Absolver (3.5e Class)
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We Absolvers are the most deadly fighters in the world using weapons with style and finesse we are the builders of the order empire we protect the weak and smite the corrupted for their sins. Our nation the Nilekhuarn Tribe ruled by the Kil'Naku Order have always a been a wonderous faction to the lands of the world a star shining bright in the sky. We travel the lands to seek for artifacts and to prove our might.
Making a Absolver
Absolvers remain the Agents of the Nilekhuarn Tribe and are the martial artist class they've always been, but now can bring even more power to bear through their choice of specialization. This focus comes with a limitation on their feat choices: while a base Absolver can choose from a large list of bonus feats, a Absolver's feat list is focused around their chosen specialization.
Abilities: The importance of ability scores depends on your choice of specialization, but in general the physical ability scores (Strenght, Dexterity and Constitution) are the most important to a Absolver. Don't ignore the mental scores, though: a Absolver with low Wisdom especially is begging for a world of hurt.
Races: Many first generation Absolver were humans who left their human nations due to corruption within humans hearts and became a posthuman species called Dunedain after discovering a light based substance called Aether and build a empire called the Nilekhuarn Tribe which is rule by the Kil'Naku Order. During the second generation many non-humans join the Absolvers such as elves, gnomes, halflings, dwarfs, warforgeds and dragonborns.
Alignment: Lawful good.
Starting Gold: 6d4×10 gp (105 gp).
Starting Age: 18.
|1st||+1||+2||+0||+0||Primary specialization +1|
|3rd||+3||+3||+1||+1||Primary specialization +2|
|5th||+5||+4||+1||+1||Primary specialization +3|
|7th||+7/+2||+5||+2||+2||Primary specialization +4|
|9th||+9/+4||+6||+3||+3||Primary specialization +5|
|11th||+11/+6/+1||+7||+3||+3||Primary specialization +6, secondary specialization +1|
|13th||+13/+8/+3||+8||+4||+4||Primary specialization +7, secondary specialization +2|
|15th||+15/+10/+5||+9||+5||+5||Primary specialization +8, secondary specialization +3|
|17th||+17/+12/+7/+2||+10||+5||+5||Primary specialization +9, secondary specialization +4|
|19th||+19/+14/+9/+4||+11||+6||+6||Primary specialization +10, secondary specialization +5|
All of the following are class features of the Absolver.
Specializations (Ex): At 1st level, a Absolver chooses their primary specialization: the style of combat they are focused on. While a Absolver is perfectly capable of using other methods of disposing of their enemies, the specialization is the field of combat in which the Absolver shines. A Absolver's specialization gives them a feature or features that improve on every odd-numbered Absolver level (1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th).
At 11th level, a Absolver chooses a secondary specialization: another field of combat where they dominate to complement their forte. A Absolver's secondary specialization never becomes as powerful as their primary specialization, but serves to round out their capabilities. A Absolver's secondary specialization improves on the 11th, 13th, 15th, 17th and 19th levels, simultaneously with their primary specialization.
Bonus Feats: At every even-numbered Absolver level (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th), a Absolver gets a bonus combat-oriented feat. These bonus feats must be drawn from the feats associated with the chosen specialization(s) of the Absolver. A Absolver must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Human Absolver Starting Package
Skill Selection: Pick a number of skills equal to 2 + Int modifier.
Feat: Weapon Focus (Longsword).
Gear: Leather or cloth armor, mask, backpack, waterskin, bedroll, tent.
Gold: 4d4 gp
Jad'nokas are steadfast warriors. They prefer fighting in unarmed combat or fighting with just a one-handed sword. The method of combat styles varies from 3 styles which are the Khalt (the strong and defensive), the Forsaken (based on kickboxing), and Windfall (based on Ba Gua Zhang). Their punches are powerful to even badly dent armor and break steel.
The Adal'koa is a powerful defender using war staffs. They dish out more damage and take more damage. They are like bears of mithril and lion with claws like a vorpal sword that rip and tear through flesh.
Sentinel Bonus Feat List: Blind-Fight, Combat Expertise, Combat Reflexes, Combat TacticianPHB2, Defensive SweepPHB2, Dodge, Greater Weapon Focus, Greater Weapon Specialization, Improved Disarm, Mobility, Weapon Focus, Weapon Specialization.
Morra'ki Tend to let their foes attack first and then block the attack then strike back. Their combat tactics consists mostly of waiting until the foe strikes and then counter: they make use of Swords and shields. Watchers tend toward Carefulness and Cleverness.
A Morra'ki may trudge over difficult terrain that normally slows movement. Depending on the circumstance, they may still need to make appropriate checks to successfully move over the terrain. Furthermore, Watchers gain a bonus equal to their specialization bonus on damage rolls on attacks made during a over-watch counter attacks.