Mongolian Warrior (3.5e Class)

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Mongolian Warrior
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Mongolian Warrior[edit]

The Mongolian Warriors are brutally skilled archers and lance-men who have devoted themselves to training. They hope to become a respected figure themselves one day. Mongolian Warriors are mounted warriors skilled in archery and horsemanship, and they combine their ranged attacks with great mobility, and intelligent tactics to slaughter their enemies without a scratch. Their training has raised their skills to a level above the physical norm, and they can preform extraordinary actions in battle.

Making a Mongolian Warrior[edit]

Mongolian Warriors are amazing archers, and skilled warriors with great agility and power. They are at their best with room to maneuver, and party members willing to keep the enemies at range. Their only weak point is when they are cornered or forced into melee combat. They are effective with most party members, but some honor-bound or lawful-good characters may not agree with their tactics.

Abilities: Dexterity is the main focus of the Mongolian Warrior, when they choose to specialize in bows. It also grants better AC. Strength is the main focus for lance-men. Intelligence is next, because it is responsible for their skills. Constitution is also important.

Races: Most Mongolian Warriors are intelligent races, such as elves. Humans, elves, and the like can be Mongolian Warriors as well. Clumsy or un-intelligent races such as orcs or trolls are not usually Mongolian Warriors, but any race can become a Mongolian Warrior with proper training.

Alignment: Mongolian Warriors may be violent, but they have huge respect for rules and traditions. They are always lawful, but whether they are good, neutral, or evil depends on the person.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: As ranger.

Table: The Mongolian Warrior

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Mount, Animal Affinity, Mounted Combat
2nd +1 +2 +2 +0 Combat Focus
3rd +2 +3 +3 +1 Special Mount
4th +3 +4 +4 +1 Flaming Arrows OR Flaming Lance
5th +3 +4 +4 +1 Battlefield Tactics
6th +4 +5 +5 +2 Improved Combat Focus
7th +5 +5 +5 +2 Inspire Allies
8th +6/+1 +6 +6 +2 Volley of Arrows OR Storm of Strikes
9th +6/+1 +6 +6 +2 Improved Battlefield Tactics
10th +7/+2 +7 +7 +3
11th +8/+3 +7 +7 +3 Mastered Combat Focus
12th +9/+4 +8 +8 +4
13th +9/+4 +8 +8 +4 Improved Inspire Allies
14th +10/+5 +9 +9 +4
15th +11/+6/+1 +9 +9 +5 Mastered Battlefield Tactics
16th +12/+7/+2 +10 +10 +5
17th +12/+7/+2 +10 +10 +5 Perfect Combat Focus
18th +13/+8/+3 +11 +11 +6
19th +14/+9/+4 +11 +11 +6
20th +15/+10/+5 +12 +12 +6 Bonus Feat

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Forgery(Int), Gather Information(Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive(Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Mongolian Warrior.

Weapon and Armor Proficiency: A Mongolian Warrior is proficient with all simple and martial weapons, and with light and medium armor and shields (except tower shields).

Mount: A Mongolian Warrior gets a mount that becomes emotionally bonded to him, just like the paladin's mount. It's level is equal to your Mongol level. From levels 1-4, its intelligence score is 5, its bonus hit die is +1, its natural armor adj. is +2, and its strength adj. is +1.

Animal Affinity: A Mongolian Warrior gains Animal Affinity as a bonus feat.

Mounted Combat: A Mongolian Warrior gains the Mounted Combat feat regardless if the prerequisites are met or not.

Combat Focus: At 2nd level, a Mongolian Warrior focuses on a certain style of combat: archery or lance fighting.

If the Mongolian Warrior selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the Mongolian Warrior selects lance fighting, he is treated as having the Ride-By Attack feat, even if he does not have the normal prerequisites for that feat.

Special Mount: At level 3, a Mongolian Warrior gets a special mount just as the Paladin does.

Flaming Arrows: At 4th level, a Mongolian Warrior gets the Flaming Arrows ability if he has chosen the bow as his weapon. He is able to shoot flaming arrows upon his enemy. At any time, as a standard action, he can draw an arrow, dip it into oil, and shoot it off at an opponent with a -2 penalty on the subsequent attack roll. He has attached a piece of flint to his bow, and the steel arrowhead hits this to spark a flame. If he rolls a 1 on a d4, the arrow catches fire. A flaming arrow does an extra 1d6 of automatic fire damage, and a target must succeed a DC 15 reflex save to avoid catching fire.

Flaming Lance: At 4th level, a Mongolian Warrior gets the Flaming Lance ability if he has chosen the lance as his weapon. He is able to charge his enemy with a lance of fire. At any time, as a full action, he can soak his lance in oil, and set it alight with flint and steel. If he rolls a 1 on a d4, the lance catches fire, and the Mongol must make a DC 15 reflex save to avoid catching himself on fire. A flaming lance does an extra 1d8 of automatic fire damage, and a target must succeed a DC 18 reflex save to avoid catching fire. The lance stays alight for 2d4+2 rounds after it catches fire.

Battlefield Tactics: At 5th level, a Mongolian Warrior has advanced knowledge of combat tactics. If he studies the current combat situation for 3 rounds, he and his allies get a +2 to attack rolls for the entire encounter. If he studies the battlefield before a battle, he gets an additional +1 to his attack roll bonus, and automatically notices tactically useful information about the area as if he had made a DC 15 Spot or Search check.

Improved Combat Focus: At 6th level, a Mongolian Warrior improves their focus on their chosen style of combat (archery or lance fighting).

If the Mongolian Warrior selected archery, he is treated as having the Shot on the Run feat, even if he does not have the normal prerequisites for that feat.

If the Mongolian Warrior selected lance fighting, he is treated as having the Spirited Charge feat, even if he does not have the normal prerequisites for that feat.

Inspire Allies: Starting at 7th level, a Mongolian Warrior is able to inspire his allies into respecting him more. His allies gain a +2 bonus to Diplomacy, Knowledge, and Sense Motive check specifically about or involving the Mongolian. Also, they gain a +2 bonus to Bluff, Forgery, Gather Information, and Intimidate checks to directly support or help the Mongolian Warrior, and a +1 to their ac when directly protecting him.

Volley of Arrows: When he reaches 8th level, a Mongol Warrior can use the Volley of Arrows class feature if he has selected the bow as his weapon of choice. In a full round action, he can fire off two extra shots in addition to his normal full attack. Each shot takes a -3 penalty to attack bonus. Each shot past his normal full attack number starts his BAB cycle over. Example: BAB: 6/1. Volley of Arrows BAB: 6/1/6/1 -> 3/-2/3/-2. Example #2: BAB: 11/6/1. VoA BAB: 11/6/1/11/6 -> 8/3/-2/8/3.

Storm of Strikes: When he reaches 8th level, a Mongol Warrior can use the Storm of Strikes class feature if he has selected the lance as his weapon of choice. In a full round action, he can hit two extra times in addition to his normal full attack. Each strike takes a -3 penalty to attack bonus. Each shot past his normal full attack number starts his BAB cycle over. Example: BAB: 6/1. Storm of Strikes BAB: 6/1/6/1 -> 3/-2/3/-2. Example #2: BAB: 11/6/1. SoS BAB: 11/6/1/11/6 -> 8/3/-2/8/3.

Improved Battlefield Tactics: At 9th level, a Mongolian Warrior has even more advanced knowledge of combat tactics. If he studies the current combat situation for only 2 rounds, he and his allies get a +3 to attack rolls for the entire encounter. If he studies the battlefield before a battle, he gets an additional +2 to his attack roll bonus, and automatically notices tactically useful information about the area as if he had made a DC 20 Spot or Search check.

Mastered Combat Focus: At 11th level, a Mongolian Warrior masters their chosen style of combat (archery or lance fighting).

If the Mongolian Warrior selected archery, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the Mongolian Warrior selected lance fighting, he is treated as having the Fleet of Foot feat, even if he does not have the normal prerequisites for that feat.

Improved Inspire Allies: At 13th level, a Mongolian Warrior is a very respected and looked-up-to warrior in his group of friends. His allies gain a +4 bonus to Diplomacy, Knowledge, and Sense Motive check specifically about or involving the Mongolian. Also, they gain a +4 bonus to Bluff, Forgery, Gather Information, and Intimidate checks to directly support or help the Mongolian Warrior. They also gain a +2 bonus to their AC when purposefully defending the Mongolian Warrior from harm.

Mastered Battlefield Tactics: Starting at 15th level, a Mongolian Warrior has masterful knowledge of combat tactics. If he studies the current combat situation for only 1 round, he and his allies get a +4 to attack rolls for the entire encounter. If he studies the battlefield before a battle, he gets an additional +3 to his attack roll bonus, and automatically notices tactically useful information about the area as if he had made a DC 25 Spot or Search check.

Perfect Combat Focus: At 17th level, a Mongolian Warrior is perfect at their chosen style of combat (archery or lance fighting).

If the Mongolian Warrior selected archery, he is treated as having the Accurate Attack feat, even if he does not meet the prerequisites for this feat.

If the Mongolian Warrior selected lance fighting, he can hit with both lances in one charge.

Bonus Feat: At 20th level, a Mongol Warrior can select a bonus feat from this list, regardless of prerequisites:

Weapon Specialization

Improved Far Shot

Pinpoint Shot

Lightning Reflexes

Improved Bull Rush

Improved Overrun

Ex-Mongolian Warrior[edit]

If the Mongolian Warrior ever breaks his alignment requirement (any lawful) , he is not a considered a Mongolian anymore. He loses his special mount, and he cannot gain another level in Mongolian Warrior any more. However, he keeps all of his class feats. A Mongolian Warrior can multiclass into any class as long as they don't lose their mount as a consequence of being in that class, and they do not break their alignment requirement of any lawful.

Epic Mongolian Warrior[edit]

Table: The Epic Mongolian Warrior

Hit Die: d10

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.


Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Mongolian Warrior[edit]

Religion: Mongolians accept any and all religions.

Other Classes: Mongolian Warriors get along with any warrior class, but have a hard time relating to spell casters such as wizards. They also get a long well with any lawful pc.

Combat: The mounted archer who stays back and peppers the opponents, occasionally with extra damage from fire or multiple shots. Or, the mounted lance-man who specialized in charging to inflict extra damage. If you're an archer, try to stay back. Feats that have you within the 30 foot range are generally very bad, because then enemies can get to you easily. Use your mount to stay out of their range, but in line of sight, and take full attacks from the back of the mount. If you use a lance, charging damage can be very strong. This will help you get quick damage off the bat. Sometimes you will find yourself cornered, or cannot charge, so carrying another weapon is a must. Although, you could get feats that allow use of reach weapons at close range.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Mongolian Warriors in the World[edit]

The greatest happiness is to scatter your enemy, to drive him before you, to see his cities reduced to ashes, to see those who love him shrouded in tears, and to gather into your bosom his wives and daughters.
—Genghis Khan, human Mongolian Warrior

Mongolian Warriors

Daily Life: During campaigns, Mongol Warriors will ride horseback for very long periods of time. When riding throughout the day, they would eat dried meat and mare's milk to stay nourished. They send out scouts ahead to seek possible threats, and get to know the terrain. At night, they would usually light 4 or 5 fires per soldier, to give the illusion of a much stronger force. When not on campaign, Mongol Warriors generally train and feast.

Notables: .

Organizations: .

NPC Reactions: .

Mongolian Warrior Lore[edit]

Characters with ranks in Knowledge (History or Local) can research Mongolian Warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History or Local)
DC Result
5 Steppe warriors.
10 Steppe warriors who specialize in either bow or lance.
15 They use special bows and lances designed for greater range and power, and train extensively.
20 These steppe warriors use deception and great tactics to destroy any opponent. Their mount is very special to them, almost like a brother.

Mongolian Warriors in the Game[edit]

Mongol Warriors prefer cold, flat areas to live in, with the vast majority of good warriors being nomadic, and never settling down, hating permanent buildings. Some Mongols have gone soft and live in cities, but they are shunned by the other Mongols. Mongolian Warriors generally play the role of restless, hard-working young warrior, intelligent war tactician, or old wandering wise man.

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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