Str | 10 | (+0) |
Dex | 13 | (+1) |
Con | 15 | (+2) |
Int | 10 | (+0) |
Wis | 9 | (-1) |
Cha | 8 | (-1) |
- Speed 20 ft., Burrow 10 ft.
- BAB +0 Grapple +0
- MeleeDagger +1 (1d4 | 19/×2)
- MeleeClaw +1 (1d3) – x2 claws
- Attack Options Defensive Stance
- Feats Combat Reflexes
- Special Qualities
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Stability - Advancement By character class
Combat
Stability
Armad are exceptionally stable on their feet. An armad has a +4 bonus on checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Defensive Stance
When he adopts a defensive stance, an armad gains phenomenal accuracy and durability. While he is in this stance, he gains a +2 bonus on attack rolls, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. He may not move more than 5 feet per round, or his defensive stance ends immediately.
The defensive stance lasts a number of rounds equal to 3 + the armad’s Constitution modifier. An armad may end his defensive stance at any time voluntarily prior to this limit.
Using defensive stance is normally a free action that he can do only on his turn, but an armad can also choose to activate it as an immediate action on his opponent’s turn. If he does, the duration is reduced by 1 round. An armad may use this ability a number of times per day equal to his Con bonus (minimum 1).