DMVerdandi
2011-08-03, 02:21 AM
THE MILITANT(updated to v2.0)
http://fc09.deviantart.net/fs70/f/2010/041/5/1/51ec0955711efceb22fe147a1a99d811.jpg
One's duty is to honor, discipline, and understanding.-random militant
The militant represents a very distinct group of initiators. While Crusaders fight and become powerful through a cause, Swordsages do so as a ascetic trial to self mastery, and Warblades do so for personal attainment and glory, Militants fight for one reason. It is what they were trained to do.
Rather than being directly associated with the other initiator classes, The militant is a natural progression of the mundane combatant, someone who has gained a different insight into combat maneuvers through a disciplined and regimented program. Where some initiators evolved through the understanding of certain cultural and historical circumstances, Militants exist everywhere, representing the paragon of the educated and disciplined fighting elite.
MAKING A MILITANT
As a class that epitomizes structured martial training, The Militant should focus strongly on equiping himself with the tools needed to implement such training.
Abilities: Strength,dexterity and constitution make sure that the militant is capable of surviving the rigors of combat, by increasing their physical athleticism, and constitution is the score for concentration, which ties in with many of the classes abilities.
Mental scores are also important. Intelligence is the most important as it advances the skills, Wisdom helps to maintain a strong willpower, and sometimes, when the Militant is in a leadership position, charisma is helpful.
Races: Any races with a tradition of educated warrior elite usually have militants.
They are the officers and masterminds of the battlefield.
Alignment:Any
Starting Gold: As fighter.
Starting Age: As fighter.
Class Skills
The Militant's class skills are:
The Militant can choose any 15 skills to be class skills.
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int
Hit Dice: d10
BAB: Good
Fort:Good
Ref:Good
Will:Poor
Abilities
1. Militant feat/lore
2. Point of focus +1
3. Militant feat
4. Point of focus +2
5. Militant feat
6.Point of focus +3
7. Militant feat
8. Point of focus +4
9. Militant feat
10. Point of focus +5
11. Militant feat
12. Ease of focus
13. Militant feat
14. Point of focus +6
15. Militant feat
16. Point of focus +7
17. Militant feat
18. Point of focus +8
19. Militant feat
20. Disciplined focus
Weapon Proficiencies: A militant is proficient with all martial weapons, and all armor.
Maneuvers
The Militant is a versatile combatant who learns maneuvers through personal choice which they call the "Militant operation specialty".
They gain maneuvers known and readied as a warblade of equal level. The schools known are chosen from two schools of the Militant's choice at first level.
To recover maneuvers, the militant must take a full-round action for a concentration check of 15. If he succeeds, the maneuvers are recovered instantly.
Stances
As warblade
Militant feat
Starting at first, and gained every odd level, The militant gains access to what is called a militant feat. It represents the amount of education that the militant has, and constant training and self-improvement.
The Militant feat can be spent on any feat the militant qualifies for. It differs from normal feats as it represents the amount of focus the militant has, and not the feat itself. It is a feat slot. Once per week, per slot, the militant can reallocate the Militant feat slot to another feat they qualify for.
If a first level militant decides that It would rather take the run feat, rather than the improved unarmed attack feat, Once per seven days, he can spend an 1-hour per slot session of intense focus(in which they can take no other action but intense study and self reflection) to replace that feat for another.
The session requires two checks per feat slot, one lore check of (25 + The total amount of militant feat slots being changed), and a Concentration check of the same number.
It takes one hour to reallocate each feat, and once that is done, the Militant has the option to cancel the allocation of the rest, or make another check of the same difficulty to progress. If at any time the check is failed, the Militant must stop completely, and cannot reallocate his Militant feats for another 7 days.
All the militant feat slots can be changed at once, or staggered to lessen the difficulty.
Lore
Lore
At 1st level, a Militant gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The militant adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Point of Focus
Through supernormal practices of concentration, the Militant can achieve a fugue state, referred to as the point of focus. By forcefully increasing their mindfullness in action and willpower mentally, they can increase all performances.
First gained at the second level, the point of focus is achieved by making a swift concentration check of 15. If made, the Militant enters the point of focus state. It grants a +1 enhancement bonus to AC, Attack ,Damage, One skill of choice, and one Ability modifier of choice. The choice to the skill and modifier cannot be changed until the duration of the point of focus ends.
The duration of Point of Focus lasts for 5 rounds + The Modifier of the score chosen to enhance with the bonus.
If the modifier chosen is charisma, for example, that is the modifier used.
After the duration of Point of Focus has been expended, The amount of effort taken to forcefully reach the point of focus in question reaps a toll on the user, called the fugue state.
The militant must roll a D4 twice. The result bestows a certain condition on the Militant for an amount of rounds equal to the second roll.
First Roll
1:Dazed
2:Exhausted
3:Fatigued
4:Nauseated
Second roll
1. One turn
2. Two turns.
3. Three turns.
4. Four turns.
The Point of focus can be gained outside of combat, but can only be gained once per encounter.
At certain levels, the bonus for Point of Focus is heightened by +1
Ease of Focus
Entering the point of focus begins to come naturally to the militant, and additional benefits are gained. When this ability is gained, the militant gains the ability to more quickly reallocate the bonus gained from point of focus.
It takes one full-round action to re-allocate the bonus.
Disciplined focus
As the capstone, The Militant becomes so adept at Using the point of focus, that it lasts longer. The new duration is 10 + the enhanced modifier.
The militant is also capable of taking 10 anytime on the concentration check needed to reach the point of focus,
PLAYING A MILITANT
A militant is more than a simple warrior, who drudges through armed combat with a small amount of knowledge about his blade, and he is different than a fighter, whom focuses only on the displays of his combat feats. The Militant represents the armed combatant that Knows every trick in the book since they studied it from binder to binder.
When playing a militant, social standing alone changes. Being a militant means something more than being able to swing an axe, it means serious study has gone into the mechanics of fighting, survival, and creation of a seperate level of combatant.
A low level militant could be someone who is simply a genius at combat and has seen the science of fighting for what it is individually, or it could be someone who studies at a military college, who has elected to focus on learning the totality of the fighting system. A militant is to melee as a wizard is to magic, someone who has such a knowledge of warfare and knowledge in general that they are looked to as the authorities on that field.
Religion: Militants often have a wide plethora of deities, and often have a creedo "whoever saves you on the battelfield is the god you pray to."
Other Classes: Militants are trained to observe and learn from all classes, and make extraordinarily good team-mates. Each crafts their education on their talents, so any given militant has something in common with someone. Among melee oriented classes, they gravitate towards the more civilized classes, the fighters, rogues, and warriors.
Combat: In combat, the militant has many options. As an initiator, maneuvers are a large part of their fighting style, using the best option at the time to do the most damage. The large body of feat knowledge they fall back on also helps tremendously, giving the image that a Militant is "Always ready. Always prepared".
Their focal point ability Gives militants a definate edge in combat as well, and even with it's drawbacks, using it whenever possible is advised.
Advancement: Militants are known for multiclassing, and because of the lessons learned in the class, any class it takes increases it's initiator level by 1/2 per level, and class level by 1/4
MILITANTS IN THE WORLD
"I thought generally being a fighter in this world meant you needed to be prepared for everything. Militants showed me that we take it easy. They train like demons. Better to have them on your side than against you..."
-Relf, Dwarf fighter and Temple Guard.
Militants are percieved as sticks in the mud. They can be from the wilderness to the edge of civilization, but are always dignified through their discipline and knowledge of combat. Forever maintaining their schedules, other group members may find it odd for the Militants to be practicing too early each morning, having a neurotic appreciation for order and cleanliness when possible, and living their whole lives repetitiously. Once a militant, always a militant, and they NEVER truly relax.
Daily Life: Generally, they wake up extremely early for training and study. Reallocation for feats should be done as early as possible. After that, they usually plan out every action they do, even "relaxation time". From dawn till dusk, a militant has a schedule for everything.
Notables: Almost every strategist, general, or leader in any form of combat has taken at least a level in the Militant to represent the power that understanding the science of combat.
Organizations: Armies, mercenary units, Militias, even town guards may have a militant. Simply look for the fellow who takes combat TOO seriously. He may even be made fun of for it, until his skills are put to the test.
NPC Reaction
NPC'S are on both sides of the fence. Some see them as heroes, living testaments of discipline in martial warfare, while others think of them as little more than know it all soldiers, who simply learned how to "kill better".
MILITANTS IN THE GAME
Militants are a measure more powerful than the standard sellsword, a real powerhouse on the fields of battle, they are often sought out greatly among soldiers for their strength in battle.
Though with all of that, magic still has a hold on them.
Adaptation: In a campaign that does NOT allow initiators, One can instead change the Militant feat from one week to one day to emphasize the increase in education, and the decrease in practice with maneuvers.
Also, to represent the truly large and expansive dimension that is the martial maneuver and initiators, The Militant could also create or inherit martial schools that aren't listed in the tome of battle, created from the other sources of martial inspiration. If such a Militant is created, they must at the first level select and create the whole school and have it approved with the DM.
Encounters: For every 5 armed specialists, there is one militant that represents someone who is dedicated to martial warfare, education, and self-discipline more than any else.
Creator comments:
My take on the experienced soldier in fantasy.
Often they had SIGNIFICANT freedom to grow and expand, And also a special "focus" that allowed them to be better, and fight better than the rest of the combatants.
EDIT: Changes made on 8/03/2011
-First level skill bonus lowered.
-Will bonus changed
-Maneuvers changed
-Point of focus changed
-Militant bonus feat changed
-Hit Die changed
-Ease of focus changed
-Disciplined focus changed
http://fc09.deviantart.net/fs70/f/2010/041/5/1/51ec0955711efceb22fe147a1a99d811.jpg
One's duty is to honor, discipline, and understanding.-random militant
The militant represents a very distinct group of initiators. While Crusaders fight and become powerful through a cause, Swordsages do so as a ascetic trial to self mastery, and Warblades do so for personal attainment and glory, Militants fight for one reason. It is what they were trained to do.
Rather than being directly associated with the other initiator classes, The militant is a natural progression of the mundane combatant, someone who has gained a different insight into combat maneuvers through a disciplined and regimented program. Where some initiators evolved through the understanding of certain cultural and historical circumstances, Militants exist everywhere, representing the paragon of the educated and disciplined fighting elite.
MAKING A MILITANT
As a class that epitomizes structured martial training, The Militant should focus strongly on equiping himself with the tools needed to implement such training.
Abilities: Strength,dexterity and constitution make sure that the militant is capable of surviving the rigors of combat, by increasing their physical athleticism, and constitution is the score for concentration, which ties in with many of the classes abilities.
Mental scores are also important. Intelligence is the most important as it advances the skills, Wisdom helps to maintain a strong willpower, and sometimes, when the Militant is in a leadership position, charisma is helpful.
Races: Any races with a tradition of educated warrior elite usually have militants.
They are the officers and masterminds of the battlefield.
Alignment:Any
Starting Gold: As fighter.
Starting Age: As fighter.
Class Skills
The Militant's class skills are:
The Militant can choose any 15 skills to be class skills.
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int
Hit Dice: d10
BAB: Good
Fort:Good
Ref:Good
Will:Poor
Abilities
1. Militant feat/lore
2. Point of focus +1
3. Militant feat
4. Point of focus +2
5. Militant feat
6.Point of focus +3
7. Militant feat
8. Point of focus +4
9. Militant feat
10. Point of focus +5
11. Militant feat
12. Ease of focus
13. Militant feat
14. Point of focus +6
15. Militant feat
16. Point of focus +7
17. Militant feat
18. Point of focus +8
19. Militant feat
20. Disciplined focus
Weapon Proficiencies: A militant is proficient with all martial weapons, and all armor.
Maneuvers
The Militant is a versatile combatant who learns maneuvers through personal choice which they call the "Militant operation specialty".
They gain maneuvers known and readied as a warblade of equal level. The schools known are chosen from two schools of the Militant's choice at first level.
To recover maneuvers, the militant must take a full-round action for a concentration check of 15. If he succeeds, the maneuvers are recovered instantly.
Stances
As warblade
Militant feat
Starting at first, and gained every odd level, The militant gains access to what is called a militant feat. It represents the amount of education that the militant has, and constant training and self-improvement.
The Militant feat can be spent on any feat the militant qualifies for. It differs from normal feats as it represents the amount of focus the militant has, and not the feat itself. It is a feat slot. Once per week, per slot, the militant can reallocate the Militant feat slot to another feat they qualify for.
If a first level militant decides that It would rather take the run feat, rather than the improved unarmed attack feat, Once per seven days, he can spend an 1-hour per slot session of intense focus(in which they can take no other action but intense study and self reflection) to replace that feat for another.
The session requires two checks per feat slot, one lore check of (25 + The total amount of militant feat slots being changed), and a Concentration check of the same number.
It takes one hour to reallocate each feat, and once that is done, the Militant has the option to cancel the allocation of the rest, or make another check of the same difficulty to progress. If at any time the check is failed, the Militant must stop completely, and cannot reallocate his Militant feats for another 7 days.
All the militant feat slots can be changed at once, or staggered to lessen the difficulty.
Lore
Lore
At 1st level, a Militant gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The militant adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Point of Focus
Through supernormal practices of concentration, the Militant can achieve a fugue state, referred to as the point of focus. By forcefully increasing their mindfullness in action and willpower mentally, they can increase all performances.
First gained at the second level, the point of focus is achieved by making a swift concentration check of 15. If made, the Militant enters the point of focus state. It grants a +1 enhancement bonus to AC, Attack ,Damage, One skill of choice, and one Ability modifier of choice. The choice to the skill and modifier cannot be changed until the duration of the point of focus ends.
The duration of Point of Focus lasts for 5 rounds + The Modifier of the score chosen to enhance with the bonus.
If the modifier chosen is charisma, for example, that is the modifier used.
After the duration of Point of Focus has been expended, The amount of effort taken to forcefully reach the point of focus in question reaps a toll on the user, called the fugue state.
The militant must roll a D4 twice. The result bestows a certain condition on the Militant for an amount of rounds equal to the second roll.
First Roll
1:Dazed
2:Exhausted
3:Fatigued
4:Nauseated
Second roll
1. One turn
2. Two turns.
3. Three turns.
4. Four turns.
The Point of focus can be gained outside of combat, but can only be gained once per encounter.
At certain levels, the bonus for Point of Focus is heightened by +1
Ease of Focus
Entering the point of focus begins to come naturally to the militant, and additional benefits are gained. When this ability is gained, the militant gains the ability to more quickly reallocate the bonus gained from point of focus.
It takes one full-round action to re-allocate the bonus.
Disciplined focus
As the capstone, The Militant becomes so adept at Using the point of focus, that it lasts longer. The new duration is 10 + the enhanced modifier.
The militant is also capable of taking 10 anytime on the concentration check needed to reach the point of focus,
PLAYING A MILITANT
A militant is more than a simple warrior, who drudges through armed combat with a small amount of knowledge about his blade, and he is different than a fighter, whom focuses only on the displays of his combat feats. The Militant represents the armed combatant that Knows every trick in the book since they studied it from binder to binder.
When playing a militant, social standing alone changes. Being a militant means something more than being able to swing an axe, it means serious study has gone into the mechanics of fighting, survival, and creation of a seperate level of combatant.
A low level militant could be someone who is simply a genius at combat and has seen the science of fighting for what it is individually, or it could be someone who studies at a military college, who has elected to focus on learning the totality of the fighting system. A militant is to melee as a wizard is to magic, someone who has such a knowledge of warfare and knowledge in general that they are looked to as the authorities on that field.
Religion: Militants often have a wide plethora of deities, and often have a creedo "whoever saves you on the battelfield is the god you pray to."
Other Classes: Militants are trained to observe and learn from all classes, and make extraordinarily good team-mates. Each crafts their education on their talents, so any given militant has something in common with someone. Among melee oriented classes, they gravitate towards the more civilized classes, the fighters, rogues, and warriors.
Combat: In combat, the militant has many options. As an initiator, maneuvers are a large part of their fighting style, using the best option at the time to do the most damage. The large body of feat knowledge they fall back on also helps tremendously, giving the image that a Militant is "Always ready. Always prepared".
Their focal point ability Gives militants a definate edge in combat as well, and even with it's drawbacks, using it whenever possible is advised.
Advancement: Militants are known for multiclassing, and because of the lessons learned in the class, any class it takes increases it's initiator level by 1/2 per level, and class level by 1/4
MILITANTS IN THE WORLD
"I thought generally being a fighter in this world meant you needed to be prepared for everything. Militants showed me that we take it easy. They train like demons. Better to have them on your side than against you..."
-Relf, Dwarf fighter and Temple Guard.
Militants are percieved as sticks in the mud. They can be from the wilderness to the edge of civilization, but are always dignified through their discipline and knowledge of combat. Forever maintaining their schedules, other group members may find it odd for the Militants to be practicing too early each morning, having a neurotic appreciation for order and cleanliness when possible, and living their whole lives repetitiously. Once a militant, always a militant, and they NEVER truly relax.
Daily Life: Generally, they wake up extremely early for training and study. Reallocation for feats should be done as early as possible. After that, they usually plan out every action they do, even "relaxation time". From dawn till dusk, a militant has a schedule for everything.
Notables: Almost every strategist, general, or leader in any form of combat has taken at least a level in the Militant to represent the power that understanding the science of combat.
Organizations: Armies, mercenary units, Militias, even town guards may have a militant. Simply look for the fellow who takes combat TOO seriously. He may even be made fun of for it, until his skills are put to the test.
NPC Reaction
NPC'S are on both sides of the fence. Some see them as heroes, living testaments of discipline in martial warfare, while others think of them as little more than know it all soldiers, who simply learned how to "kill better".
MILITANTS IN THE GAME
Militants are a measure more powerful than the standard sellsword, a real powerhouse on the fields of battle, they are often sought out greatly among soldiers for their strength in battle.
Though with all of that, magic still has a hold on them.
Adaptation: In a campaign that does NOT allow initiators, One can instead change the Militant feat from one week to one day to emphasize the increase in education, and the decrease in practice with maneuvers.
Also, to represent the truly large and expansive dimension that is the martial maneuver and initiators, The Militant could also create or inherit martial schools that aren't listed in the tome of battle, created from the other sources of martial inspiration. If such a Militant is created, they must at the first level select and create the whole school and have it approved with the DM.
Encounters: For every 5 armed specialists, there is one militant that represents someone who is dedicated to martial warfare, education, and self-discipline more than any else.
Creator comments:
My take on the experienced soldier in fantasy.
Often they had SIGNIFICANT freedom to grow and expand, And also a special "focus" that allowed them to be better, and fight better than the rest of the combatants.
EDIT: Changes made on 8/03/2011
-First level skill bonus lowered.
-Will bonus changed
-Maneuvers changed
-Point of focus changed
-Militant bonus feat changed
-Hit Die changed
-Ease of focus changed
-Disciplined focus changed