Minuteman (3.5e Class)

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The Minuteman[edit]

Ready at any given moment, the Minuteman can buy precious time for his allies if they are ever caught unprepared, or by simply being in the group for their Survival based skills.

Making a Minuteman[edit]

Being a front line class, the Minuteman suffers from either lack of melee or ranged weaponry based on their preference of weapons, a lack of protection from magic or Sneak attacks based on armor preference, and cannot heal themselves with magical uses, relying more on their items and weapons to live and receiving back up.

Abilities: As a combat based class, the Minuteman needs either a high Strength or Dexterity based on what they are going to specialize in. High Constitution allows them to survive in battle.

Races: Any race has the potential to become Minutemen.

Alignment: Any.

Starting Gold: Military or Militia background Minutemen start with 5d4x10 GP, while Minutemen outside that only have 1d4x10.

Starting Age: The age of the Minutemen doesn't matter.

Table: The Minuteman

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Quick Draw, 'Exotic' Melee
2nd +2 +3 +3 +0 Sound Sleeper
3rd +3 +3 +3 +0 Light Footed, Heavy Footed
4th +4 +4 +4 +1 Bonus Feat, Medication
5th +5 +4 +4 +1 Restful Sleep, Battle Prep
6th +6/+1 +5 +5 +1 Bonus Feat, Arms Focus
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2 Nimble Footed, Lead Footed
9th +9/+4 +6 +6 +2 Bonus Feat
10th +10/+5 +7 +7 +3 Night Watch, Night Guard
11th +11/+6/+1 +7 +7 +3 Deep Slumber
12th +12/+7/+2 +8 +8 +3 Bonus Feat
13th +13/+8/+3 +8 +8 +4 Shield Deflection
14th +14/+9/+4 +9 +9 +4 Iron Shield
15th +15/+10/+5 +9 +9 +4 Bonus Feat
16th +16/+11/+6/+1 +10 +10 +5 Improv Striker
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +5 Bonus Feat
19th +19/+14/+9/+4 +11 +11 +6 Shield Edging
20th +20/+15/+10/+5 +12 +12 +6 Shine Edging

Class Skills 6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis).

Class Features[edit]

Weapon and Armor Proficiency: The Minuteman is proficient with all Simple Weapons, Five One or Two Handed Melee Martial Weapons, either the Longbow or Shortbow, and One Exotic Weapon. The Minuteman is also Proficient Light & Medium, Medium & Heavy, or Light & Heavy Armor. As for Shield, the Minuteman is proficient in all shields except for Tower.

Quick Draw: At 1st level, the Minuteman gains Quick Draw as a Bonus Feat

'Exotic' Melee: At 1st level, the Minuteman can give up his Exotic Weapon proficiency to gain Improved Unarmed Strike as a bonus feat.

Sound Sleeper: Due to the adjusted sleeping hours, the Minuteman, when at 2nd level, only needs 6 hours of sleep to be fully rested.

Light Footed: At 3rd level, a Minuteman wearing Light or Medium Armor gains Dodge as a bonus feat.

Heavy Footed: At 3rd level, a Minuteman wearing Heavy armor can draw the attention of an enemy who is using a Bull Rush or Charge attempt, gaining a +2 to resist the effects due to be prepared for the attack.

Bonus Feat: At 4th level, 6th level, and every 3rd level after 6th, the Minuteman may pick a feat from the Fighter's List of Feats.

Medication: At 4th level, a Minuteman may make a Heal Check or Survival Check to find and locate herbs, molds, fungii, or other plant life to create medications on the spot. What they do is up to the DM,as well are the checks to find them. (Checks are be made if ONLY both the player and DM cannot find an appropriate DC in the books/wikia.)

Restful Sleep: Starting at 5th level, a Minuteman may sleep in Light Armor and not be fatigued the next morning.

Battle Prep: Once at 5th level, a Minuteman may choose to hide a dagger somewhere in their possession (usually sleeve, boot, or other place of the such), giving the Minuteman additional +2 to hide the dagger.

Arms Focus: Once at 6th level, the Minuteman reduces all of his Armor Check Penalties for all of his Armors and Shields by -1. The Penalty cannot drop below 0. Arms Focus can replace prerequisites needed for other feats.

Nimble Footed: Once at 8th level, the Minuteman gains Evasion as long as he wears Light or Medium Armor.

Lead Footed: Once at 8t level, the Minuteman gains Armed Deflect Arrows as a bonus feat as long as he wears Heavy Armor. (Armed Deflect Arrows allows the Minuteman to deflect any non-magical projectile once per round).

Night Watch: Once at 10th level, the Minuteman gains Darkvision out 60ft, and can forgo one night of sleep witjout being fatigued the next day.

Night Guard: Once at 10th level, the Minuteman always sleeps ready. At sleep, he always has a dagger under his pillow. if caught off guard in his sleep, he is considered armed and ready to fight. If he is awake at the time of the attack, he may arm himself with a weapon of his choice from his weapon pile as a free action before the fight starts.

Deep Slumber: Once at 11th level, the Minuteman can sleep in Medium Armor and not be considered Fatigued. However he can only sleep in medium armor three days in a row before, the Minuteman suffers a -2 to Strength and Dexterity until he sleeps the next night without any weapons or armor on his person.

Shield Deflection: Once at 13th level, the Minuteman can use his shield to deflect a projectile as with the Lead Footed Skill, following the same rules and limits, only exception is that he must have a shield.

Iron Shield: Once at 14th level, the Minuteman treats his Shield, if he has one, as a Martial weapon of his size, allowing him to make a Shield Bash Attack, and giving him Improved Shield Bash as a bonus feat as long as he has a shield equipped.

Improv Striker: Once at 16th level, the Minuteman may treat a weapon's natural damage (Slash, Pierce, Bludgeoning), and turn it into a different one by altering the way he strikes. This attacks has a penalty of -4 to the attack roll and only half the damage it would deal (Minimal of 1)

Shield Edging: Once at 19th level, the bond between the Minuteman and his shield shows. As long as the Minuteman is armed with a shield, he adds his Shield's AC into his Touch AC.

Shine Edging: Once at 20th level, the Minuteman becomes nothing short of a wall. His Armor and Shield AC are added into his Touch and Flatfooted AC as long as he agrees to revoke one Armor Proficiency, making him proficient with either Light, Medium, or Heavy Armor, and giving up proficiency with either Light or Heavy Shields. Using any of the prohibited Armors or Shield removes Shine Edging from the Minuteman's skills for one week + 1d6 days afterwards, at which the Minuteman must acclimate himself with his chosen armor and shield. The Armor and Shield cannot be changed once picked.

Epic Minutemen[edit]

Table: The Epic Minuteman

Hit Die: d10

Level Special
21st Bonus Feat
24th Bonus Feat
27th Bonus Feat
30th Bonus Feat

6 + Int modifier skill points per level.

Human Minuteman Starting Package[edit]

Weapons: Daggerx2 (Bootstrap), Morning Star (hip, right), Longsword (hip, left), Warhammer (Back, right shoulder), Shortbow (Back, left shoulder), Chain, Spiked (Back, small).

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

Skill Ranks Ability Armor
Bluff 4 Cha
Heal 4 Wis
Knowledge (Nature) 4 Int
Survival 4 Wis

Feat: Power Attack.

Bonus Feats: Quick Draw (1st level Feat), Toughness.

Gear: Scale Mail(Medium & Heavy Armor Prof), Quiver (Back, middle), Arrowsx60, Backpack (Usually carried); flint&tinder, trail rationsx10, water skin,common lantern, pint of oilx3

Gold: 5d4x10.

Campaign Information[edit]

Playing a Minuteman[edit]

Religion: While Religion doesn't play much of a role in their lives, the Minutemen that do worship a god or goddess worship as they please.

Other Classes: The Minuteman tends to react positively to all other classes they travel with. Clerics and other healers are almost always their first friends, then the magic based classes.

Combat: Based on their weapons and armor, the Minuteman can fill in for a lacking Fighter, Barbarian, or Ranger, yet cannot usually replace them completely.

Advancement: Multiclassing Minutemen tend to become War/Battle Clerics to gain healing spells, Fighters to gain bonus feats, or Rangers to gain better weapon capabilities and a decent spell pool.

Minutemen in the World[edit]

There's a reason why I sleep in my leather scraps and have my dagger under my pillow. When everyone is sleeping, the mages can't cast spells and the warriors are armorless, I'll be giving everyone just enough time to prepare.
—Bastion Zestuoa, Human Minuteman

Daily Life: Patrolling their towns, aiding their allies, or relaxing at their homes, Minutemen are never seen without at least one weapon at their side, ready for anything.

Notables: Bastion Zestuoa, Human Minuteman known for hiding weapons all throughout his hometown and protecting it single handedly until his town proper guards came.

Organizations: The Minutemen tend to gather in their own meetings in order to plan with other Minutemen. If Minuteme are not in their own towns, then they tend to find the town guards.

NPC Reactions: Many peasants and townsfolk look at Minuteman with respect, as well as some military officials.

Minuteman Lore[edit]

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

DC Result
5 Minutemen are known to never be caught off guard.
10 Picking their own weapons and armor, the Minuteman suits their own fighting style.
15 Minutemen learn how to never be left weaponless, and as such can adapt to sudden changes in combat.
20 -Information on a Specific Minuteman-.

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