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vineco
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PostPosted: Tue Mar 24, 2009 10:39 pm


Here is the list of fighting classes and when they learn things, gain bonus feats, gain spells (Unlikely for most fighting classes), and other important information you probably want or need to know.


Class Features ((The class features is the basic components that make each class unique in its own way.))

Alignment: ((Though uncommon, some races require a certain alignment to be able to have that class.))

Key Abilities: ((These key abilities are generally what the class needs to be successful as that class. Though in this role playing guild, we dont keep track of these by written down numbers. Having this knowledge should help in the role playing you will experience here. Example is the knowledge that you can take down a skinny Barbarian because he appears as though he doesnt have enough strength to be an effective Barbarian.))

HP: ((The HP translates to health points. Similar to the key abilities, we in Stir Jades dont write it down for the mathematical purposes because it would keep us here and dealing with stuff that strays too far from role playing and the fun of it all. Rather you will see three main sizes here which are low, medium, and high. Sometimes you might see very low or very high or other sizes.))

Base Atk Bonus: ((This is the attack bonuses one receives naturally as it levels. This attack bonus is added onto the weapon base attack when that weapon is equipped and unlike the weapon, base attack bonus grows. Similar to the HP scale of determining amount, it is by the main amount over time for that class. As expected, most Fighting classes will normally have high base attack bonuses.))

Weapon: ((This is the weapon category that the classes will start out with. It is added with the already existing class if any. Say a Bard takes a Barbarian class, now the Bard can use All Material along with the already existing type of weapons that Bards normally have. Some races allow the character to be familiar with certain weapons and sometimes complete weapon categories regardless of which class. Some races sometimes have restrictions in weapons that it can never wield no matter what.))

Armor: ((Similar to the weapon category, the armor category is sorted into three different types but sometimes restricts a class the type of shields it can use. Shields that are used as armor are sorted as two types, normal shields and tower shields, the ladder of which is uncommon. Similar to weapons, classes taking on new classes now allow those two classes to emerge there armor restrictions, now allowing possible new armors for a class. Some races restrict the type of armors and sometimes never allow the race to wear armor at all. This does not include normal clothing and unless said otherwise doesnt include shields either. A Arcane class taking a class that allows it to wear uncommon armor for that class does not mean that the arcane class now ignores the spell penalty for wearing that type of armor.))

Skill Points: ((When considering too much data is overwhelming, i have eliminated the skill points need, still when one wants to consider how well a class would do a skill, consider the amount of skill points it can disperse every level. That is why this info exists.))

Skills: ((This are the skills that having this class would allow you to be able to improve. Say someone without the Ride skill would not be able to ride a horse in the role play, effectively anyway.))

1st.( : ((When one sees the, ( ,after the level of which the ability is gained it is stating that the ability increases some 'thing' each time at a certain level. What that 'thing' is and at which level is describe if you continuing reading the description given.
PostPosted: Tue Mar 24, 2009 11:36 pm


Barbarian

The Barbarian class is the best class for those chaotic nutty races who go to their emotions first before considering the logical side of the situation. Better known for the Rage ability, Barbarian gain bonuses later on in their levels that increases that rage, lower damages from attacks, and other skills that keep it in the battle till his considers it a victory.

Class Features
Alignment: Any non-lawful
Key Abilities: Strength and Constitution
HP: High
Base Atk Bonus: High
Weapon: All simple and Material
Armor: Light, medium, and shields. ((Not Tower Shields))
Skill Points: 4

Special Abilities

1st. Fast Movement: The Fast movement ability of the Barbarian increases its speed by 10%. Normal medium sized humanoids have a base land speed of 30 feet per post which is our equivalent of a round unless they are wearing heavy armor, which gives them 20ft per post. ((Keep in mind that movement should only matter during combat or important situations like escaping from someplace or during a race.))

1st.( Rage: The Rage ability, when activated, sends the Barbarian into a fury of ill intent. It increases the barbarian's strength and constitution and also increases its dodge agaisnt bolt like spells and lasts for 3 posts. While in rage the Barbarian's defense is lowered, barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. After wards the Barbarian is considered fatigued for a post.
Rage can only be used once a day but the amount it can be used increases by one every three levels up to the 8th level. The Rage ability from then increases by one every 4 levels.

3rd.( Trap Sense: This ability makes the Barbarian have a chance to dodge the intended damage or spell of traps but doesnt help in spotting traps.
This ability increases its intended skill every 3 levels. Some factors in traps can makes this dodging ability useless.

7th.( Damage Reduction: Damage Reduction makes the Barbarian shrug off a tiny bit of damage from each blow or attack. Only subtracts weapon damage and normal damage, not magical or other types of damage.
This ability increases every 3 levels starting on the 10th level. So first the ability takes 4 levels before it gets a increase and then continues every 3 levels.

11. Greater Rage: The Barbarians rage powers increases but the amount the rage last for doesnt change and neither does the fatigued after wards.

17. Tireless Rage: The Barbarian no longer becomes fatigued after the Rage ability it over.

20. Mighty Rage: The Barbarians rage power increases. The increases from greater rage does not stack with mighty rage but adds on equally that it does with the greater rage with the rage. So...

Rage: +2 strength and Constitution.
Greater Rage: Replaces normal rage. +4.
Mighty Rage: Replaces Greater Rage. +8.


Suggestions
A Barbarian, like most Fighter Classes, should choose feats that increase damage dealt, critical damage dealt, and other damage dealing feats of a certain weapon.
The Barbarian should also get the feats that increase the Rage ability it has in a certain way.
Having more weapons and armor options is nice, but already maxing out simple and material weapons, light, and medium armors the Barbarian has a good selection already and taking those feats could be considered a waste.
The Barbarian, with the damage reduction still, should consider more damage reducing feats especially reduce damage in magic.

Multi-Classing: A Barbarian can benefit from taking some levels in the fighters and rangers class. Mixing it with a spell casting class strays from the main purpose of over powering strength that a Barbarian receives and it cannot even cast spells while under its rage ability. It is probably likely that the Barbarian has a spell casting companion anyway.
For prestige purposes, a Barbarian would make a great Juggernaut, Weapon Master, and perhaps even a Witchhunter.
Do to its alignment restrictions, a Barbarian cannot becomes those classes that are lawful-only classes such as a Paladin.

Penalties: A Barbarian who becomes any lawful alignment is considered a ex-Barbarian and loses its Rage ability but keeps the rest of the abilities it gained.

vineco
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vineco
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PostPosted: Wed Mar 25, 2009 12:08 am


Reserved
PostPosted: Wed Mar 25, 2009 12:09 am


Reserved

vineco
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vineco
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PostPosted: Thu Mar 26, 2009 1:42 pm


Fighter


The Fighter class is obviously the ideal class for melee, either taking the class at the beginning or going to the class to give other classes some support in melee. Often times wizards will take a few Fighter levels to try and balance themselves out when confronted in a close encounter with their enemies.

Class Features
Key Abilities: strength, dexterity, constitution
HP: High
Base Atk Bonus: High
Weapon: All simple and Material
Armor: All armors and all shields
Skill Points: 2
Skills: Climb, Craft ((Weapon and Armor)), Handle Animal, Intimidate, Jump, Ride, Swim.

Special Abilities

1st.( Bonus Feat: At first level and every even level the Fighter gains a bonus feat from a certain list. That list is shown below.

Fighter Bonus Feats

Blind-Fight

Combat Expertise
o Improved Disarm
o Improved Feint
o Improved Trip

Combat Reflexes

Dodge
o Mobility
+ Shot on the Run
+ Spring Attack
+ Whirlwind Attack

Exotic Weapon Proficiency
Improved Critical
Improved Initiative
Improved Shield Bash

Improved Unarmed Strike
o Deflect Arrows
+ Snatch Arrows
o Improved Grapple
o Stunning Fist

Mounted Combat
o Mounted Archery
o Ride-By Attack
+ Spirited Charge
o Trample

Point Blank Shot
o Far Shot
o Precise Shot
+ Improved Precise Shot
+ Sharp-Shooting
o Rapid Shot
+ Manyshot
+ Greater Manyshot

Power Attack
o Cleave
+ Great Cleave
o Improved Bull Rush
+ Awesome Blow
o Improved Overrun
o Improved Sunder

Quick Draw
Rapid Reload

Two-Weapon Fighting
o Improved Two-Weapon Fighting
+ Greater Two-Weapon Fighting
o Two-Weapon Defense

* Weapon Finesse

Weapon Focus
o Greater Weapon Focus
o Power Critical
o Weapon Specialization
+ Greater Weapon Specialization


Epic Fighter Bonus Feats ((These 'Epic' levels are gain-able after level 20, one must have 20 levels in that class, not 20 levels total.))

Epic Fighter Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.


Suggestions
Everyone needs some melee class unless a Spellcasting class would rather mix it with a stealth class instead. If they choose to mix then taking the fighter's class gives alot of bonus feats throughout its leveling which would make the fighter class one of the best options. Still, one doesnt always need to mix different types and one even might mix two or three Fighter classes to give it different bonuses.

Multi-Classing: Any class that you would want to specialize in one or two types of weapons that isnt the Fighter class would benefit from taking the Fighter Class, such as Rogues, rangers, and Barbarians. The bonus feats of the fighter gives alot of free feats, so a wizard or Dancer could also benefit from having the Fighter class as well.
PostPosted: Thu Mar 26, 2009 2:11 pm


Reserved

vineco
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vineco
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PostPosted: Thu Mar 26, 2009 2:21 pm


Reserved
PostPosted: Thu Mar 26, 2009 3:46 pm


Marshal


As a commander of soldiers, the Marshal is the ideal companion in dangerous situation to calm your nerves and make sure you survive to see the next battle as well as a warrior who can defend himself and fight off enemies when need be.

Class Features

Key Abilities: Charisma, Constitution
HP: High
Base Atk Bonus: Med
Weapon: All simple and martial weapons.
Armor: All types of armor, and with shields (except tower shields).
Skill Points: 4
Skills: Bluff, Diplomacy, Handle Animal, Intimidate, Knowledge, Listen, Perform, Ride, Sense Motive, Speak Language, Spot, Survival, and Swim.

Special Abilities
A marshal begins play knowing one minor aura of his choice.

1st( Minor Aura: The Marshal gets the ability to emit a aura of minor power. The aura is consent and never ending unless changed or if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
For allies to understand the Marshal they must have at least one of the same languages the Marshal can speak.
Marshals pick a new minor aura to learn every other level.

1st Skill Focus (Diplomacy) Gains this as a bonus feat. If for some reason they already have this feat when taking the Marshal class then they can pick a skill focus in another skill that the Marshal has.

2nd( Major Aura: The Marshal gets the ability to emit a aura of major power. The aura is consent and never ending unless changed or if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
Marshals pick a new major aura at the 5th, 9th, 14th, and 20th level. Epic levels are every 5th level after the 20th

Auras
Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal.


Minor Aura

Accurate Strike: Bonus on rolls made to confirm critical hits.
Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
Demand Fortitude: Bonus on Fortitude saves.
Determined Caster: Bonus on rolls to overcome spell resistance.
Force of Will: Bonus on Will saves.
Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
Master of Tactics: Bonus on damage rolls when flanking.
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Over the Top: Bonus on damage rolls when charging.
Watchful Eye: Bonus on Reflex saves.

Major Aura

Hardy Soldiers: The marshal's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the marshal is 10th level, everyone affected gains DR 2/-.
Motivate Ardor: Bonus on damage rolls.
Motivate Attack: Bonus on melee attack rolls.
Motivate Care: Bonus to Armor Class.
Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land speed.
Resilient Troops: Bonus on all saves.
Steady Hand: Bonus on ranged attack rolls.

Suggestions
The usefulness of having this class is there because of the consent bonuses that auras gives to allies and themselves compared to that of spells that normally only effect the caster or one other person. The Marshals two auras give it a large bonus as well.
Though the Marshal is somewhat weaker compared to other fighting classes, it can be a potent mixture with other classes which fill in the spots it needs to have improved.

Multi-classing: A Marshal class can mix well with others but not as the major of the class. If one plans on mixing Marshal with another class it would be suggestible to take that other class first before the Marshal one and take only a few Marshal classes that auras would improve that other class of that person.
Marshal should not be mixed with other aura like classes such as Bards unless a detailed plan is in thought.

vineco
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PostPosted: Tue Apr 07, 2009 11:05 am


Reserved
PostPosted: Tue Apr 07, 2009 11:10 am


Monk


The monks are the ideal class for those who dont want to spend much on weapons and armors and can still be effective on the battlefield. Monks are most notable to strangers are those skinny robed weaklings but if you push a monk too far they are known to strike back in a effective manner.

Class Features
Alignment: Any Lawful.
Key Abilities: Strength, wisdom, and Dexterity.
Hp: Med-High
Base Atk Bonus: Medium
Weapon: Club, dagger, handaxe, light/heavy crossbow, kama, quarterstaff, shuriken, and sling. ((And of course unarmed fighting))
Armor: N/A
Skill Points: 4
Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble.

Special Abilities

1. Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

1.( Flurry of Blows: When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, it may make one extra attack in a round at its highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round.
This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

1. Unarmed Strike: A monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. ((Of course unarmed strike does not work when holding a weapon and striking that person.))

2. Evasion: At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.

3. Fast Movement: At 3rd level, a monk gains an enhancement bonus to her speed, which is plus 20% more added to your races normal speed. A monk in armor or carrying a medium or heavy load loses this extra speed.

3. Still Mind: A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

4.( Ki Strike: At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

4.( Slow Fall: A monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

5. Purity of Body: A monk gains immunity to all diseases except for supernatural and magical diseases.

7.( Wholeness of Body: A monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

9. Improved Evasion: A monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save.

11. Diamond Body: A monk gains immunity to poisons of all kinds.

12. Diamond Soul: gain a small spell resistance to all schools.

15. Quivering Palm: You can attempt to instantly slay an opponent with a unarmed strike once a day. ((Or knock unconscious in this non godmoding rp.))

19.( Empty Body: At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

20. Perfect Self: The monk gains great damage reduction and becomes immune to mind affecting spells and abilities.

Suggestions
The Monk class is ideal for those who wish not to spend time thinking of the possible class mixing possibilities or which prestige class to take mainly because the monk can support itself throughout the levels due to the amount of bonuses that are granted. Still with the bonuses granted while being unarmed the attacks are still somewhat weaker than they would be if wielding a weapon but becoming a monk is prestige itself.

Multi-Classing: It is highly suggested not to take any other classes besides the Monk class for the monk mainly because of the higher level bonuses that are granted. Still a monk can benefit from a few stealth sneak attacking classes and the stealth prestige classes if capable of obtaining those classes or even one or two levels in the cleric or other similar divine classes for the stat enhancing spells those classes get.

Penalties: A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.


vineco
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vineco
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PostPosted: Mon Apr 05, 2010 7:45 pm


Reserve
PostPosted: Mon Apr 05, 2010 8:36 pm


Nomad
((Also considered a Animal Companion Class.))


Out on the flat deserts, plains, and steppes, horses are the most reliable way for most people to get around. The tribal inhabitants of these desolate places soon learned to fight just as effectively on horseback as they could on foot. These are the nomads.

Class Features
Alignment:
Key Abilities: Dexterity.
Hp: Med
Base Atk Bonus: Medium
Weapon: All simple plus crossbow, Shortbow, longbow, and throwing axe.
Armor: Light
Skill Points: 6
Skills: Balance, Climb, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope.

Special Abilities

1. Skilled Rider: The nomad gains +15 with the ride skill. ((Stir Jades Add-On))

1. Mounted Combat: A Nomad can fight while mounted unlike many other classes.

1.( Skirmish: A nomad is able to move swiftly and deal tremendous damage to his foes, adding 1d6 points of damage to all attacks in a round where he moves at least more than 10 feet. This damage increases by 1d6 every three nomad levels thereafter. This bonus damage can be use in conjunction with sneak attack, but the attacks made must meet the criteria for both abilities. Skirmish damage acquired via nomad levels works even on opponents immune to critical hits.

1. Steed: Like Animal companion, the Nomad can summon a horse which he can mount and does not count as the one type of companion summoned rule. Mounts can be killed though the Nomad's mount is capable of avoiding damage or absorbing it due to the Nomad's specialization with horses. The steed killed in combat cannot be summoned again for 24 hours.

2. Bowman: A nomad is a natural archer, gaining Point Blank Shot as a bonus feat at second level. If he already has this feat, he may select either Precise Shot or Far Shot instead. These feats which doesnt usually include throwing axe as a weapon capable of gaining the bonuses now does.

3. Animal Companion: The Nomad can summon a dog or wolf animal companion to fight by it's side. ((Stir Jades Add-on))

3.( Saddle Shooting: A 3rd level nomad only takes a -2 penalty to ranged attack rolls while his mount is making a double move and -4 while his mount is running. At level 7, the nomad no longer takes any penalties to ranged attack rolls while mounted.

3. Teeplechaser: The mount of a nomad no longer takes penalties to movement speed for moving over rough terrain.

3. Desert Familiarity: A Nomad no longer has any of the penalties when traveling in the desert or similar terrains. ((Stir Jades Add-On))

5. Bandit Shooting: A nomad may make an attack of opportunity with a ranged projectile weapon (not a thrown weapon except throwing axe) against a target within thirty feet who performs any action that would normally provokes such an attack. In addition, the nomad's projectiles cannot be deflected by the Deflect Arrows feat or similar effect.

6. Maneuvering: Once per day the Nomad while mounted may use the ability Maneuvering to gain a effect like Expeditious Retreat, increasing mounted movement speed by 150%. ((Stir Jades Add-On))

8. Blur of the Plains: A nomad moves lightning fast while mounted, and no longer provokes attacks of opportunity for any form of movement while he is mounted. In addition, he is no longer restricted to moving in a straight line if he charges while mounted.

9.( Yabusame: When a nomad charges with a one-handed melee weapon on horseback, he deals double damage with his charge attack (triple damage of using a lance). At 18th level, he deals triple damage with a normal melee weapon and quadruple damage with a lance. Skirmish damage is not multiplied by this ability.

10. Nomad Trooper: A nomad no longer provokes attacks of opportunity for using a ranged weapon in melee combat

15. Back in the Saddle (Ex): A nomad can never fall from his saddle even while unconscious and cannot be tripped while mounted or otherwise unwillingly removed from the back of his steed. In addition, he and his steed are treated as if under the effect of a freedom of movement spell so long as he is mounted.

Suggestions
The Nomad class is a unique and interesting class for a character to have which specializes in mount and ranged combats. It is ideal then to take feats which increase ranged powers such as a weapon focus in one of those ranged weapons.

Multi-Classing: Though a Nomad can support itself through the levels it might be wise to take a class that can use sneak attacks or even work his or her way towards the Hunter prestige class or even the Juggernaut prestige class.

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