handle reaching 3 ft. this sword is two handed has 10ft. reach dealing 3D6 x2 and a 5ft reach dealing 5D6x3. There is a damage difference in that the Zanbato is meant to be used at close range. The Zanbato Sword itself gives you a bonus as well when fighting a mounted enemy you gain a +5 to attack and damage. However it can be used much like a pole arm at a distance. Looking at all the negative things about this class there is one thing great about it. Their sword can be used as a shield reneging from a +1 to a +4 and/or total cover.

Encumbered: because of their massive sword the Zanbato knight is greatly overwhelmed. Not necessarily bye weight but by the inexperience of handling the Zanbato. At levels 1, 2, 3 he is considered flat footed at all times, because he cannot react quickly enough for any situation. His movement speed is reduced to 20 ft. and any skills requiring dex are reduced by half.

Compounding STR: Due to his constant use of the Zanbato, the Zanbato Knight gains one STR every level starting at level 1.

Strong hands: A Zanbato Knight cannot be disarmed. Without their swords they know that are nothing, knowing this they have trained their hands to never let go unintentionally.

Wide open: At levels1, 2, and 3 any time A Zanbato knight attacks he receives an attack of opportunity due to the weight and awkwardness of the sword. An inexperienced Zanbato Knight is to slow to react in time.

Zanbato sync: You and your Zanbato become more in-sync, your understanding of how to wield your sword. at levels 4,8,12,16, and 20 you gain +1d6 to damage roles

Sword shield: starting at level 2 the Zanbato knight can use their sword like a shield granting a +1 to deflection bonus. However this comes with a price that being they cannot use their sword for attacking. At levels 5, 11, the Zanbato Knight gets an additional +1.

At level 14 the Zanbato knight can use his sword as total coverage.

Sword shield adapt: At Level 10 the Zanbato Knight becomes proficient with the sword shield technique and gains the ability to attack and defend in the same turn.

Sword deflection: starting at level 3 the Zanbato knight can deflect projectile attacks with their sword knocking them back to the attacker with a +1 if the attacker fails to break their AC. At levels 6, 9,12,15,18 the Zanbato knight gains an ideational +1.

Sword deflection adapt: at level 13 the Zanbato knight becomes proficient with the sword deflection technique and gains the ability to re direct an oncoming projectile to any target of their choosing within their range of vision.

Chink in the armor: at level 18 if you take a standard action to study an opponent, you can ignore half of his or her armor bonus (rounded down) during your next single attack. Only bonuses from actual armor (including natural armor) are halved, not those from shields, enhancement bonuses to armor, or magic items that provides an armor bonus.

Weapon focus Zanbato: You gain a +1 bonus on all attack rolls you make using the selected weapon.

combat expertise: starting at level 4 When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Sense weakness: Whenever you attack with a weapon with which you have selected the Weapon Focus feat, you may ignore up to 5 points of the target's damage reduction (regardless of the material or enhancement bonus of your weapon) or hardness. This benefit can't reduce the effective damage reduction or hardness of a target to less than 0.

Power attack: at level 2 on your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Great cleave: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Improved critical : When using the weapon you selected, your threat range is doubled. For example, a long sword usually threatens a critical hit on a roll of 19-20 (two numbers). If a character using a long sword has Improved Critical (long sword), the threat range becomes 17-20 (four numbers).

Overwhelming critical: When using the weapon you have selected, you deal an extra 1d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d6 points of damage instead, and if the multiplier is 4, add an extra 3d6 points of damage instead. (Creatures immune to critical hits can't be affected by this feat.)

devastating critical: When using the weapon you have selected, whenever you score a critical hit the target must make a Fortitude save (DC 10 + 1/2 your character level + your Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)

blinding speed: You can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description, page 77), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

epic speed: Your speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects

Debihuman
2014-02-05, 10:37 PM
Don't give out feats as special abilities. They should be bonus feats. You should also look at the stickied thread (tutorial on table making here: http://www.giantitp.com/forums/showthread.php?t=205677) Formatting makes it easier to read and thus assess.

Debby