Stan Helm

Character Name Stan Helm
Race Human
Class and Lvl Fighter 3
Downtime Wpn Smith
HP 15
Melee Atk
Ranged Atk
Str 18
Dex 11
Con 10
Int 14
Wis 10
Cha 7

All fighters have two main tools of their trade—weapons
and armor. While many fighters hone their weapon skills
to a point of inescapable grace and lethality, there are
those who live under the maxim that a good offense can
be accomplished though an impenetrable defense. To
these fighters, proper use of armor and shields ensures
that they can fight another day, and that the frustration
of enemies who can’t seem to crack an armor master’s
superior defenses is just the first symptom of his foes’
eventual defeat.
Def lective Shield (Ex): At 2nd level, an armor master
specializes in using his shield to def lect attacks. He gains
a +1 bonus to his touch AC, and this bonus increases for
every four levels beyond 2nd (to a maximum of +6 at 20th
level); however, this bonus cannot exceed the sum of the
armor and enhancement bonus to AC provided by the
shield that the armor master is currently carrying. This
ability replaces bravery.
Armored Defense (Ex): At 5th level, an armor master
gains DR 1/— when wearing light armor, DR 2/— when
wearing medium armor, and DR 3/— when wearing heavy
armor. At 19th level, this damage reduction increases
to DR 4/— when wearing light armor, DR 8/— when
wearing medium armor, and DR 12/— when wearing
heavy armor. This damage reduction stacks with that
provided by adamantine armor, but not with other forms
of damage reduction. This damage reduction does not
apply if the armor master is stunned, unconscious, or
helpless. This ability replaces weapon training 1 and 3,
and armor mastery.
Fortification (Ex): At 9th level, an armor master can use
his armor to shield critical areas from injury. He treats
any armor he wears as if it had the light fortification special
ability (Core Rulebook 463). At 13th level, his armor gains
the moderate fortification special ability. This fortification
does not stack in any way with armor that has these
special abilities. In these cases the armor master takes
the better of the two fortifications. This ability replaces
weapon training 2 and 4.
Indestructible (Ex): At 20th level, an armor master
gains complete immunity to critical hits and sneak
attacks while he is wearing armor. In addition, unless
his armor has the fragile armor quality, it cannot be
sundered while he is wearing it. This ability replaces
weapon mastery.