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| e-z0r11-24-04, 05:03 PM | Hi. This is my first post on the DnD forums. And surprisingly this is the first class I've ever made for DnD. I wanted to make a class which could portray a soldier from the antique era (From the times of the Iliad and to the early Roman empire(before the Marius reforms), if you will.) This is a class I've whipped up completely during this one afternoon, and it's never been tested so I can't say if it's really, really munchkin or not. It feels munchkin right now, but maybe it'll get better. I'm sorry for the poor readability, but it was done with wordpad, which is the most complicated text input proggie I have :D I've only made it to level 10 yet, but the finished version should go up to 20, including the elite troop plans I've already written about but haven't just yet included. So, I'd like some constructive criticism. What could be done better? What could be less munch? At least the feat amount is pretty large, but then again, this is a rather narrow class, receiving rather poor overall weapon proficiencies and such. Oh well, I'll just let you decide. ------------------------------ The Soldier: The soldier is a person, to whom battle is profession. His/her military training give him/her the advantages of specializing in a certain battle style. As a Soldier begins his/her career, he/she chooses(or is chosen) to follow either the path of the Infantryman or the Archer. The infantryman trains to become the ultimate man-of-the-line; a disciplined soldier trained to bear the brunt of the main onslaught, to hold, and to eventually carry the battle over to the enemy. The infantryman recieves special melee training in a few select weapons; The Gladius, a sturdy, heavy short sword designed for maximum performance and reliability for minimum the costs. The Spear, which is an easy and cheap weapon to manufacture in large quantities, and has yet to meet it's better in defensive combat. Several versions are of course available, such as the shortspear, spear and longspear. And the javelin, which is a special throwing spear most often used to soften up the enemy before the charge, and also to give the soldier a better range and reach. The infantryman's greatest asset is his/her ability to fight in cooperated maneuvers where one soldier protects another, and enemies are overcome by disciplined and coordinated cooperation. The Archer specializes in ranged combat. He/she learns to become an ever better marksman and support figure. The Archer is proficient with the basics of large-army style archery: To be a supporting figure which provides the push that tips the balance of the struggle to the Archer's allies' side. The Archer learns to take the most out of his bow; to fire further, to hit more accurately, and most importantly: to know where to strike. Often only one arrow in the forehead of the right enemy can turn the entire tide of battle. The Archer is of course also proficient in the use of the Gladius, the different types of spears and shields, although of course not to the extent of the infantryman. Later on, as a Soldier gathers more experience and glory, he/she rises to yet new ranks: He/she is given the choice to follow either the part of the cavalry or the special forces unit. An infantryman who chooses cavalry becomes a heavy cavalry unit, designed mostly to strike at the enemy's flank and deal decisive damage. The mounted infantryman learns the arts of mounted melee combat, and begins training in the use of the lance. He/she also receives leadership training, so that one day, if he/she is still alive, he/she may become a leader of men. The mounted Archer becomes a mounted support unit. The lightly armored and fast horsed warriors can screen the battlefield and remain out of the reach of enemies while they deliver suppressing fire to those parts of the field that need it. The mounted Archer even further hones his skill with the bow, and learns how to ride and shoot from the saddle as well. Some of these brave warriors find their ways into elite special forces outfits, where they are trained for covert operations, silent killing, espionage, infiltration and survival in extreme circumstances. A special forces officer learns to go for prolongued times in cold climates, to withstand malnutrition and dehydration and pain, and to still be able to fight when the time calls for it. Full BAB Fighter Saves (Full Fort, minimum Dex, Will) d10 HD Class skills: Climb (str), Craft (int), Intimidate (cha), Jump (str), Listen (wis), Ride (dex), Spot (wis), Swim (str), Profession (Military) Skill Points at 1st Level: (2 + Int modifier) x 4 Skill Points at Each Additional Level: 2 + Int modifier Weapon Proficiencies: Dagger, Club, Shortspear, Longspear, Spear, Javelin, Short Sword, Gladius*, Longbow(and comp. longbow), Shortbow(and comp. shortbow). * The Gladius, despite its name, is not only the trusted short sword of the Roman legions, but a coverall term for a heavier, harder-hitting and sturdier version of the standard short sword. Next to the spear, the "gladius" is the most common weapon among soldiers, as it is used by infantrymen when their spears become too cumbersome to weild in the thick of battle, and by archers who are forced to enter close combat, and by cavalry after their lances have been used. Special forces also use the gladius for its reliability, killing power, ready availability, better concealability(than larger weapons, of course), and general inconspicuousness. Armor and Shield Proficiencies: The soldier is proficient with all armor except Half-Plate and Fullplate and all shields including the tower shield. At first level, the Soldier gains the following feats: Weapon Focus(Gladius), Quick Draw(when drawing a Gladius) At second level, the Soldier gains the following feats: Toughness, 1st fighting style choice* * After basic training, the fighter chooses whether to pursue the position of the infantryman, pursuing melee weapon specializations and close combat feats, or to specialize as an archer, who specializes further in the use of bows and gains some ranged combat feats. If an archer uses an armor heavier than medium armor, he/she loses the special feats brought by his training, as heavy armor limits his/her abilities too much. At second level, the infantryman gains the following feats: Power attack( If the Soldier already has this feat, he/she gains Endurance instead.), EITHER Weapon Focus(shortspear) OR Weapon Focus(Javelin), Organized Defence* *Infantrymen are taught how to better defend against enemies when they have allies at their side. By readying their spears and locking together their shields, groups of infantrymen become a hard nut to crack. As long as the formation is kept firm, each infantryman receives 50% cover, gains +4 AC, receives +2 to strength and +4 to strength tests to resist bull rushing, grapple attempts, overrun attempts and disarm attempts. The infantrymen may also completely lock their shields into a wall that grants 90% cover, +4 AC and +4 to strength tests to resist bull rushing, grapple attempts, overrun attempts and disarm attempts. In this form, though, the infantrymen cannot attack, and may only move at maximum of 20ft per turn, and they can not run. Also this form is very difficult to maneuver, and there is a 50% chance of the formation braking apart if the infantrymen attempt anything but moving forward and turning in wide arcs. If either form is compromised, all the bonuses for the form are lost. It takes a minimum of two soldiers to properly manage the 50% cover formation, and three soldiers to properly manage the 90% cover formation. The infantryman can teach these forms to other melee characters capable of wielding large shields. This takes five hours to do. At second level, the archer gains the following feats: Point Blank Shot(If the Soldier already has this feat, he/she gains Endurance instead), Weapon Focus(Longbow), Ignite Arrows* *The Archer becomes proficient with using fire to ignite his arrows. Provided the Archer has sufficient materials (string, cloth, oil), the archer can modify arrows into ignitable versions. The archer must first light up some sort of fire from which to ignite the arrows. The modified arrows are then dipped into the fire and launched at enemies. The flaming arrows deal an extra 2 points of fire damage + 1 point every turn for 3 turns after the impact, plus they have a morale reducing effect on the enemies of the Archer: As long as the Archer keeps firing ignited arrows at the enemy, each enemy with less hit die than the Archer has class levels receives -2 to their attack rolls, saving throws, skill checks and ability checks. The flaming arrows can also ignite objects they hit, and they also have a lighting effect, so that enemies close to arrows that have hit the ground can be seen with normal vision, and enemies looking at the archer's direction from behind fires receives a -2 penalty to spot throws. The archer can teach this attack to any bow proficient character, but the arrows themselves must be prepared by the archer himself/herself. At third level, the Soldier gains the following feats: Dodge At fourth level, the infantryman gains ONE OF the following feats: Improved Bull Rush, Improved Shield Bash, Improved Overrun. At fourth level, the archer gains ONE OF the following feats: Far Shot, Precise Shot, Rapid shot. At fifth level, the Soldier gains one of the following feats: Run, Improved Initiative, Toughness(2nd), mobility At sixth level, the infantryman gains the following feat: Weapon Specialization(Gladius), Paired Combat* *At 6th level, the Infantryman learns to fight paired. When the infantryman and his/her pair adopt the paired combat stance, they stand back to back with their shields protecting both themselves and their pair. In this stance, the infantryman and his/her pair become immune to sneak attacks. As long as either of the pair is aware of an approaching enemy, neither will be caught flatfooted. The pair also receives a general +2 AC and a +2 bonus to strength, and +2 to will and reflex saves. The infantryman can teach this to any other shield-proficient melee character, but it takes a full day to do so. At sixth level, the archer gains the following feats: Weapon Specialization(Longbow), Weapon Specialization(Composite Longbow), Battlefield Observation* *The Archer has looked over so many battles that he knows what to look for. The Archer can intuitively distuinguish the leader of a group of enemies. The Archer can also distinguish battlefield messengers and other differing figures, such as morale increasing "legendary" battlefield figures, i.e, the biggest guy in the field. The Archer makes a spot test with a +2 competence bonus while observing the enemy. The DM then decides, how much the Archer can discern. The Archer gains a +2 to attacks against these special enemies, and he may even call the shots out to his friends. If the enemy leader or forefighter falls, the enemy must make a will save against a DC of 15 or suffer effects of demoralisation (-2 attack, -2 saves, -2 ability checks, -2 skill checks), which are cumulative with the effects of Ignite Arrows. At seventh level the Soldier gains no bonus feats, but has seen so many wounds that he/she now has Heal as a class skill At eighth level the Soldier may choose a bonus feat from the list of fighter bonus feats. At ninth level the Soldier gains no bonus feats, but is trained in siege weaponry: Knowledge (engineering) is a new class skill. At tenth level the soldier gains the following bonus feats: one bonus feat from the fighter bonus feat list, 2nd Fighting Style Choice* *At this point, the Soldier chooses whether to pursue the mounted unit or special forces path. Depending on what the Soldier's first style was, a mounted Soldier will either become Heavy Cavalry or a Mounted Archer. A Heavy Cavalryman trains in fighting from horseback with melee weapons, while the Mounted Archer learns to shoot well from the saddle. A Heavy Cavalryman receives the following feats: Weapon Proficiency (Lance), Mounted Combat A Mounted Archer recieves the following feats: Mounted Archery, Mounted Combat All mounted troops gain Handle Animal as a class skill, and begin with 8 ranks in it. |
| Wildonion11-24-04, 05:07 PM | Cool! I always wanted to play a Human Fighter with a Bronze Breastplate and Short Sword! :) |
| e-z0r11-24-04, 05:12 PM | Cool! I always wanted to play a Human Fighter with a Bronze Breastplate and Short Sword! :) I'm recieving distinct sarcasm vibes. But maybe that's just me. I tried making the short sword rather more desireable in form of the "gladius", as I'd give it 1d8 base damage since it's rather a more hefty piece of machinery than a "regular" short sword, being broader and heavier (and thus giving a bigger punch). But then, I guess that's just up to how it works and if it balances out better if the weapon deals 1d6 ratherthan 1d8. Here's an idea: After lvl 20 (or even as a PrC), could make the character recieve the fabled "demigod" status that comes around so many times in antique mythos. |
| Thanatos0211-24-04, 05:53 PM | It seems ok, so far. However, I may have missed something because the formatting is a little wonky. I understand how WordPad may have made it difficult, but you may wish to reformat it (when you have the time) by editing it. Concerning the Short Sword as a Gladius, I'd make it a Masterwork form of Short Sword. If you wish to demonstrate its superior staying power, Masterwork it again by adding perhaps 5 or 10 hp to it, or increasing its break DC. Again, it should cost a decent amount. If you're using rules for a bronze age type of Roman legionnare, consider making the Gladuis a basic, Masterwork steel Short Sword - it's heads and tails above bronze, as a metal. As for the sarcasm vibe? Maybe he just wanted to play a Roman. It'd be cool, I'd admit. :) |
| e-z0r11-24-04, 06:01 PM | Hadn't thought of that part of it. That might be a good idea as well. But of course, a standard sword for a soldier shouldn't cost much (of course, you could have a better one made as you progress, which is the way it should be). |