Fighter
Jun 22, 2014 22:28:25 GMT
Post by Tel Vinrae on Jun 22, 2014 22:28:25 GMT
Fighters follow the same rules listed within the 3.5e Player's Handbook. For reference, please view the following link: dndtools.eu/classes/fighter/
Starting Gold: 240gp.
Fighters often make up the center of various Mercenary Groups within Tel Vinrae. They're known for their abilities with the chosen weapon or weapons, and are protectors capable in the art or trade that they know.
Starting Gold: 240gp.
Fighters often make up the center of various Mercenary Groups within Tel Vinrae. They're known for their abilities with the chosen weapon or weapons, and are protectors capable in the art or trade that they know.
Fighter Variants
House Variants
House Variants
Any additional variant requires a build approval to be reviewed by the DM Team prior to Sanction.
Thane
Required: Omicron
Alignment
Any
Hit Die
d10.
Class Skills
The Thane’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the Thane:
Weapon and Armor Proficiency
A Thane is proficient with all simple and martial weapons, with light, medium, and heavy armor, and shields, but not tower shields.
Legendary Ability
Omicron folklore is rife with legends of mighty heroes who performed impossible deeds in the name of love, home, family, and personal glory. Thanes are the elite among the Omicron, who seek through rigorous physical training, mental resilience, and sheer guts to live up to these legends of the past, and carve their way into the history books on the battle field. While they lack the technical battlefield training of the Imperial Army, Thanes posses incredible passion, an uncanny knowledge of their homelands, and all the terrible strength the western folk are famous for. They are unmatched in personal combat.
By Choosing the Thane Variant, the fighter gives up certain feats in exchange for other abilities at specific levels.
Level 1: Favored Enemy [Ex]
As Per the Ranger Ability, restricted to choosing: Animal, Giant, Humanoid (Any, Taken Individually), Monstrous Humanoid, Undead. This ability does NOT stack with Favored Enemy Selections from Other Classes, but can stack with additional Favored enemy choices from The Thane class, gained at 8th and 16th level.
Level 2: Charging Cleave [Ex]
A Thane is used to fighting combatants in formation, and getting the most of their surprising ferocity on such foes. When charging, if the Thane drops an enemy target, they can Cleave into another adjacent target a though using the Cleave Feat. This allows an additional cleave if the character has the feat already, though only one cleave action may be taken per target.
Level 4: Dirty Medicine [Ex]
Thane’s often travel alone, or with smaller groups, and frequently get into scrapes and scraps with their enemies using Guerrilla tactics and hit-and-run maneuvers. Having the ability to quickly mend a wound and get back into a fight or continue a retreat and regroup is absolutely necessary. Starting at 4th Level, Once per day as a Full Round Action [Provokes AoO], the Thane can use packed dirt, moss, or other survival methods to mend a wound. Roll a Survival check DC 15. If you pass the Survival Check you heal an amount of HP on your target equal to 1d4 + Your Wisdom Modifier. Additional uses are gained every 4 Levels (to a maximum of 5 uses at level 20) and the amount healed increases by one damage die with each additional use (1d4, 1d6, 1d8, 2d6, 3d6). Dirty Medicine can only be used on a target once per day.
Level 6: Fighter Bonus Feat
Level 8: Battle Cry [Ex], +1 / Day Dirty Medicine (Die Increase, 1d6), 2nd Favored Enemy
The Thane may use the Intimidate Skill to Demoralize opponents far more effectively than others. The effect of demoralize increases in duration from 1 round, to 2 rounds, and they receive +2 to Demoralize any Favored Enemies.
Level 10: Slippery Mind
As per the Rogues Special Ability.
Level 12: Resolute Stand (Spell Effects), +1/Day Dirty Medicine (Die Increase, 1d8)
The Thane is capable of enduring in battle even after a normal soldiers body would give out. Once per day at 12th level, when the Thane has suffered any effect that would cause them to fall unconscious (including death effects), they may attempt a fortitude save with a DC of 20 to remain standing for 1 additional round. They may act normally during that round and may use any action at their disposal so long as that action would be completed by the end of their turn. At the end of their turn, the effects take hold in normal fashion immediately. During this additional round, it is possible for the thane to be saved from the clutches of death by dispelling magics, as though the effect was being caused to them during the later round.
Each action or effect performed by another that would cause the Thane to fall unconscious endured during the round in which they remain standing requires an additional save to ignore.
(Example: Tholar, the Thane is level 12 and is hit by a death touch spell and fails his save against the magic. He uses his Resolute Stand ability and passes the DC 20 - remaining standing. His ally, Oswald the Wizard, has a dispel magic prepared and casts it on Tholar on his next initiative, passing the necessary check to counter the Death Touch spell, and neutralizes the effect before it takes hold.
At level 16, Resolute Stand can be used to Ignore Critical Damage for 1 round. This allows the Thane to stand even when dying or dead, and receive life-saving healing during that time. Actions taken during this time still reduce HP, though full actions can be taken, as long as they would finish by the end of the Thanes turn.
(Example 2: Tholar, at level 16, is dropped to -5 HP. He rolls a Fortitude Save (DC 20) and succeeds. For the next round, he can act normally, making a full attack (suffering the -1 HP) before dropping. If Tholar is hit by another enemy and dropped to -20 HP, he must pass another Fortitude Save to remain standing, even though he would drop dead. If he passes the fortitude save, despite being low enough in HP to be dead, he can still be healed back to a survivable amount of damage.)
Level 14: Fighter Bonus Feat
Level 16: Resolute Stand (Critcal Damage), +1/Day Dirty Medice (Die Increase, 2d6), 3rd Favored Enemy
Level 18: Fighter Bonus Feat
Level 20: Power Critical, 1/Day Dirty Medicine (Die Increase 3d6)
The Thane’s ferocity in combat reaches its peak, allowing them to deal massive damage against their enemies with critical blows. Any time they get a critical hit, they deal one additional multiplier in damage (x2 is x3, x3 is x4, x4 is x5). In addition, targets hit by a critical blow from the Thane must pass a reflex save DC 5 + Damage Dealt or be thrown back 10’ and knocked prone. If the target would be thrown into an object by this attack, they slam into the object and both (the target and the object) receive 1d6 points of damage. If the object does not break, the target remains standing.
Legionnaire
Restriction: Imperial
Alignment
Any
Hit Die
d10.
Class Skills
The Legionnaire’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the Legionnaire
Weapon and Armor Proficiency
A Legionnaire is proficient with all simple and martial weapons, with light and medium armor, and shields (including tower shields).
Legionnaire Training [Ex]
In lieu of training with heavy armors, Legionnaires receive specialized training in weapons and tactics used by the Imperial Legions. When the Legionnaire would normally gain a fighter bonus feat, they instead gain the abilities listed below.
Level 1: Spear Specialist
Training with the Imperial Legions focuses on shoulder-to-shoulder rank and file marching and combat. One of their primary weapons they focus on is the spear, giving soldiers the ability to use the weapons in one hand when part of a shield wall by supporting it upon their own tower shield. When using a Tower Shield, the Legionnaire can wield any spear (including a long spear) with one hand, and may set the spear against charge as though wielding it in both hands.
Level 2: Short Blade Specialist
Furthering their front-line training, the Legionnaire develops the skills necessary to make sweeping blows with short blades and quickly switch from their long reaching spear weapons to their short-ranged swords. Legionnaires gain the ability to draw a short sword as a free action as though using quick draw, and may make piercing and slashing attacks with those weapons.
Level 4: Battlefield Medicine
Legionnaires are used to rank and file tactics, where the front line moves back into the rear of the unit in order to get rest while the second line moves forward. During this time, it’s important for the Legionnaire to be able to recover as best they can from whatever wounds they might have sustained. Starting at 4th Level, Once per day as a Full Round Action [Provokes AoO], the Legionnaire can use herb packets, sutures and bandages to provide themselves relief and lessen pain from their wounds. Roll a Heal check DC 15. If you pass the Heal Check your target gains an amount of HP equal to 1d4 + Your Wisdom Modifier. Additional uses are gained every 4 Levels (to a maximum of 5 uses at level 20) and the amount healed increases by one damage die with each additional use (1d4, 1d6, 1d8, 2d6, 3d6). Battlefield Medicine can only be used on a target once per day.
Level 6: Javelin Specialist
Wielding a ranged weapon can prove invaluable in combat, and back in the lines, Legionnaires must be able to heft javelins over the heads of their allys with great accuracy. The Legionnaire can increase the range of a javelin by 20 feet and can hurl the weapon into melee combat as though using the Precise Shot feat. Fighter Bonus Feat
Level 8: Tower Shield Specialist, +1/Day Battlefield Medicine (1d6)
Massive Shields have become a main element of the Imperial Legions army, and as such the Legionnaire has trained many hours with the use of the Tower Shield in combat. They reduce the attack penalty from the Tower Shield by 1 and reduce the Armor Check Penalty of the Tower Shield by 3 (to -1 to Attacks and -7 ACP).
Level 10: Advanced Unit Tactics
Side-by-Side fighting is a key element of training in all Imperial combat, and the Legionnaires spend a great deal more time standing alongside their allies running drills and practicing these skills. Any time a Legionnaire is in combat with another Imperial ally, they can use an Immediate action to roll Aid Another for any opposed roll or skill check the ally makes without provoking attacks of opportunity.
In addition, any time an ally gains an Attack of Opportunity against a target which is within the Legionnaires melee threat range, the Legionnaire may use an immediate action to gain an attack of opportunity against that opponent as well. They are still limited to the number of attacks of opportunity they would normally receive in a round, but this may allow them to make two attacks of opportunity on a target (one for their own threat, one for their immediate action), provided they have the attacks available.
Level 12: Advanced Tower Shield Specialization, +1/Day Battlefield Medicine (1d8)
The training of the Legionnaire has further increased their familiarity with the Tower Shield. They further reduce the penalties to attack by 1 and the ACP of the Tower Shield by 3, (to -0 to Attacks and a -4 ACP). Additionally, Legionnaires with such training have advanced their use of their massive shields to the point that they can provide themselves total cover and still engage an opponent they are in adjacent melee with. As a full round action, the Legionnaires forego all benefits of the Tower Shield against a single opponent while providing themselves total cover against all other opponents around them. They get only one standard attack against the opponent and can use AoO’s against the opponent normally until the start of their next turn.
Level 14: Fear the Legion
Staring into a group of well trained, well focused warriors in ranks can be an unnerving experience. Even more so is this the case when those warriors rap their shields in time with each other or march with a single purpose on their targets. Legionnaires know how to use numbers to their advantage in such a way that through simple actions, they can send entire groups of enemies into a fearful cower. When the Legionnaire uses the demoralize ability of the Intimidate Skill, they can effect 1 additional target for every ally they are adjacent to. The Legionnaire rolls a single intimidate check to represent DC of the opposed level check of all targets.
Level 16: Tower Shield Mastery, +1/Day Battlefield Medicine (2d6)
The Legionnaire has grown so accustomed to the use of the tower shield that it is like an extension of their arm. They further reduce the penalties to ACP by 3 (to a total of -1 ACP) and, when using the Tower Shield to provide total cover, the Legionnaire is treated as though they have the Evasion ability.
Level 18: Stand as One
The Legionnaire’s know that together, they stand a far better chance of success in combat than alone. When adjacent to other Imperial characters, they become immune to all fear, compulsion and enchantment effects. Additionally, any non Legionnaire ally that is adjacent to one when targeted by fear, enchantment or compulsion effects receives a +4 bonus to their saves against these effects.
Level 20: Legionnaire of Legend, +1/day Battlefield Medicine (3d6)
Training of the Legionnaire has reached the pinnacle of their ability. They have become a legend on the battlefield and are mentioned in stories and ballads of the strongest, bravest, and most fearsome warriors ever. Their abilities with their weapons of preference increase as follows:
Short Swords: Legionnaires of Legend are able to deal brutal blows to critical areas on opponents bodies. The Threat range of short swords increases to 17-20, which stacks with Improved Critical and Keen abilities. In addition, any critical hit they strike deals an additional 1d6 Bleed damage to their targets. Bleed damage caused by this weapon only stops when the target receives magical healing or with a DC 20 Heal Check.
Spears: Legionnaires of Legend are able to stop even the most brutal charge of an enemy with their spears. When the spear is set against a charge, the Legionnaire can choose to either have the weapon deal triple damage, and if the opponent is hit by the attack, the Legionnaire can immediately make a trip check against the opponent as a free action. If the Legionnaire fails to trip the opponent, they may choose to drop their spear to avoid being tripped in return. Alternatively, they can choose to take a full attack action against the charging target, however they only deal double damage on their first attack. These attacks cannot be split amidst alternate enemies and must all be taken at this time.
Javelin: Legionnaires of Legend have sharpened their senses and strengthened their arms to deal devastating blows with their Javelins, without sacrificing anything by having the weapon out against adjacent targets. They no longer take any penalties for attacking in melee with the Javelin, can set their javelins against charge like they can with spears (though they do not qualify as spears for special abilities from Legionnaire of Legend) and can take Attacks of Opportunity at up to 1 full range increment with the Javelin.
Soldier of the Faith Fighter Variant
D8 hit die
Alignment MUST MATCH Gods alignment
Gain Skill points 4+int, add Knowledge Religion to the list of skills.
lose access to Tower Shields and level 20 Fighter bonus feat to gain extra skill points
Level1: Lose Fighter bonus feat, Gain Smite opposing Alignment (as per Paladins Smite progression)
2nd: gain Weapon Focus with Gods Favored Weapon
4th: gain ONE of three choices: Fighter Bonus Feat, Aura of Courage/Resolve/Debilitating/Despair(based on Paladin ability, based on Gods alignment), or Gods Grace (Divine Grace,but wisdom instead of charisma based)
6th:Fighter Bonus Feat, or Divine health
8th: Fighter bonus feat, or Lay on hands
10th, 12th, 14th, 16th,18th: Fighter bonus feats
Thane
Required: Omicron
Alignment
Any
Hit Die
d10.
Class Skills
The Thane’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the Thane:
Weapon and Armor Proficiency
A Thane is proficient with all simple and martial weapons, with light, medium, and heavy armor, and shields, but not tower shields.
Legendary Ability
Omicron folklore is rife with legends of mighty heroes who performed impossible deeds in the name of love, home, family, and personal glory. Thanes are the elite among the Omicron, who seek through rigorous physical training, mental resilience, and sheer guts to live up to these legends of the past, and carve their way into the history books on the battle field. While they lack the technical battlefield training of the Imperial Army, Thanes posses incredible passion, an uncanny knowledge of their homelands, and all the terrible strength the western folk are famous for. They are unmatched in personal combat.
By Choosing the Thane Variant, the fighter gives up certain feats in exchange for other abilities at specific levels.
Level 1: Favored Enemy [Ex]
As Per the Ranger Ability, restricted to choosing: Animal, Giant, Humanoid (Any, Taken Individually), Monstrous Humanoid, Undead. This ability does NOT stack with Favored Enemy Selections from Other Classes, but can stack with additional Favored enemy choices from The Thane class, gained at 8th and 16th level.
Level 2: Charging Cleave [Ex]
A Thane is used to fighting combatants in formation, and getting the most of their surprising ferocity on such foes. When charging, if the Thane drops an enemy target, they can Cleave into another adjacent target a though using the Cleave Feat. This allows an additional cleave if the character has the feat already, though only one cleave action may be taken per target.
Level 4: Dirty Medicine [Ex]
Thane’s often travel alone, or with smaller groups, and frequently get into scrapes and scraps with their enemies using Guerrilla tactics and hit-and-run maneuvers. Having the ability to quickly mend a wound and get back into a fight or continue a retreat and regroup is absolutely necessary. Starting at 4th Level, Once per day as a Full Round Action [Provokes AoO], the Thane can use packed dirt, moss, or other survival methods to mend a wound. Roll a Survival check DC 15. If you pass the Survival Check you heal an amount of HP on your target equal to 1d4 + Your Wisdom Modifier. Additional uses are gained every 4 Levels (to a maximum of 5 uses at level 20) and the amount healed increases by one damage die with each additional use (1d4, 1d6, 1d8, 2d6, 3d6). Dirty Medicine can only be used on a target once per day.
Level 6: Fighter Bonus Feat
Level 8: Battle Cry [Ex], +1 / Day Dirty Medicine (Die Increase, 1d6), 2nd Favored Enemy
The Thane may use the Intimidate Skill to Demoralize opponents far more effectively than others. The effect of demoralize increases in duration from 1 round, to 2 rounds, and they receive +2 to Demoralize any Favored Enemies.
Level 10: Slippery Mind
As per the Rogues Special Ability.
Level 12: Resolute Stand (Spell Effects), +1/Day Dirty Medicine (Die Increase, 1d8)
The Thane is capable of enduring in battle even after a normal soldiers body would give out. Once per day at 12th level, when the Thane has suffered any effect that would cause them to fall unconscious (including death effects), they may attempt a fortitude save with a DC of 20 to remain standing for 1 additional round. They may act normally during that round and may use any action at their disposal so long as that action would be completed by the end of their turn. At the end of their turn, the effects take hold in normal fashion immediately. During this additional round, it is possible for the thane to be saved from the clutches of death by dispelling magics, as though the effect was being caused to them during the later round.
Each action or effect performed by another that would cause the Thane to fall unconscious endured during the round in which they remain standing requires an additional save to ignore.
(Example: Tholar, the Thane is level 12 and is hit by a death touch spell and fails his save against the magic. He uses his Resolute Stand ability and passes the DC 20 - remaining standing. His ally, Oswald the Wizard, has a dispel magic prepared and casts it on Tholar on his next initiative, passing the necessary check to counter the Death Touch spell, and neutralizes the effect before it takes hold.
At level 16, Resolute Stand can be used to Ignore Critical Damage for 1 round. This allows the Thane to stand even when dying or dead, and receive life-saving healing during that time. Actions taken during this time still reduce HP, though full actions can be taken, as long as they would finish by the end of the Thanes turn.
(Example 2: Tholar, at level 16, is dropped to -5 HP. He rolls a Fortitude Save (DC 20) and succeeds. For the next round, he can act normally, making a full attack (suffering the -1 HP) before dropping. If Tholar is hit by another enemy and dropped to -20 HP, he must pass another Fortitude Save to remain standing, even though he would drop dead. If he passes the fortitude save, despite being low enough in HP to be dead, he can still be healed back to a survivable amount of damage.)
Level 14: Fighter Bonus Feat
Level 16: Resolute Stand (Critcal Damage), +1/Day Dirty Medice (Die Increase, 2d6), 3rd Favored Enemy
Level 18: Fighter Bonus Feat
Level 20: Power Critical, 1/Day Dirty Medicine (Die Increase 3d6)
The Thane’s ferocity in combat reaches its peak, allowing them to deal massive damage against their enemies with critical blows. Any time they get a critical hit, they deal one additional multiplier in damage (x2 is x3, x3 is x4, x4 is x5). In addition, targets hit by a critical blow from the Thane must pass a reflex save DC 5 + Damage Dealt or be thrown back 10’ and knocked prone. If the target would be thrown into an object by this attack, they slam into the object and both (the target and the object) receive 1d6 points of damage. If the object does not break, the target remains standing.
Legionnaire
Restriction: Imperial
Alignment
Any
Hit Die
d10.
Class Skills
The Legionnaire’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the Legionnaire
Weapon and Armor Proficiency
A Legionnaire is proficient with all simple and martial weapons, with light and medium armor, and shields (including tower shields).
Legionnaire Training [Ex]
In lieu of training with heavy armors, Legionnaires receive specialized training in weapons and tactics used by the Imperial Legions. When the Legionnaire would normally gain a fighter bonus feat, they instead gain the abilities listed below.
Level 1: Spear Specialist
Training with the Imperial Legions focuses on shoulder-to-shoulder rank and file marching and combat. One of their primary weapons they focus on is the spear, giving soldiers the ability to use the weapons in one hand when part of a shield wall by supporting it upon their own tower shield. When using a Tower Shield, the Legionnaire can wield any spear (including a long spear) with one hand, and may set the spear against charge as though wielding it in both hands.
Level 2: Short Blade Specialist
Furthering their front-line training, the Legionnaire develops the skills necessary to make sweeping blows with short blades and quickly switch from their long reaching spear weapons to their short-ranged swords. Legionnaires gain the ability to draw a short sword as a free action as though using quick draw, and may make piercing and slashing attacks with those weapons.
Level 4: Battlefield Medicine
Legionnaires are used to rank and file tactics, where the front line moves back into the rear of the unit in order to get rest while the second line moves forward. During this time, it’s important for the Legionnaire to be able to recover as best they can from whatever wounds they might have sustained. Starting at 4th Level, Once per day as a Full Round Action [Provokes AoO], the Legionnaire can use herb packets, sutures and bandages to provide themselves relief and lessen pain from their wounds. Roll a Heal check DC 15. If you pass the Heal Check your target gains an amount of HP equal to 1d4 + Your Wisdom Modifier. Additional uses are gained every 4 Levels (to a maximum of 5 uses at level 20) and the amount healed increases by one damage die with each additional use (1d4, 1d6, 1d8, 2d6, 3d6). Battlefield Medicine can only be used on a target once per day.
Level 6: Javelin Specialist
Wielding a ranged weapon can prove invaluable in combat, and back in the lines, Legionnaires must be able to heft javelins over the heads of their allys with great accuracy. The Legionnaire can increase the range of a javelin by 20 feet and can hurl the weapon into melee combat as though using the Precise Shot feat. Fighter Bonus Feat
Level 8: Tower Shield Specialist, +1/Day Battlefield Medicine (1d6)
Massive Shields have become a main element of the Imperial Legions army, and as such the Legionnaire has trained many hours with the use of the Tower Shield in combat. They reduce the attack penalty from the Tower Shield by 1 and reduce the Armor Check Penalty of the Tower Shield by 3 (to -1 to Attacks and -7 ACP).
Level 10: Advanced Unit Tactics
Side-by-Side fighting is a key element of training in all Imperial combat, and the Legionnaires spend a great deal more time standing alongside their allies running drills and practicing these skills. Any time a Legionnaire is in combat with another Imperial ally, they can use an Immediate action to roll Aid Another for any opposed roll or skill check the ally makes without provoking attacks of opportunity.
In addition, any time an ally gains an Attack of Opportunity against a target which is within the Legionnaires melee threat range, the Legionnaire may use an immediate action to gain an attack of opportunity against that opponent as well. They are still limited to the number of attacks of opportunity they would normally receive in a round, but this may allow them to make two attacks of opportunity on a target (one for their own threat, one for their immediate action), provided they have the attacks available.
Level 12: Advanced Tower Shield Specialization, +1/Day Battlefield Medicine (1d8)
The training of the Legionnaire has further increased their familiarity with the Tower Shield. They further reduce the penalties to attack by 1 and the ACP of the Tower Shield by 3, (to -0 to Attacks and a -4 ACP). Additionally, Legionnaires with such training have advanced their use of their massive shields to the point that they can provide themselves total cover and still engage an opponent they are in adjacent melee with. As a full round action, the Legionnaires forego all benefits of the Tower Shield against a single opponent while providing themselves total cover against all other opponents around them. They get only one standard attack against the opponent and can use AoO’s against the opponent normally until the start of their next turn.
Level 14: Fear the Legion
Staring into a group of well trained, well focused warriors in ranks can be an unnerving experience. Even more so is this the case when those warriors rap their shields in time with each other or march with a single purpose on their targets. Legionnaires know how to use numbers to their advantage in such a way that through simple actions, they can send entire groups of enemies into a fearful cower. When the Legionnaire uses the demoralize ability of the Intimidate Skill, they can effect 1 additional target for every ally they are adjacent to. The Legionnaire rolls a single intimidate check to represent DC of the opposed level check of all targets.
Level 16: Tower Shield Mastery, +1/Day Battlefield Medicine (2d6)
The Legionnaire has grown so accustomed to the use of the tower shield that it is like an extension of their arm. They further reduce the penalties to ACP by 3 (to a total of -1 ACP) and, when using the Tower Shield to provide total cover, the Legionnaire is treated as though they have the Evasion ability.
Level 18: Stand as One
The Legionnaire’s know that together, they stand a far better chance of success in combat than alone. When adjacent to other Imperial characters, they become immune to all fear, compulsion and enchantment effects. Additionally, any non Legionnaire ally that is adjacent to one when targeted by fear, enchantment or compulsion effects receives a +4 bonus to their saves against these effects.
Level 20: Legionnaire of Legend, +1/day Battlefield Medicine (3d6)
Training of the Legionnaire has reached the pinnacle of their ability. They have become a legend on the battlefield and are mentioned in stories and ballads of the strongest, bravest, and most fearsome warriors ever. Their abilities with their weapons of preference increase as follows:
Short Swords: Legionnaires of Legend are able to deal brutal blows to critical areas on opponents bodies. The Threat range of short swords increases to 17-20, which stacks with Improved Critical and Keen abilities. In addition, any critical hit they strike deals an additional 1d6 Bleed damage to their targets. Bleed damage caused by this weapon only stops when the target receives magical healing or with a DC 20 Heal Check.
Spears: Legionnaires of Legend are able to stop even the most brutal charge of an enemy with their spears. When the spear is set against a charge, the Legionnaire can choose to either have the weapon deal triple damage, and if the opponent is hit by the attack, the Legionnaire can immediately make a trip check against the opponent as a free action. If the Legionnaire fails to trip the opponent, they may choose to drop their spear to avoid being tripped in return. Alternatively, they can choose to take a full attack action against the charging target, however they only deal double damage on their first attack. These attacks cannot be split amidst alternate enemies and must all be taken at this time.
Javelin: Legionnaires of Legend have sharpened their senses and strengthened their arms to deal devastating blows with their Javelins, without sacrificing anything by having the weapon out against adjacent targets. They no longer take any penalties for attacking in melee with the Javelin, can set their javelins against charge like they can with spears (though they do not qualify as spears for special abilities from Legionnaire of Legend) and can take Attacks of Opportunity at up to 1 full range increment with the Javelin.
Soldier of the Faith Fighter Variant
D8 hit die
Alignment MUST MATCH Gods alignment
Gain Skill points 4+int, add Knowledge Religion to the list of skills.
lose access to Tower Shields and level 20 Fighter bonus feat to gain extra skill points
Level1: Lose Fighter bonus feat, Gain Smite opposing Alignment (as per Paladins Smite progression)
2nd: gain Weapon Focus with Gods Favored Weapon
4th: gain ONE of three choices: Fighter Bonus Feat, Aura of Courage/Resolve/Debilitating/Despair(based on Paladin ability, based on Gods alignment), or Gods Grace (Divine Grace,but wisdom instead of charisma based)
6th:Fighter Bonus Feat, or Divine health
8th: Fighter bonus feat, or Lay on hands
10th, 12th, 14th, 16th,18th: Fighter bonus feats