Sergeant-At-Arms,Teoryran (3.5e Class)

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[edit] Making a Sergeant At Arms

The Segant At Arms, exist to support the Knight, and lead even lesser rabble.

Abilities: The most important ability is stamina, after that strenght and third charisma.

'Races: The Servant-At-Arms is a culture dependent class, in Teoryran all humans have the same culture so Servant-At-Arms are always human.

“Caste”:Peasant

Alignment: any.

Starting Serfs: starting serf; 1d4×10 serf.

Starting Age: age


Table: Sergeant At Arms

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Fighter Bonus Feat ,Soldier,
2nd +2 +3 +0 +0 Veteran,Fighter Bonus Feat
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Fighter Bonus Feat
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Heavy Infantry Training
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Fighter Bonus Feat
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Fighter Bonus Feat
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Fighter Bonus Feat
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Elite Fighter Bonus Feat

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Survival (Wis).

[edit] Class Features

All of the following are class features of the Servant-At-Arms.
You where recruited from the farm, trained and came out from the war machinery as a real soldier,
the best thing that ever happened to you!.
You receive equipment and commanding rank over the mob.

Weapon and Armor Proficiency: You receive Proficiency with Halberds , Pole arms, Axes, Spear, Staffs, Clubs, Maces, swords, chains, Cross Bow all simple weapons You receive Halberd, Rapier, tiny dagger, and studded leather.

'Soldier': The military structure is integrated in you to the extent that you have good sense of military structure and routine. You get a +2 diplomacy bonus involving fellow soldiers. When you make camp you get +2 wilderness lore checks.. You receive +2 spot and search checks while on guard duty or on Patrol.

'Free: You where born as a serf, in an very oppressive society. You where the total underdog and by fighting in the army( killing others just like yourself), you won your freedom.


Veteran: After horrible battles, you are more respected in the army. +2 social rolls against soldiers in your army for asking for supplies,rewards, dealing with superiours and fitting in with the soldiers. In addition you get +1 to spot enemies, monsters and traps when on the same battlefield as his army has been in before.

Veteran Reflexes: After some war, you had to be quick or die. +2 reflex saves.

Elite Fighter Bonus Feat: The Servant at Arms gains one Fighter Bonus feat as if he was a fighter but counts as he was two levels than he is for the purpose of any requirement.


To Though To Die:

Leadership: In this mediaeval system, a low rank soldier is given charge over conscripted militia by the Noble. They are ill equipped and ill trained farmers who fights as tax. You given +4 on the leadership score and 10 level 2 mob fighters. They may dissert, This leadership bonus will disappear at level six.

Battle Tactics: You are an excellent tactician, capable of commanding and making quick and hard and correct decisions. You are capable of planning camps, deployment, choosing battle ground and other logistics etc. Deployed troops gain 1+ armour save against raged attack in the first ranks and 1+ on all reflex saves. The feat also gives you an automatic vantage point where you automatically can observe and assess the battle.


Commander’s Will: Thanks to you obedience or your own will, You can resist enchantments and other mind affecting spell like abilities. 4+ to will save against spells, spell like abilities and extraordinary abilities that are mind altering or mind affecting.

Fighter Bonus Feat: The Sergeant-At-Arms gets fighter bonus feats but in addition he can also take tactical feats as fighter bonus feats



[edit] human Sergant At Arsm Starting Package

Weapons: Rapier,Shortsword, Medium Shield, Tiny Dagger and spear.

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

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 <-Abbrieviated key ability-> "—"
Intimidate 4 <-Abbrieviated key ability-> "—"
Gather Information 4 <-Abbrieviated key ability-> "—"
Survival 4 <-Abbrieviated key ability-> "—"
Listen 4 <-Abbrieviated key ability-> "—"
Spot 4 <-Abbrieviated key ability-> "—"

Feat: Weapon Focus( spear) Bonus Feats: Improved Initiative

Gear: Studded leather armour

Serf's' six.'

[edit] Campaign Information

Teoryran is a dark, grim world where servants-At-Arms are the standard warriors. Servants-At-Arms are usually defending humanity against outside horrors or slaughtering their fellow men in the service of their genocidial aristocracy .


[edit] Playing a <-class name->

Religion: Typically Zarus,

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

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

[edit] <-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] <-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

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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