Metastachydium
2023-07-20, 09:40 AM
Insurgent
Hit Die: d4.
Requirements
To qualify to become an insurgent, a character must fulfill all the following criteria.
Saves
Highest base save bonus must be lower than base attack bonus.
Skills
Profession (farmer) 5 ranks or Profession (herder) 5 ranks.
Special
Must have joined a peasant uprising at some point.
Class Skills
The insurgent’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis) and Use Rope (Dex).
Skill Points at Each Level: 2 + Int modifier.
Table: The Insurgent
LevelBABFortRefWillSpecial
1st+0+0+0+2Strength in numbers
2nd+1+0+0+3Endurance
3rd+2+1+1+3Toughness
4th+3+1+1+4Dogged defiance
Class Features
All of the following are class features of the insurgent.
Weapon and Armor Proficiency
Insurgents are proficient with the club, fauchard, torch, sling, straight scythe and pitchfork. Insurgents are proficient with padded and wicker armour, but not with shields.
Strength in Numbers (Ex)
What they lack in skill and equipment is balanced by the insurgents' numbers and the confidence these grant. As long as an insurgent is adjacent to at least one other insurgent, she gains a +1 morale bonus on attack rolls, initiative checks and saving throws against charm, fear and compulsion effects for each adjacent insurgent. This bonus can never be higher than the number of insurgent levels she possesses.
Endurance
At level 2, an insurgent gains Endurance as a bonus feat, alongside a growing determination to carry on, no matter what.
Toughness
Hardened by the struggle, at level 3, an insurgent gains Toughness as a bonus feat.
Dogged Defiance (Ex)
An insurgent who got this far has seen it all and fought many an uphill, losing battle. A 4th level insurgent can no longer be rendered shaken by any means mundane or magical.
New Weapons:
Simple Weapons
Cost
Damage (S)
Damage (M)
Critical
Range Increment
Weight
Type
One-Handed Melee Weapon
Pitchfork
1 gp
1d6
1d8
×2
–
4 lb.
Piercing
Two-Handed Melee Weapon
Scythe, straight
4 gp
1d6
1d8
×2
–
8 lb.
Piercing or slashing
♣
Yes, I gave 'em Toughness. They're Commoners, damn it, they deserve the worst feats! Anyway, stay tuned if you will. More might come.
Hit Die: d4.
Requirements
To qualify to become an insurgent, a character must fulfill all the following criteria.
Saves
Highest base save bonus must be lower than base attack bonus.
Skills
Profession (farmer) 5 ranks or Profession (herder) 5 ranks.
Special
Must have joined a peasant uprising at some point.
Class Skills
The insurgent’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis) and Use Rope (Dex).
Skill Points at Each Level: 2 + Int modifier.
Table: The Insurgent
LevelBABFortRefWillSpecial
1st+0+0+0+2Strength in numbers
2nd+1+0+0+3Endurance
3rd+2+1+1+3Toughness
4th+3+1+1+4Dogged defiance
Class Features
All of the following are class features of the insurgent.
Weapon and Armor Proficiency
Insurgents are proficient with the club, fauchard, torch, sling, straight scythe and pitchfork. Insurgents are proficient with padded and wicker armour, but not with shields.
Strength in Numbers (Ex)
What they lack in skill and equipment is balanced by the insurgents' numbers and the confidence these grant. As long as an insurgent is adjacent to at least one other insurgent, she gains a +1 morale bonus on attack rolls, initiative checks and saving throws against charm, fear and compulsion effects for each adjacent insurgent. This bonus can never be higher than the number of insurgent levels she possesses.
Endurance
At level 2, an insurgent gains Endurance as a bonus feat, alongside a growing determination to carry on, no matter what.
Toughness
Hardened by the struggle, at level 3, an insurgent gains Toughness as a bonus feat.
Dogged Defiance (Ex)
An insurgent who got this far has seen it all and fought many an uphill, losing battle. A 4th level insurgent can no longer be rendered shaken by any means mundane or magical.
New Weapons:
Simple Weapons
Cost
Damage (S)
Damage (M)
Critical
Range Increment
Weight
Type
One-Handed Melee Weapon
Pitchfork
1 gp
1d6
1d8
×2
–
4 lb.
Piercing
Two-Handed Melee Weapon
Scythe, straight
4 gp
1d6
1d8
×2
–
8 lb.
Piercing or slashing
♣
Yes, I gave 'em Toughness. They're Commoners, damn it, they deserve the worst feats! Anyway, stay tuned if you will. More might come.