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Monte Cook’s Arcana Unearthed: Way of the Sword
given round. Parry ranged attacks works only against ranged attacks and cannot be used in the same round as a normal parry. It works only against attacks the unfettered is aware of—he can’t parry an invisible opponent—and only against physical attacks (not spells or spell-like abilities) that the DM deems the unfettered could knock away with his weapon. For example, a human unfettered could not parry a boulder rolling down a hill or fired from a catapult. Evasion (Ex): At 9th level the unfettered gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the unfettered takes no damage following a successful saving throw. The character can use evasion only if he is wearing Light armor or no armor. Parry Magic (Ex): At 13th level, the unfettered gains the ability to avoid spells in a manner similar to, but not as well as, a mage blade. He must have a magic weapon in hand to parry a spell. Only spells targeting the unfettered alone can be parried—not area spells or spells targeted elsewhere. Spells that do not allow a saving throw cannot be parried. The unfettered makes an attack roll opposed by the caster’s caster power check. If the unfettered’s roll is higher, he gains a +4 competence bonus on the saving throw against the spell. The unfettered can parry only spells he is aware of; spells from invisible casters or mental-action only spells cannot be parried. He cannot parry a spell in the same round as he uses either parry ranged attacks or a standard parry, and he cannot parry more than one spell in a round.
Warmain “As I gaze into the eye of my enemy, I know that with my strength, my skill, and my trusted tools of war, I shall not fall.” The ring of battle is the clarion call of the warmain. In times of strife, no better refuge exists than behind her protective shield. Trained in battle, girded in heavy armor, and capable of withstanding unbelievable punishment, the warmain is the warrior’s warrior. She does not rely on quickness or fancy swordplay, but instead on might, determination, and stalwart bravery. The only thing stronger than her will is the power running through her massive limbs. The warmain’s strength comes not just from her personal might, but from strategy and tactics. Hers is the way of the wellplanned and well-prepared military campaign. She studies the histories and knows the stratagems of past warriors. She prefers to face an enemy with a plan in mind, and a backup plan for when something goes wrong. Adventurers: Warmains are usually very serious—they go on quests and perform missions for some great purpose, whether it be to serve a lord, help a friend, earn a payment, or simply to secure an important area from threat. Many high-level members of this class end up as powerful lords ruling their own territories or as generals commanding their own armies. Background: Sometimes warmains act as highly trained mercenaries. More often, they are elite soldiers or military leaders serving a powerful lord. Either way, they learn their skills through experience in military campaigns. First, however, they train in military
THE WARMAIN Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5
Fortitude Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Will Save +0 +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9
Special Sturdy Bonus feat — Weapon specialization — Bonus feat — Crushing blow — Bonus feat — Armor specialization — Bonus feat Crushing blow 2/day Weapon size increase — Bonus feat — Bonus feat, weapon mastery