Tallboy
Alignment: Any
Hit Die: D10
Class Skills: 2+ Int mod.
Role: The Tallboy is best at crowd control and avoiding melee combat.
Prerequisites: Heavy armor proficiency, proficiency with martial weapons, BAB +5, Str 16, must spend 6 weeks training with city watch.
Table: Tallboy
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +0 +1 Damage Reduction
2nd +2 +1 +1 +1 Light Fortification
3rd +3 +1 +1 +2 Defensive Master
4th +4 +1 +1 +2 Moderate Fortification
5th +5 +2 +2 +3 Stay at Rest
6th +6/+1 +2 +2 +3 Heavy Fortification
7th +7/+2 +2 +2 +4 Perfect Defense
8th +8/+3 +3 +3 +4 Complete Fortification
9th +9/+4 +3 +3 +5 Immovable Object
10th +10/+5 +3 +3 +5 Immaculate Defense
Alignment: Any
Hit Die: D10
Class Skills: 2+ Int mod.
Role: The Tallboy is best at crowd control and avoiding melee combat.
Prerequisites: Heavy armor proficiency, proficiency with martial weapons, BAB +5, Str 16, must spend 6 weeks training with city watch.
Table: Tallboy
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +0 +1 Damage Reduction
2nd +2 +1 +1 +1 Light Fortification
3rd +3 +1 +1 +2 Defensive Master
4th +4 +1 +1 +2 Moderate Fortification
5th +5 +2 +2 +3 Stay at Rest
6th +6/+1 +2 +2 +3 Heavy Fortification
7th +7/+2 +2 +2 +4 Perfect Defense
8th +8/+3 +3 +3 +4 Complete Fortification
9th +9/+4 +3 +3 +5 Immovable Object
10th +10/+5 +3 +3 +5 Immaculate Defense
Level |
BAB |
Fort |
Ref |
Will |
Special |
1st |
+1 |
+1 |
+0 |
+0 |
Stilt Walker, Suit Plating (Light) |
2nd |
+2 |
+1 |
+1 |
+1 |
Incendiary Supply, Numbing Agent +4 |
3rd |
+3 |
+2 |
+1 |
+1 |
Deflective Armor (firearms) |
4th |
+4 |
+2 |
+1 |
+1 |
Suit Plating (Moderate) |
5th |
+5 |
+3 |
+2 |
+2 |
Incendiary Burst |
6th |
+6/+1 |
+3 |
+2 |
+2 |
Deflective Armor (non-magical) |
7th |
+7/+2 |
+4 |
+2 |
+2 |
Suit Plating (Heavy) |
8th |
+8/+3 |
+4 |
+3 |
+3 |
Incendiary Burn, Numbing Agent +8 |
9th |
+9/+4 |
+5 |
+3 |
+3 |
Deflective Armor (magical) |
10th |
+10/+5 |
+5 |
+3 |
+3 |
Suit Plating (Total) |
Stilt Walker: At 1st level, a Tallboy gains a special kind of heavy armor called a stilt suit. It confers a +12 armor bonus to AC, has a max Dex bonus of +0, an armor check penalty of -8, and an arcane spell failure chance of 30%. You cannot don or doff a stilt suit without aid. While wearing the stilt suit, your movement speed is reduced to 10 ft and you cannot fly without magical aid. However, you stand 20 feet above the ground, making you impossible to target with most melee attacks from creatures on the ground and immune to the abilities of non-flying swarms.
Suit Plating: At 1st level, while wearing his stilt suit, a Tallboy has a 25% chance of negating any critical hit, sneak attack, or other precision damage. This increases to 50% at 4th level, 75% at 7th level, and immunity at 10th level.
Incendiary Supply: At 2nd level, any non-magical projectile a Tallboy fires from a bow or crossbow becomes an incendiary bolt, or an explosive bullet if fired from a firearm. They also increase the DC for the reflex save for the burning effect by +1/ 2 levels in this class.
Numbing Agent: At 2nd level, the heavy drugging required to keep a Tallboy from experiencing extreme pain due to its incredibly heavy and uncomfortable armor begins to give them benefits as well. They gain a +4 bonus against all pain effects and enchantment effects. This bonus is doubled to +8 at 8th level.
Deflective Armor: At 3rd level, a Tallboy adds their stilt suit's armor bonus to their touch AC against firearms. At 6th level, it is added to all touch attacks from non-magical sources, and at 9th level it applies to all touch attacks. This is still treated as an armor bonus.
Incendiary Burn: At 5th level, when using a ranged weapon firing incendiary bolts or explosive bullets, you may spend a full-round action to make a single attack at your highest bonus. This adds +1d6 fire damage/ 2 levels in this class. This fire damage is added to the burning damage if a creature fails their save against the burn effect of incendiary bolts (including the additional d10s if it is a critical hit).
Incendiary Burst: At 8th level, when using a ranged weapon firing incendiary bolts or explosive bullets, you may spend a standard action to make a single attack at your highest bonus. You target a 5 ft radius within your first range increment (as if you were on the ground and not 20 ft up). You compare your attack roll to the AC of all targets in the area, and deal damage to all targets whose AC you hit. You may use this ability with Incendiary Burn (making it a full-round action instead of a standard).
Suit Plating: At 1st level, while wearing his stilt suit, a Tallboy has a 25% chance of negating any critical hit, sneak attack, or other precision damage. This increases to 50% at 4th level, 75% at 7th level, and immunity at 10th level.
Incendiary Supply: At 2nd level, any non-magical projectile a Tallboy fires from a bow or crossbow becomes an incendiary bolt, or an explosive bullet if fired from a firearm. They also increase the DC for the reflex save for the burning effect by +1/ 2 levels in this class.
Numbing Agent: At 2nd level, the heavy drugging required to keep a Tallboy from experiencing extreme pain due to its incredibly heavy and uncomfortable armor begins to give them benefits as well. They gain a +4 bonus against all pain effects and enchantment effects. This bonus is doubled to +8 at 8th level.
Deflective Armor: At 3rd level, a Tallboy adds their stilt suit's armor bonus to their touch AC against firearms. At 6th level, it is added to all touch attacks from non-magical sources, and at 9th level it applies to all touch attacks. This is still treated as an armor bonus.
Incendiary Burn: At 5th level, when using a ranged weapon firing incendiary bolts or explosive bullets, you may spend a full-round action to make a single attack at your highest bonus. This adds +1d6 fire damage/ 2 levels in this class. This fire damage is added to the burning damage if a creature fails their save against the burn effect of incendiary bolts (including the additional d10s if it is a critical hit).
Incendiary Burst: At 8th level, when using a ranged weapon firing incendiary bolts or explosive bullets, you may spend a standard action to make a single attack at your highest bonus. You target a 5 ft radius within your first range increment (as if you were on the ground and not 20 ft up). You compare your attack roll to the AC of all targets in the area, and deal damage to all targets whose AC you hit. You may use this ability with Incendiary Burn (making it a full-round action instead of a standard).
Incendiary bolts: Incendiary bolts are arrows or crossbow bolts that are cilled with an explosive, burning substance. This functions as a non-magical Flaming Burst weapon ability. When a creature is struck by one, it must make a DC 15 reflex save or catch fire, taking the additional 1d6 fire damage every round for 1d4 rounds or until the fire is extinguished. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save.