Rion
2008-01-08, 01:44 PM
This is my first class. I would like if any of you had some ideas for better names.
Militia
Hit Die
d10.
Class Skills
A militia’s class skills (and the key ability for each skill) are Climb (Str), Craft (Armoursmithing and Weaponsmithing) (Int), Gather Information (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), and Spot (Wis).
Skill Points Per Level
4 + Int modifier
Militia
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Weapon Training, Survivalist
2nd|
+2|
+3|
+0|
+0|Forced March
3rd|
+3|
+3|
+1|
+1|
4th|
+4|
+4|
+1|
+1|Bonus Feat
5th|
+5|
+4|
+1|
+1|Strongbow
6th|
+6|
+5|
+2|
+2|
7th|
+7|
+5|
+2|
+2|Improved Weapon Training
8th|
+8|
+6|
+2|
+2|Bonus Feat
9th|
+9|
+6|
+3|
+3|Greater Weapon Training
10th|
+10|
+7|
+3|
+3|Improved Survivalist
11th|
+11|
+7|
+3|
+3|Bonus Feat
12th|
+12|
+8|
+4|
+4|Improved Forced March
13th|
+13|
+8|
+4|
+4|
14th|
+14|
+9|
+4|
+4|Bonus Feat
15th|
+15|
+9|
+5|
+5|Bonus Feat
16th|
+16|
+10|
+5|
+5|
17th|
+17|
+10|
+5|
+5|Bonus Feat
18th|
+18|
+11|
+6|
+6|
19th|
+19|
+11|
+6|
+6|Bonus Feat
20th|
+20|
+12|
+6|
+6|Great Forced March[/table]
Bonus Feats: Militias can choose from the same list of bonus feats as fighters.
Weapon Training: Choose three weapons: The two first gain +1 to attack rolls, the third gets no bonus. All other weapons gain -1 to attack rolls
Improved Weapon Training: You gain +1 on damage rolls with the first weapon. This bonus stacks with Weapon Training.
Greater Weapon Training: You gain +1 on attack rolls with all chosen weapons. This bonus stacks with Improved Weapon Training and Weapon Training. Other weapons are unaffected by this.
Survivalist: A Militia gain +2 to Survival and Heal checks. +1 to Jump, Balance, Climb and Swim checks.
Improved Survivalist: You gain +2 to Survival, Heal, Jump, Climb, Balance and Swim checks. Use normal armour check penalty instead of double for swim. This bonus stacks with Survivalist.
Strongbow: You can use your strength bonus on attack rolls with a bow, instead of your dexterity bonus. You can add your Strength bonus to damage rolls with bows. Neither bonus works with crossbows or other ranged weapons.
Forced March: You increase your speed with 5.
Improved Forced March: Medium and heavy load and medium and heavy armour does not affect your speed.
Great Forced March: +4 bonus on saving throws against poison and disease. +12 on saving throws against fear. Decrease your armour check penalty by 3 when wearing medium armour and 4 when wearing heavy armour.
Militia
Hit Die
d10.
Class Skills
A militia’s class skills (and the key ability for each skill) are Climb (Str), Craft (Armoursmithing and Weaponsmithing) (Int), Gather Information (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), and Spot (Wis).
Skill Points Per Level
4 + Int modifier
Militia
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Weapon Training, Survivalist
2nd|
+2|
+3|
+0|
+0|Forced March
3rd|
+3|
+3|
+1|
+1|
4th|
+4|
+4|
+1|
+1|Bonus Feat
5th|
+5|
+4|
+1|
+1|Strongbow
6th|
+6|
+5|
+2|
+2|
7th|
+7|
+5|
+2|
+2|Improved Weapon Training
8th|
+8|
+6|
+2|
+2|Bonus Feat
9th|
+9|
+6|
+3|
+3|Greater Weapon Training
10th|
+10|
+7|
+3|
+3|Improved Survivalist
11th|
+11|
+7|
+3|
+3|Bonus Feat
12th|
+12|
+8|
+4|
+4|Improved Forced March
13th|
+13|
+8|
+4|
+4|
14th|
+14|
+9|
+4|
+4|Bonus Feat
15th|
+15|
+9|
+5|
+5|Bonus Feat
16th|
+16|
+10|
+5|
+5|
17th|
+17|
+10|
+5|
+5|Bonus Feat
18th|
+18|
+11|
+6|
+6|
19th|
+19|
+11|
+6|
+6|Bonus Feat
20th|
+20|
+12|
+6|
+6|Great Forced March[/table]
Bonus Feats: Militias can choose from the same list of bonus feats as fighters.
Weapon Training: Choose three weapons: The two first gain +1 to attack rolls, the third gets no bonus. All other weapons gain -1 to attack rolls
Improved Weapon Training: You gain +1 on damage rolls with the first weapon. This bonus stacks with Weapon Training.
Greater Weapon Training: You gain +1 on attack rolls with all chosen weapons. This bonus stacks with Improved Weapon Training and Weapon Training. Other weapons are unaffected by this.
Survivalist: A Militia gain +2 to Survival and Heal checks. +1 to Jump, Balance, Climb and Swim checks.
Improved Survivalist: You gain +2 to Survival, Heal, Jump, Climb, Balance and Swim checks. Use normal armour check penalty instead of double for swim. This bonus stacks with Survivalist.
Strongbow: You can use your strength bonus on attack rolls with a bow, instead of your dexterity bonus. You can add your Strength bonus to damage rolls with bows. Neither bonus works with crossbows or other ranged weapons.
Forced March: You increase your speed with 5.
Improved Forced March: Medium and heavy load and medium and heavy armour does not affect your speed.
Great Forced March: +4 bonus on saving throws against poison and disease. +12 on saving throws against fear. Decrease your armour check penalty by 3 when wearing medium armour and 4 when wearing heavy armour.