TheFamilarRaven
2014-03-05, 01:12 AM
Perhaps this idea has been done before ... I've never seen it on these forums though, so i'll try my hand at it.
This class is based around my campaign world, (more specifically, a country within that has greek/roman influence). To give a better example, imagine the battle of Thermopylae with magic and legionaries, rather than Spartans. :smalltongue: And you'll see the inspiration for these class.
But without further ado, I present this PrC's: the Myzandian Centurion!
**note, there is another class (Sentinel Mage) that goes along with the Centurion, but it's still WiP so I'll post it in a new thread when its ready!
The Centurion
"...And the army of Vel looked over their dead upon the field of battle, and saw the wall of death that was the legion of Lorethos. A mere fraction of the Velmeran horde, yet they stood defiant, with not a single man dead or wounded. And thus the Velmera discovered what it means 'to fear'..." -Excerpt from the Battle of Andalus.
Known in modern times as Centurions, these elite soldiers of the Myzandian Republic make up the most deadly of battlefield units. They stand tall, with massive shields to protect their allies, and to deal death to their foes. Among the Myzandian army, there is no higher honor than to become a Centurion.
Becoming A Centurion
Only soldiers who have proven themselves skilled and loyal can become a Centurion. Many noble families in Myzandus train their children from birth to become Centurions. Regardless, only individuals who manage to perform great acts of valor in the name of the Republic can hope to join the ranks of the Centurions.
Entry Requirements
Base Attack Bonus: +6
Proficiency: Must be proficient with heavy armors and tower shields.
Feats: Improved Shield Bash, Phalanx Fighting, Shield Charge,
Special: Must have been publicly commended for an act of valor by a public official of the Myzandian government or military. (example, a governor, general or senator).
Class Features
As you advance in the centurion class, you become a master of using a shield to protect yourself as well as your allies, and beating your enemies into the dirt with it.
Hit Die: d12
Skills: 2 + INT modifier
Climb (STR), Craft (INT), Diplomacy (CHA), Heal (WIS), Intimidate (CHA) Jump (STR), Ride (DEX), Survival (WIS), Swim (STR)
{table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special
1 | +1 | +2 | +0 | +2 | Legionnaire Tactics, Wall of Death (1d8)
2 | +2 | +3 | +0 | +3 | Stand Proud, Strong Arm
3 | +3 | +3 | +1 | +3 | Attuned Shield, Got Your Back
4 | +4 | +4 | +1 | +4 | Improved Legionnaire Tactics, Wall of Death (1d10)
5 | +5 | +4 | +1 | +4 | Grit
6 | +6 | +5 | +2 | +5 | Mirror Shield
7 | +7 | +5 | +2 | +5 | Shield Cover
8 | +8 | +6 | +2 | +6 | Greater Legionnaire Tactics, Wall of Death (1d12)
9 | +9 | +6 | +3 | +6 | Mettle
10 | +10 | +7 | +3 | +7 | True Grit[/table]
Legionnaire Tactics Ex): Centurions are taught how to wield both sword and shield flawlessly in combat. Treat the Centurion has having the Two-Weapon Fighting feat when using a shield bash. This improves to Improved Two Weapon Fighting at 4th level and Greater Two Weapon Fighting at 8th level. He may not use this ability if he is holding two shields. Additionally, if the Centurion has Weapon Focus, (and any feat that requires Weapon Focus) with a weapon other than shields, he may apply the bonuses of those feats to his shield bashes, provided he is wielding the same weapon he chose Weapon Focus with.
Wall of Death EX): The Centurion adept at wielding even the biggest shields in melee. He can now shield bash with tower shields, following the normal rules for doing so. A tower shield deals 1d8 points of bludgeoning damage.
At 4th level, the Centurion's shield becomes even deadlier. The damage die increases to 1d10. Additionally, the Centurion can now perform a Powerful Bash which debilitates his opponent. Upon a successful shield bash, the Centurion may attempt a Bullrush as an immediate action, that provokes no attacks of opportunity. If successful, the target flies backwards the number of spaces that they would have been pushed, while the Centurion stays in the same spot. Target must succeed a fortitude save with a DC equal to (10 + damage dealt by shield bash), or be stunned for 1d4 rounds. Any creatures in the way must make an opposed bullrush check against the Centurion's first bullrush roll, or be knocked prone. Upon a successful check, the creature remains standing, and the target of the shield bash lands in the square in front of that creature. The Centurion can only perform this ability a number of times per encounter equal to his STR Modifier (minimum of 1), or every hour, which ever comes first.
At 8th level, the Centurion's shield bash is further improved. The damage die is now 1d12. Additionally, creatures who are knocked prone by the original target of the shield bash must also make a fortitude save equal to (10 + shield bash damage +/- 4 for every size category larger/smaller the original creature is) or be stunned for 1 round. The Centurion also gets a bonus to any bullrush attempt equal to 1/2 his Centurion levels, provided if he is wielding a shield, and a weapon other than a shield.
Stand Proud EX): Centurions are among the most determined combatants known in the world. The longer they fight, the more momentum they build, which eventually crushes their opposition. When an enemy within 30ft of the Centurion dies, all allies, (including the Centurion), receive a +1 morale bonus to attack and damage rolls made with weapons and shield Bashes for 5 rounds. This ability can stack, and each time it does, the duration is reset to 5 rounds.
The maximum bonus is 1/2 the Centurion's class levels, but is not limited to one Centurion. In other words, multiple Centurions with this ability have their bonuses stack. However, the bonus can not exceed +10 in this way. If the bonus is at its maximum, the duration simply resets to 5 rounds if another enemy dies within 30ft, instead of the bonus improving to +11. Allies must be able to see the Centurion to receives the benefit of Stand Proud. This ability can not function if the Centurion is unconscious, but any bonuses gained are still in effect for the remainder of the ability.
Strong Arm EX): By 2nd level, the Centurion is well used to the weight of his shield. The Centurion may now choose to treat his Shield Bash as his main hand, and treat another weapon (other than a shield) as a light weapon, for the purposes of two-weapon fighting.
The Centurion has also adapted to the weight and length of spears. He may now treat spears and longspears as a one-handed weapons, although he must still follow the normal rules for reach weapons. Also, he may throw tridents, spears and longspears as if they were javelins.
Attuned Shield SU): Through great focus and difficult training, the Centurion becomes attuned to their shield. By spending an hour of practice with a shield, they can add its enhancement bonus to attack and damage rolls when shield bashing. During the process of this attuning, the Centurion may also apply the special property of his weapon to his shield. This has a few restrictions, however. The Centurion may only add special properties to his shield, not enhancement bonus. He may not add more special properties to his shield that have a total enhancement value of more than 1/2 his Centurion class levels (rounded down). The Centurion can not add a special weapon property to his shield if the property can not be applied to bludgeoning weapons, like the Keen property. The special property added always functions, provided that the Centurion is wielding a weapon with the same properties. If for whatever reason the Centurion is not wielding a weapon with the same properties as the one added, those properties will no longer function until the Centurion wields a weapon with those properties. Finally, the Centurion can not apply the special properties of his weapon to his shield, if his shield is already enchanted with a special weapon property.
For example, if Bendarius is a level 5 Centurion, he can apply special properties from his weapon to his shield, as long as the total enhancement bonus of the special properties doesn't exceed +2. He wields a +1 Flaming Spear of Shocking Burst, so while he is attuning his shield, he may either add the Shocking Burst (+2 bonus) property to his +1 Towershield of Cold Resistance, or just the flaming (+1 bonus) property, but not both, (because that would be a total of +3).
Got Your Back EX): The Centurion is a master of phalanx fighting. By 3rd level, he can even protect those without a shield. Every ally adjacent to the Centurion receives 1/2 the Centurion's shield bonus (including enchantment bonus) to AC. This ability can stack with other Centurions, and the Phalanx Fighting feat. This ability does not function if the Centurion is prone or unconscious.
Grit EX): The life of an elite soldier strengthens the body and mind to near impossible limits. By 5th level, the Centurion can go for forty-eight hours without food, water or rest. In addition, he only needs to make endurance checks to avoid non-lethal damage from over-exertion every twenty-four hours of activity.
Even more remarkable is the Centurion's refusal to back down. He gains a bonus to resist Bullrush, Knock down and overrun attempts equal to his Centurion class levels. Additionally, once per day, the Centurion may enter a battle trance that lasts a number of rounds equal to the Centurion's class level. The trance allows him to negate death from hitpoint loss and function normally even below 0 hitpoints. He still accumulates damage as normal, and may still die if his total hitpoints are below the death threshold when the trance ends. The Centurion can use this ability 2/day at level 10.
Mirror shield SU): Starting at 6th level, the Centurion has learned how to use his shield to better deflect magics and similar abilities. He may now add his shield bonus as a deflection modifier to his Touch AC. In addition, if a spell targeting the Centurion is a ranged touch attack, the spell is reflected back at the caster if the caster missed the touch attack.
Adjacent allies get half the Centurion's bonus as a deflection bonus to their touch AC, and the Centurion can still reflect ranged touch attacks that miss adjacent allies. This can stack with other Centurions. This ability does not function if the Centurion is prone or unconscious.
Shield Cover EX): The Centurion can sense impending danger and duck behind his shield quickly. By 7th level, he gains his shield bonus to reflex saves and is treated as having Evasion, as a Rogue. Adjacent allies gain half the Centurion's bonus to their reflex save. This ability can stack with other Centurions. This ability does not function if the Centurion is prone or unconscious.
Mettle EX): Starting a 9th level, a Centurion can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. A Centurion does not gain the benefit of Mettle if he is unconscious.
True Grit EX): When a Centurion reaches 10th level, he has become an unstoppable force on the battle field. He becomes immune to magical Death effects. In addition, while utilizing one of his daily uses of the Grit ability, he gains DR 15/-, which stacks with any other source of DR. Furthermore, if his battle trance ends while he is below -10 hitpoints, he may make a fortitude save with a DC equal to (his negative hitpoints - 10). If successful, the Centurion stabilizes at -9 and is unconscious. If the Centurion fails, he dies as normal.
For example, Bendarius is a level 10 Centurion. At the end of his battle trance, he has -40 hitpoints. If he succeeds a DC 30 Fortitude save, he stabilizes at -9 hitpoints.
Ex-centurions
Any Centurions caught breaking the laws of the Myzandian Republic, whether they be civilian or military laws, are dis-honorably discharged. They can not advance any further in the Centurion class until they are pardoned for their crime(s). They still retain any class features they had.
Playing A Centurion
As a Centurion, you strive to be a dedicated solder and hero of Myzandus. Whether you are assigned to a strike team of Centurions, or promoted to an officer position within the Myzadian army, the welfare of the Republic and its citizens is your highest priority. You may stop adventuring if your duties call you elsewhere, or perhaps you are given leave to operate as you see fit. Regardless, you choose that path you think will be the most beneficial for your country, and root out any of its enemies.
Combat
The Centurion is ideally at the front lines, blocking enemies from moving past him to his less protected friends. He tries to stand next to as many allies as he can in melee, so he can make the best use of his abilities. Failing that, the Centurion will find the most defensible position and hold out for as long as he can.
Advancement
You were never one to take up arms without good cause or reason. It's that defining characteristic, that allowed you to heroically put yourself beyond the call of duty, earning your medals and acceptance as a Centurion. As you advance in the Centurion class, your strength and resolve only increases, as does your reputation. By 10th level, you have become a national hero, and may even be renowned world wide.
Resources
A Centurion often has access to military bases, supplies and sometimes he can even request the aid of locally stationed soldiers. Many inns and taverns will provide free room and board for you, so long as you are in the Myzandian Republic. You can request the military for intelligence on your current mission if possible.
Adaptation
The centurion can be added into any campaign setting that have professional armies. Alternatively, centurions can be a guild of warriors or an elite order of knights.
There you have it ... please PEACH to your heart's content, any feed back is appreciated ....
This class is based around my campaign world, (more specifically, a country within that has greek/roman influence). To give a better example, imagine the battle of Thermopylae with magic and legionaries, rather than Spartans. :smalltongue: And you'll see the inspiration for these class.
But without further ado, I present this PrC's: the Myzandian Centurion!
**note, there is another class (Sentinel Mage) that goes along with the Centurion, but it's still WiP so I'll post it in a new thread when its ready!
The Centurion
"...And the army of Vel looked over their dead upon the field of battle, and saw the wall of death that was the legion of Lorethos. A mere fraction of the Velmeran horde, yet they stood defiant, with not a single man dead or wounded. And thus the Velmera discovered what it means 'to fear'..." -Excerpt from the Battle of Andalus.
Known in modern times as Centurions, these elite soldiers of the Myzandian Republic make up the most deadly of battlefield units. They stand tall, with massive shields to protect their allies, and to deal death to their foes. Among the Myzandian army, there is no higher honor than to become a Centurion.
Becoming A Centurion
Only soldiers who have proven themselves skilled and loyal can become a Centurion. Many noble families in Myzandus train their children from birth to become Centurions. Regardless, only individuals who manage to perform great acts of valor in the name of the Republic can hope to join the ranks of the Centurions.
Entry Requirements
Base Attack Bonus: +6
Proficiency: Must be proficient with heavy armors and tower shields.
Feats: Improved Shield Bash, Phalanx Fighting, Shield Charge,
Special: Must have been publicly commended for an act of valor by a public official of the Myzandian government or military. (example, a governor, general or senator).
Class Features
As you advance in the centurion class, you become a master of using a shield to protect yourself as well as your allies, and beating your enemies into the dirt with it.
Hit Die: d12
Skills: 2 + INT modifier
Climb (STR), Craft (INT), Diplomacy (CHA), Heal (WIS), Intimidate (CHA) Jump (STR), Ride (DEX), Survival (WIS), Swim (STR)
{table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special
1 | +1 | +2 | +0 | +2 | Legionnaire Tactics, Wall of Death (1d8)
2 | +2 | +3 | +0 | +3 | Stand Proud, Strong Arm
3 | +3 | +3 | +1 | +3 | Attuned Shield, Got Your Back
4 | +4 | +4 | +1 | +4 | Improved Legionnaire Tactics, Wall of Death (1d10)
5 | +5 | +4 | +1 | +4 | Grit
6 | +6 | +5 | +2 | +5 | Mirror Shield
7 | +7 | +5 | +2 | +5 | Shield Cover
8 | +8 | +6 | +2 | +6 | Greater Legionnaire Tactics, Wall of Death (1d12)
9 | +9 | +6 | +3 | +6 | Mettle
10 | +10 | +7 | +3 | +7 | True Grit[/table]
Legionnaire Tactics Ex): Centurions are taught how to wield both sword and shield flawlessly in combat. Treat the Centurion has having the Two-Weapon Fighting feat when using a shield bash. This improves to Improved Two Weapon Fighting at 4th level and Greater Two Weapon Fighting at 8th level. He may not use this ability if he is holding two shields. Additionally, if the Centurion has Weapon Focus, (and any feat that requires Weapon Focus) with a weapon other than shields, he may apply the bonuses of those feats to his shield bashes, provided he is wielding the same weapon he chose Weapon Focus with.
Wall of Death EX): The Centurion adept at wielding even the biggest shields in melee. He can now shield bash with tower shields, following the normal rules for doing so. A tower shield deals 1d8 points of bludgeoning damage.
At 4th level, the Centurion's shield becomes even deadlier. The damage die increases to 1d10. Additionally, the Centurion can now perform a Powerful Bash which debilitates his opponent. Upon a successful shield bash, the Centurion may attempt a Bullrush as an immediate action, that provokes no attacks of opportunity. If successful, the target flies backwards the number of spaces that they would have been pushed, while the Centurion stays in the same spot. Target must succeed a fortitude save with a DC equal to (10 + damage dealt by shield bash), or be stunned for 1d4 rounds. Any creatures in the way must make an opposed bullrush check against the Centurion's first bullrush roll, or be knocked prone. Upon a successful check, the creature remains standing, and the target of the shield bash lands in the square in front of that creature. The Centurion can only perform this ability a number of times per encounter equal to his STR Modifier (minimum of 1), or every hour, which ever comes first.
At 8th level, the Centurion's shield bash is further improved. The damage die is now 1d12. Additionally, creatures who are knocked prone by the original target of the shield bash must also make a fortitude save equal to (10 + shield bash damage +/- 4 for every size category larger/smaller the original creature is) or be stunned for 1 round. The Centurion also gets a bonus to any bullrush attempt equal to 1/2 his Centurion levels, provided if he is wielding a shield, and a weapon other than a shield.
Stand Proud EX): Centurions are among the most determined combatants known in the world. The longer they fight, the more momentum they build, which eventually crushes their opposition. When an enemy within 30ft of the Centurion dies, all allies, (including the Centurion), receive a +1 morale bonus to attack and damage rolls made with weapons and shield Bashes for 5 rounds. This ability can stack, and each time it does, the duration is reset to 5 rounds.
The maximum bonus is 1/2 the Centurion's class levels, but is not limited to one Centurion. In other words, multiple Centurions with this ability have their bonuses stack. However, the bonus can not exceed +10 in this way. If the bonus is at its maximum, the duration simply resets to 5 rounds if another enemy dies within 30ft, instead of the bonus improving to +11. Allies must be able to see the Centurion to receives the benefit of Stand Proud. This ability can not function if the Centurion is unconscious, but any bonuses gained are still in effect for the remainder of the ability.
Strong Arm EX): By 2nd level, the Centurion is well used to the weight of his shield. The Centurion may now choose to treat his Shield Bash as his main hand, and treat another weapon (other than a shield) as a light weapon, for the purposes of two-weapon fighting.
The Centurion has also adapted to the weight and length of spears. He may now treat spears and longspears as a one-handed weapons, although he must still follow the normal rules for reach weapons. Also, he may throw tridents, spears and longspears as if they were javelins.
Attuned Shield SU): Through great focus and difficult training, the Centurion becomes attuned to their shield. By spending an hour of practice with a shield, they can add its enhancement bonus to attack and damage rolls when shield bashing. During the process of this attuning, the Centurion may also apply the special property of his weapon to his shield. This has a few restrictions, however. The Centurion may only add special properties to his shield, not enhancement bonus. He may not add more special properties to his shield that have a total enhancement value of more than 1/2 his Centurion class levels (rounded down). The Centurion can not add a special weapon property to his shield if the property can not be applied to bludgeoning weapons, like the Keen property. The special property added always functions, provided that the Centurion is wielding a weapon with the same properties. If for whatever reason the Centurion is not wielding a weapon with the same properties as the one added, those properties will no longer function until the Centurion wields a weapon with those properties. Finally, the Centurion can not apply the special properties of his weapon to his shield, if his shield is already enchanted with a special weapon property.
For example, if Bendarius is a level 5 Centurion, he can apply special properties from his weapon to his shield, as long as the total enhancement bonus of the special properties doesn't exceed +2. He wields a +1 Flaming Spear of Shocking Burst, so while he is attuning his shield, he may either add the Shocking Burst (+2 bonus) property to his +1 Towershield of Cold Resistance, or just the flaming (+1 bonus) property, but not both, (because that would be a total of +3).
Got Your Back EX): The Centurion is a master of phalanx fighting. By 3rd level, he can even protect those without a shield. Every ally adjacent to the Centurion receives 1/2 the Centurion's shield bonus (including enchantment bonus) to AC. This ability can stack with other Centurions, and the Phalanx Fighting feat. This ability does not function if the Centurion is prone or unconscious.
Grit EX): The life of an elite soldier strengthens the body and mind to near impossible limits. By 5th level, the Centurion can go for forty-eight hours without food, water or rest. In addition, he only needs to make endurance checks to avoid non-lethal damage from over-exertion every twenty-four hours of activity.
Even more remarkable is the Centurion's refusal to back down. He gains a bonus to resist Bullrush, Knock down and overrun attempts equal to his Centurion class levels. Additionally, once per day, the Centurion may enter a battle trance that lasts a number of rounds equal to the Centurion's class level. The trance allows him to negate death from hitpoint loss and function normally even below 0 hitpoints. He still accumulates damage as normal, and may still die if his total hitpoints are below the death threshold when the trance ends. The Centurion can use this ability 2/day at level 10.
Mirror shield SU): Starting at 6th level, the Centurion has learned how to use his shield to better deflect magics and similar abilities. He may now add his shield bonus as a deflection modifier to his Touch AC. In addition, if a spell targeting the Centurion is a ranged touch attack, the spell is reflected back at the caster if the caster missed the touch attack.
Adjacent allies get half the Centurion's bonus as a deflection bonus to their touch AC, and the Centurion can still reflect ranged touch attacks that miss adjacent allies. This can stack with other Centurions. This ability does not function if the Centurion is prone or unconscious.
Shield Cover EX): The Centurion can sense impending danger and duck behind his shield quickly. By 7th level, he gains his shield bonus to reflex saves and is treated as having Evasion, as a Rogue. Adjacent allies gain half the Centurion's bonus to their reflex save. This ability can stack with other Centurions. This ability does not function if the Centurion is prone or unconscious.
Mettle EX): Starting a 9th level, a Centurion can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. A Centurion does not gain the benefit of Mettle if he is unconscious.
True Grit EX): When a Centurion reaches 10th level, he has become an unstoppable force on the battle field. He becomes immune to magical Death effects. In addition, while utilizing one of his daily uses of the Grit ability, he gains DR 15/-, which stacks with any other source of DR. Furthermore, if his battle trance ends while he is below -10 hitpoints, he may make a fortitude save with a DC equal to (his negative hitpoints - 10). If successful, the Centurion stabilizes at -9 and is unconscious. If the Centurion fails, he dies as normal.
For example, Bendarius is a level 10 Centurion. At the end of his battle trance, he has -40 hitpoints. If he succeeds a DC 30 Fortitude save, he stabilizes at -9 hitpoints.
Ex-centurions
Any Centurions caught breaking the laws of the Myzandian Republic, whether they be civilian or military laws, are dis-honorably discharged. They can not advance any further in the Centurion class until they are pardoned for their crime(s). They still retain any class features they had.
Playing A Centurion
As a Centurion, you strive to be a dedicated solder and hero of Myzandus. Whether you are assigned to a strike team of Centurions, or promoted to an officer position within the Myzadian army, the welfare of the Republic and its citizens is your highest priority. You may stop adventuring if your duties call you elsewhere, or perhaps you are given leave to operate as you see fit. Regardless, you choose that path you think will be the most beneficial for your country, and root out any of its enemies.
Combat
The Centurion is ideally at the front lines, blocking enemies from moving past him to his less protected friends. He tries to stand next to as many allies as he can in melee, so he can make the best use of his abilities. Failing that, the Centurion will find the most defensible position and hold out for as long as he can.
Advancement
You were never one to take up arms without good cause or reason. It's that defining characteristic, that allowed you to heroically put yourself beyond the call of duty, earning your medals and acceptance as a Centurion. As you advance in the Centurion class, your strength and resolve only increases, as does your reputation. By 10th level, you have become a national hero, and may even be renowned world wide.
Resources
A Centurion often has access to military bases, supplies and sometimes he can even request the aid of locally stationed soldiers. Many inns and taverns will provide free room and board for you, so long as you are in the Myzandian Republic. You can request the military for intelligence on your current mission if possible.
Adaptation
The centurion can be added into any campaign setting that have professional armies. Alternatively, centurions can be a guild of warriors or an elite order of knights.
There you have it ... please PEACH to your heart's content, any feed back is appreciated ....