HGd10PHB - OptClass - Armoragon

The word "Amroragon" comes from two words: armor and paragon. They are the ultimate tank. Incredibly strong and hearty they are often completely encased in their armor and usually near impossible to harm with physical attacks. While not exceptionally fast, their great strength and oversized weapons allow them to do considerable damage and make them a significant threat. Left unheeded on the battlefield, they have the endurance to claim entire battalions on their own.

Basic Skill: Physical Combat

Source: Varies

Must Take Foible: None

Below are recommended minimums for building an Armoragon. Characteristics or Skills not listed are not prohibited, but not considered essential to an Armoragon build.

Characteristic Minimums
CON 10 - Constitution is Life, quite literally in HGd10. Armoragons will not only have high CON scores, but will likely expend additional BP on LIFE making them not only hard to damage, but hard to take down even if you damage them. They have great endurance and resistance to effects that attack the body.

STR 10 - Strength is valued by the Armoragon both to carry the heavy armor and wield the oversized weapons they favor.

SPI 8 - Spirit is used to calculate LIFE, so a high SPI means more LIFE and better tanking. SPI will also allow certain combat maneuvers and supplements certain Traits that keep the Armoragon going when all others have fallen.

Total = 28

Skills
Typically, an Armoragon will tend towards skills based Strength and Constitution. When not in combat situations and out of their armored shells, the skills they choose often supplement the life they have chosen within.

Melee Combat - Armoragons favor oversized 1H weapons and Shields. Many can wield 2H weapons single handedly.

Ranged Combat - A running joke among Armoragons is "the only ranged combat I know of is throwing my enemy into more of my enemy."

Physical Defense


 * Heavy Armor
 * Shields

Mysticism - Some Armoragons will take up mystical powers to augment their fighting. Spells will be tied to their armor and weapons as an extension of each rather than a separate tool. Armoragons favor Earth and Body magic for obvious reasons, though some may choose Order for the added focus on protection.


 * Spectrum: Earth, Body, Order
 * Purposes:
 * Aid
 * Attack
 * Defense

Crafting - Crafting skills focus on Strength and supplementing their fighting.


 * Crafting: Mining/Smelting
 * Crafting: Smithing

Knowledge - While Intelligence is not a focus for the Armoragon class, that does not mean they are ignorant or unintelligent.


 * Demolition
 * Science: Physics
 * Starship: Engineering
 * Terrain

Movement - Let's face it, in all that armor, the Armoragon is going to be slower than most others. They don't usually focus on dancing around the battlefield.

Social - It often surprises people when an Armoragon turns out to be socially well adjusted. However, at the heart of the vast majority of them, they are about protecting the ones that they love. When not doing that physically, they love interacting with those same loved ones.


 * Conversation
 * Defiance
 * Diplomacy
 * Intimidate
 * Provoke
 * Sense Motive
 * Sense
 * Tactics

Combat Equipment

 * Heavy Armor and Shield
 * Oversized Melee Weapon

Traits and Foibles
These Traits are a recommended list for Armoragon to choose from that would be particularly beneficial to Armoragon.


 * Agile Fighter...just kidding.
 * Avoidance
 * Brave
 * Defensive Fighter Stance
 * Even Tempered
 * Greater Critical Roll: Physical Attacks
 * Last Battle
 * Multifighter

Foibles are unlimited for Armoragons based on the player's preferences.


 * Sense of Duty: Protect the Weak.

Loar

 * Camadon
 * Oremus Hammersong

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement