raszmo
2009-08-28, 09:01 AM
So this is the squire, i'ts an idea for a campain wer having, so it might not be universally balanced. It has been through some amount of changes but im sure it can handle some more, so have at it.
Squire
A squire is a knight’s servant, student, protector. Always with him, not only making sure the queen can see her image in his armor clear as day, but there with him at the castle, the war - watching, aspiring.
A true squire is ever loyal and devoted to his master, valuing his life over his own. Above all but his masters urging wishes, a squire is dedicated to the dream of one day being dubbed a knight, a moment of honor and glory. A squire is always training to be the ultimate soldier even in the only few hours he gets for himself. He needs to be good enough; else he knows he will be cleaning up after a horse forever. A squire has gained knowledge of martial weapons and armor and has a unique insight from both the crafting and mechanics aspects, and the insight gained from their destined full use in battle. In battle a squires duty is to carry his knight flag with his insignia, always riding next to the knight his priority to prevent any harm coming to his master, always shielding the knights side turned to the enemy archers. Other than his master, who’s relationship with the squire cannot always call friendship, the squire has not many friends in these delicate teenage years of a young man’s life. The horses fill this void in a deep meaning that eventually grows in to the mystique. All in all a squire can be handy to ride out with, but deadly to ride against, and impossible to ride away from if you hurt his horse, but not bad enough...
Alignment
Any lawful
Hit Die
d10.
Starting age: Generally very young.
Skills: A squire chooses two skill sets. 2 + Int skill points per level, x4 at first level.
Prowess: A squire gains 6 points of prowess per level.
Squire
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+1|Bonus feat
2nd|
+2|
+3|
+0|
+1|Martial eq experience, Armor mastery(medium)
3rd|
+3|
+3|
+1|
+2|Mounted combat
4th|
+4|
+4|
+1|
+2|Bonus mounted combat feat, Squires mount
5th|
+5|
+4|
+1|
+3|Shield ally*, Shield block +1
6th|
+6/+1|
+5|
+2|
+3|Bonus mounted combat feat, Armor break
7th|
+7/+2|
+5|
+2|
+3|Trusting aura
8th|
+8/+3|
+6|
+2|
+4|Martial eq experience +2
9th|
+9/+4|
+6|
+3|
+4|Prove manhood, Armor mastery(heavy)
10th|
+10/+5|
+7|
+3|
+5|-
11th|
+11/+6/+1|
+7|
+3|
+5|Shield block +2
12th|
+12/+7/+2|
+8|
+4|
+6|Armorgeddon
13th|
+13/+8/+3|
+8|
+4|
+6|Bonus feat
14th|
+14/+9/+4|
+9|
+4|
+6|Martial eq experience +3
15th|
+15/+10/+5|
+9|
+5|
+7|-
16th|
+16/+11/+6/+1|
+10|
+5|
+7|Prove manhood 3/day
17th|
+17/+12/+7/+2|
+10|
+5|
+8|Inspiring aura
18th|
+18/+13/+8/+3|
+11|
+6|
+8|Bonus feat
19th|
+19/+14/+9/+4|
+11|
+6|
+8|Shield block +3
20th|
+20/+15/+10/+5|
+12|
+6|
+9|Martial eq experience +4, Prove knighthood.[/table]
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons as well as one exotic weapon of their choice. and with all armor and shields (including tower shields).
Class Features
All of the following are class features of the squire.
(((( everything is optional in a way of course but this in particular ))))
(((( "squire without EQ is no squire" In addition to any starting capital or gear, roll a D% to determine if a former master has given you a masterwork melee weapon your are proficient with, or a masterwork medium armor
"Looking darn good in this" In addition to simply looking dashly in armor on a steed, a squire can put half an hour’s work putting a shine on his armor and gear that lasts 24 hours giving him/her a +1 charisma modifier bonus towards all somewhat civilized life forms (yes orcs included..) when wearing it. +2 when mounted, ))))
"Martial equipment experience" At level 2 a squire is so used to handling his masters and his own weapon and armor that, if given options in choosing his weapons and time to customize handles, refit and/or add straps to armor or weapons to his own style, strength and size; these weapons are regarded as +1 to attack and damage roll, armor's max dex mod is raised by +0/+1/+1/+2, armor check penalty reduced by 1, and saddles, reins etc gives the squire +1 to ride, the squire is also given +4/+8/+12/+16 to appraise checks on weapons and armors he is proficient with. At level 8 all the +1 bonuses above are increased to +2, at level 14th to +3 and level 20th to +4 or otherwise mentioned. This also applies to someone whose every fighting aspect the Squire has excessive knowledge of, with few exeptions this would be his master knight if having served under him for a significant period of time, but could also be someone the squire has fought with extensively or studied for other reasons, although at -1 (minimum +1 bonus) from the gear the squires customizes for himself. Although they must be of equal or higher level than when the squire acquires this ability to gain the benefit (+2,+3 and +4 levels to get those benefits as well).
"Squires mount" A long service as squire, never quite reaching knighthood is common. During long years of mopping horse **** a deep bond is often formed between a squire and the horses he cares for, in the sorrow of losing a close friend in arms such as your warhorse, the Squires mount ability is born. Out of fear of having to suffer this pain again, the squire can summon an immortal mount from the spirit realm, For all intense and purposes "Squires mount" is treated as a paladins "special mount"
Armor Mastery (Ex): Starting at 2nd level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well. When running in heavy armor, you move only triple your speed, not quadruple.
Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn,
You can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. Also, a squire can add his shield's AC against ranged attacks made against an ally if they are positioned so that the squire's threatened squares are in the ammunitions flight path, the attack must be made from at least 50 feet and assuming that the squire has knowledge of the archers presence, forsaking the use of his shield for any other use including AC bonus for himself until the end of his next turn, this can be used as an immediate action combined or without the use of shield ally.
Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy’s attacks. During your action, designate a single opponent as the target of this ability.
Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.
"Prove manhood": At level 9th the squires desire to show everyone that he and not only his masters are devastating on the battle field shines through, aiming to put down a foe with one furious strike he yells a battle cry and attacks. With a swift action you can channel your strength to enhance one attack you make that round, your opponent is freezed by your battle cry and loses equal to your (Cha) modifier to his AC until the end of your turn and damage roll is given a +1d6 per three CLASS levels. The squire takes -2 to his ac until his next turn. This ability can only be used 2/day at level 9th or 3/day if he has the willpower - (Wis) mod >= +3. Starting at level 16th increases to 3/day / 4/day
"Prove knighthood": At level 20th the squires desire to show everyone that he has now become the master shines through, aiming to put down a foe with one furious strike he yells a battlecry and attacks. With a swift action you can channel your strength to enhance one attack you make that round, your opponent is freezed by your battle cry and loses equal to your (Cha) modifier to his AC untill end of your turn and damage roll is given a +1d6 per two CLASS levels. The squire takes -2 to his ac until his next turn. The squire can use this ability 3/day or 4/day if he has the willpower - (Wis) mod >= +3.
"Trusting aura": At level 6 the Squire's mere presence (while mounted) inspires any horses he has bonded with to try harder. Any horses befriended (traveled with for 1 day or otherwise cared for or ridden for 2 hours) by the squire within 30ft is given 2 bonus + squires(Cha) modifier to attack and damage rolls(max 4, no limit for the squire's mount), they are imune to fear and given +10 bonus to speed
"Inspiring Aura": At level 17 the Squire's mere presence (while mounted) inspires any horses he has bonded with to try harder. Any horses befriended (traveled with for 1 day or otherwise cared for or ridden for 2 hours) by the squire within 40ft is given 4 bonus + squires(Cha) modifier x2 to attack and damage rolls (max 6, no limit for the squire's mount) they are immune to fear and given +20 bonus to speed
"Armor break": The squire may attack worn armor to ruin it, you only have to substract half the armors hardness to your damage and are given +5 damage per attacks you would normally have to mail and plate armors due to design exploits. Using knowledge of the armors design, you need to use a full round action to slash at the correct spots. After sundering the armor, the armor still provides half its original AC bonus, but at another -2 to armor check penalty (unless it is light armor) and -2 to max dex modifier (unless it is light armor).
"Armorgeddon": The squire may attack worn armor to ruin it, you may ignore the armors hardness and you are given +8 damage per attacks you would normally have to mail and plate armors (chain shirt included) due to design exploits. Using knowledge of the armors design, you need to use a full round action to slash at the correct spots. After sundering the armor, the armor still provides half its original AC bonus, but at another -2 to armor check penalty (unless it is light armor) and -2 to max dex modifier (unless it is light armor).
* - If the subject of shield ally is a knight, cavalier or a paladin, the shield ally will work as improved shield ally, meaning full damage absorption.
Other notes
Bold stuff is made up stuff.
Nobody limits your Roleplaying, I for one will not play as someone's servant, but rather use that part of squire for background. And play a young man aspiring to be a knight. you don't have to be the class knight to roleplay being a knight in some order of whatever.
Additionally, I should add that this campain houserules Shields to be +2 AC for light, +4 for heavy and +6 for towershield. also adding a shield ability that everyone can use. the balance of this ability has not been tested alot..
Shield Bash: When making a charge with a shield equipped you can use your momentum to slam your shield into the victim of the charge. If the bash hits (attackroll +2), the target has to make a DC 10+(½attackers character level + Str mod + Size mod) Fortitude save or become Dazed for 1 round.(until just before your next action) The targets size mod applies to the save. A shield
gives him a +2 circumstance bonus on the save. The attacker may not make an attack against the target.
Improved shield bash (Feat) Pre req: Base attack bonus +6: When making a charge with a shield equipped you can use your momentum to slam your shield into the victim of the charge. If the bash hits (attackroll +2), the target has to make a DC 12+(½attackers character level + Str mod + Size mod) Fortitude save or become Dazed for 1 round (until just before your next action). The targets size mod applies to the
save. A shield gives him a +2 circumstance bonus on the save. The attacker may also make a attack against the target at his full base attack bonus(but does not gain +2 for the charge)
NOTE: Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed.
This is because I think shields suck in the original rules and, to do something more with a shield you should not have to twoweaponfightingfeats+shieldfeats specc your char completely.
The effects of the ability is born from all those movie/book scenes we all know where hundreds of footsoldiers charge eachother on a field, then their shieldwalls clash and there is a big kaboom and everyone starts dying. Now imagine your self in the first line, without a shield.. at the precise moment the shields make big boom headon collision... ugghh!
Squire
A squire is a knight’s servant, student, protector. Always with him, not only making sure the queen can see her image in his armor clear as day, but there with him at the castle, the war - watching, aspiring.
A true squire is ever loyal and devoted to his master, valuing his life over his own. Above all but his masters urging wishes, a squire is dedicated to the dream of one day being dubbed a knight, a moment of honor and glory. A squire is always training to be the ultimate soldier even in the only few hours he gets for himself. He needs to be good enough; else he knows he will be cleaning up after a horse forever. A squire has gained knowledge of martial weapons and armor and has a unique insight from both the crafting and mechanics aspects, and the insight gained from their destined full use in battle. In battle a squires duty is to carry his knight flag with his insignia, always riding next to the knight his priority to prevent any harm coming to his master, always shielding the knights side turned to the enemy archers. Other than his master, who’s relationship with the squire cannot always call friendship, the squire has not many friends in these delicate teenage years of a young man’s life. The horses fill this void in a deep meaning that eventually grows in to the mystique. All in all a squire can be handy to ride out with, but deadly to ride against, and impossible to ride away from if you hurt his horse, but not bad enough...
Alignment
Any lawful
Hit Die
d10.
Starting age: Generally very young.
Skills: A squire chooses two skill sets. 2 + Int skill points per level, x4 at first level.
Prowess: A squire gains 6 points of prowess per level.
Squire
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+1|Bonus feat
2nd|
+2|
+3|
+0|
+1|Martial eq experience, Armor mastery(medium)
3rd|
+3|
+3|
+1|
+2|Mounted combat
4th|
+4|
+4|
+1|
+2|Bonus mounted combat feat, Squires mount
5th|
+5|
+4|
+1|
+3|Shield ally*, Shield block +1
6th|
+6/+1|
+5|
+2|
+3|Bonus mounted combat feat, Armor break
7th|
+7/+2|
+5|
+2|
+3|Trusting aura
8th|
+8/+3|
+6|
+2|
+4|Martial eq experience +2
9th|
+9/+4|
+6|
+3|
+4|Prove manhood, Armor mastery(heavy)
10th|
+10/+5|
+7|
+3|
+5|-
11th|
+11/+6/+1|
+7|
+3|
+5|Shield block +2
12th|
+12/+7/+2|
+8|
+4|
+6|Armorgeddon
13th|
+13/+8/+3|
+8|
+4|
+6|Bonus feat
14th|
+14/+9/+4|
+9|
+4|
+6|Martial eq experience +3
15th|
+15/+10/+5|
+9|
+5|
+7|-
16th|
+16/+11/+6/+1|
+10|
+5|
+7|Prove manhood 3/day
17th|
+17/+12/+7/+2|
+10|
+5|
+8|Inspiring aura
18th|
+18/+13/+8/+3|
+11|
+6|
+8|Bonus feat
19th|
+19/+14/+9/+4|
+11|
+6|
+8|Shield block +3
20th|
+20/+15/+10/+5|
+12|
+6|
+9|Martial eq experience +4, Prove knighthood.[/table]
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons as well as one exotic weapon of their choice. and with all armor and shields (including tower shields).
Class Features
All of the following are class features of the squire.
(((( everything is optional in a way of course but this in particular ))))
(((( "squire without EQ is no squire" In addition to any starting capital or gear, roll a D% to determine if a former master has given you a masterwork melee weapon your are proficient with, or a masterwork medium armor
"Looking darn good in this" In addition to simply looking dashly in armor on a steed, a squire can put half an hour’s work putting a shine on his armor and gear that lasts 24 hours giving him/her a +1 charisma modifier bonus towards all somewhat civilized life forms (yes orcs included..) when wearing it. +2 when mounted, ))))
"Martial equipment experience" At level 2 a squire is so used to handling his masters and his own weapon and armor that, if given options in choosing his weapons and time to customize handles, refit and/or add straps to armor or weapons to his own style, strength and size; these weapons are regarded as +1 to attack and damage roll, armor's max dex mod is raised by +0/+1/+1/+2, armor check penalty reduced by 1, and saddles, reins etc gives the squire +1 to ride, the squire is also given +4/+8/+12/+16 to appraise checks on weapons and armors he is proficient with. At level 8 all the +1 bonuses above are increased to +2, at level 14th to +3 and level 20th to +4 or otherwise mentioned. This also applies to someone whose every fighting aspect the Squire has excessive knowledge of, with few exeptions this would be his master knight if having served under him for a significant period of time, but could also be someone the squire has fought with extensively or studied for other reasons, although at -1 (minimum +1 bonus) from the gear the squires customizes for himself. Although they must be of equal or higher level than when the squire acquires this ability to gain the benefit (+2,+3 and +4 levels to get those benefits as well).
"Squires mount" A long service as squire, never quite reaching knighthood is common. During long years of mopping horse **** a deep bond is often formed between a squire and the horses he cares for, in the sorrow of losing a close friend in arms such as your warhorse, the Squires mount ability is born. Out of fear of having to suffer this pain again, the squire can summon an immortal mount from the spirit realm, For all intense and purposes "Squires mount" is treated as a paladins "special mount"
Armor Mastery (Ex): Starting at 2nd level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well. When running in heavy armor, you move only triple your speed, not quadruple.
Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn,
You can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. Also, a squire can add his shield's AC against ranged attacks made against an ally if they are positioned so that the squire's threatened squares are in the ammunitions flight path, the attack must be made from at least 50 feet and assuming that the squire has knowledge of the archers presence, forsaking the use of his shield for any other use including AC bonus for himself until the end of his next turn, this can be used as an immediate action combined or without the use of shield ally.
Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy’s attacks. During your action, designate a single opponent as the target of this ability.
Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.
"Prove manhood": At level 9th the squires desire to show everyone that he and not only his masters are devastating on the battle field shines through, aiming to put down a foe with one furious strike he yells a battle cry and attacks. With a swift action you can channel your strength to enhance one attack you make that round, your opponent is freezed by your battle cry and loses equal to your (Cha) modifier to his AC until the end of your turn and damage roll is given a +1d6 per three CLASS levels. The squire takes -2 to his ac until his next turn. This ability can only be used 2/day at level 9th or 3/day if he has the willpower - (Wis) mod >= +3. Starting at level 16th increases to 3/day / 4/day
"Prove knighthood": At level 20th the squires desire to show everyone that he has now become the master shines through, aiming to put down a foe with one furious strike he yells a battlecry and attacks. With a swift action you can channel your strength to enhance one attack you make that round, your opponent is freezed by your battle cry and loses equal to your (Cha) modifier to his AC untill end of your turn and damage roll is given a +1d6 per two CLASS levels. The squire takes -2 to his ac until his next turn. The squire can use this ability 3/day or 4/day if he has the willpower - (Wis) mod >= +3.
"Trusting aura": At level 6 the Squire's mere presence (while mounted) inspires any horses he has bonded with to try harder. Any horses befriended (traveled with for 1 day or otherwise cared for or ridden for 2 hours) by the squire within 30ft is given 2 bonus + squires(Cha) modifier to attack and damage rolls(max 4, no limit for the squire's mount), they are imune to fear and given +10 bonus to speed
"Inspiring Aura": At level 17 the Squire's mere presence (while mounted) inspires any horses he has bonded with to try harder. Any horses befriended (traveled with for 1 day or otherwise cared for or ridden for 2 hours) by the squire within 40ft is given 4 bonus + squires(Cha) modifier x2 to attack and damage rolls (max 6, no limit for the squire's mount) they are immune to fear and given +20 bonus to speed
"Armor break": The squire may attack worn armor to ruin it, you only have to substract half the armors hardness to your damage and are given +5 damage per attacks you would normally have to mail and plate armors due to design exploits. Using knowledge of the armors design, you need to use a full round action to slash at the correct spots. After sundering the armor, the armor still provides half its original AC bonus, but at another -2 to armor check penalty (unless it is light armor) and -2 to max dex modifier (unless it is light armor).
"Armorgeddon": The squire may attack worn armor to ruin it, you may ignore the armors hardness and you are given +8 damage per attacks you would normally have to mail and plate armors (chain shirt included) due to design exploits. Using knowledge of the armors design, you need to use a full round action to slash at the correct spots. After sundering the armor, the armor still provides half its original AC bonus, but at another -2 to armor check penalty (unless it is light armor) and -2 to max dex modifier (unless it is light armor).
* - If the subject of shield ally is a knight, cavalier or a paladin, the shield ally will work as improved shield ally, meaning full damage absorption.
Other notes
Bold stuff is made up stuff.
Nobody limits your Roleplaying, I for one will not play as someone's servant, but rather use that part of squire for background. And play a young man aspiring to be a knight. you don't have to be the class knight to roleplay being a knight in some order of whatever.
Additionally, I should add that this campain houserules Shields to be +2 AC for light, +4 for heavy and +6 for towershield. also adding a shield ability that everyone can use. the balance of this ability has not been tested alot..
Shield Bash: When making a charge with a shield equipped you can use your momentum to slam your shield into the victim of the charge. If the bash hits (attackroll +2), the target has to make a DC 10+(½attackers character level + Str mod + Size mod) Fortitude save or become Dazed for 1 round.(until just before your next action) The targets size mod applies to the save. A shield
gives him a +2 circumstance bonus on the save. The attacker may not make an attack against the target.
Improved shield bash (Feat) Pre req: Base attack bonus +6: When making a charge with a shield equipped you can use your momentum to slam your shield into the victim of the charge. If the bash hits (attackroll +2), the target has to make a DC 12+(½attackers character level + Str mod + Size mod) Fortitude save or become Dazed for 1 round (until just before your next action). The targets size mod applies to the
save. A shield gives him a +2 circumstance bonus on the save. The attacker may also make a attack against the target at his full base attack bonus(but does not gain +2 for the charge)
NOTE: Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed.
This is because I think shields suck in the original rules and, to do something more with a shield you should not have to twoweaponfightingfeats+shieldfeats specc your char completely.
The effects of the ability is born from all those movie/book scenes we all know where hundreds of footsoldiers charge eachother on a field, then their shieldwalls clash and there is a big kaboom and everyone starts dying. Now imagine your self in the first line, without a shield.. at the precise moment the shields make big boom headon collision... ugghh!