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Nad
2007-03-19, 09:57 AM
Hello all!

Just looking for some feedback. I’m going to do four pages for you:

One: What the Sergeant prestige class is based off of
Two: The Sergeant prestige class
Three: What the Captain prestige class is based off of
Four: The Captain prestige class

FIGHTER
Alignment: Any.
Hit Die: d10.


Class Skills

The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Fighter

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
2nd
+2
+3
+0
+0
Bonus feat
3rd
+3
+3
+1
+1

4th
+4
+4
+1
+1
Bonus feat
5th
+5
+4
+1
+1

6th
+6/+1
+5
+2
+2
Bonus feat


Class Features

All of the following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Nad
2007-03-19, 09:58 AM
Sergeant
Hit Die: d10
Requirements
To qualify to become a sergeant, a character must fulfill all the following criteria.
Alignment: Any non-chaotic
Base Attack Bonus: +1
Feats: Endurance, Die Hard, Iron Will
Special: The character must be recognized as the commanding officer of more than two subordinates.
Class Skills

The sergeant’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha) Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perform: Command (Cha), Ride (Dex), Sense Motive (Wis) and Swim (Str).
Skill Points at Each Level: 3 + Int modifier.

Table: Sergeant


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+1
+0
+1
Inspire Courage, Inspire Confidence
2nd
+2
+1
+0
+1
To Arms!
3rd
+3
+2
+1
+1
Critical Task
4th
+4
+2
+1
+2
Command of Courage
5th
+5
+3
+1
+2
Double Time



Class Features

All of the following are class features of the sergeant.

Weapon and Armor Proficiency: A sergeant is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Sergeant Commands: Once per day per sergeant level, a sergeant can use his commands to produce magical effects on those around him (usually including himself, if desired). Each ability requires both a minimum sergeant level and a minimum number of ranks in the Perform: Command skill to qualify; if a sergeant does not have the required number of ranks in at least one Perform skill, he does not gain the command ability until he acquires the needed ranks. Issuing a command effect is a standard action. Some command abilities require concentration, which means the sergeant must take a standard action each round to maintain the ability. Even while using commands that do not require concentration, a sergeant cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf sergeant has a 20% chance to fail when attempting to use commands. If he fails, the attempt still counts against his daily limit. Below is a list of commands and special abilities that a sergeant can use. Using Special Abilities (Sp) costs two of the sergeant’s Commands (C).

Command of Courage (C): A sergeant with 5 or more ranks in the Perform: Command skill can inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the sergeant’s command. The effect lasts for as long as the ally is aware of the sergeant’s presence. If the sergeant is disabled or is removed from combat, the effects end immediately. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. For every five ranks in Perform: Command, this bonus increases by 1 (+2 at 10, +3 at 15, etc). Command Courage is a mind-affecting ability.

To Arms! (Sp): A sergeant with 5 or more ranks in Perform: Command skill can issue a command that functions exactly as if he cast Rouse. The sergeant’s level acts as the caster level for effectiveness.

Command of Competence (C): A sergeant of 2nd level or higher with 5 or more ranks in the Perform: Command skill can use his commands to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the sergeant. The ally is allowed to add the sergeant’s charisma bonus to their skill checks with a particular skill as long as they are aware of the sergeant’s presence. The effect lasts as many rounds as the sergeant’s charisma bonus. A sergeant can’t inspire competence in himself. Command of Competence is a mind-affecting ability.

Critical Task (Sp):A sergeant of 3rd level or higher with 10 or more ranks in the Perform: Command skill can use his commands to help an ally succeed at a critical task. A critical task is any action that will greatly affect the status of the sergeant and his allies (Example: Killing an enemy before it kills an ally, healing a dying ally, disabling a trap that threatens allies). The ally must be within 30 feet and able to see and hear the sergeant. The ally is allowed to add the sergeant’s charisma bonus to their checks for the critical task as long as they are aware of the sergeant’s presence. The effect lasts as many rounds as the sergeant’s charisma bonus or until the task is complete. A sergeant can’t command a critical task of himself. Critical Task is a mind-affecting ability.

Command of Courage (C): Beginning at 4th level, a sergeant with 10 or more ranks in the Perform: Command skill is able to grant a bonus to saving throws against fear (magical or otherwise). Each ally within 10 feet (+5 feet per point of the sergeant’s charisma bonus) of him is allowed to add the sergeant’s charisma bonus to their on saving throws against fear effects. Command of Courage is a mind-affecting ability.

Double Time (C): At 5th level, a sergeant can order his subordinates to perform a specific action at double the rate. The sergeant can grant the endurance or the run feat to one subordinate for every 5 ranks in the Perform: Command skill. Double Time is a mind-affecting ability.

Nad
2007-03-19, 09:59 AM
FIGHTER
Alignment: Any.
Hit Die: d10.


Class Skills

The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Fighter

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
7th
+7/+2
+5
+2
+2

8th
+8/+3
+6
+2
+2
Bonus feat
9th
+9/+4
+6
+3
+3

10th
+10/+5
+7
+3
+3
Bonus feat
11th
+11/+6/+1
+7
+3
+3


Class Features

All of the following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Nad
2007-03-19, 10:00 AM
Captain
Hit Die: d10
Requirements
To qualify to become a captain, a character must fulfill all the following criteria.
Alignment: Any non-chaotic
Skills: Perform: Command: 7 ranks
Base Attack Bonus: +6
Feats: 5th level Sergeant, Leadership
Special: The character must be recognized as the commanding officer of more than ten subordinates.
Class Skills

The captain’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha) Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perform: Command (Cha), Ride (Dex), Sense Motive (Wis) and Swim (Str).
Skill Points at Each Level: 3 + Int modifier.

Table: Captain

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+1
+1
+1
Requisition Hero’s Feast
2nd
+2
+1
+1
+1
Order of Readiness
3rd
+3
+2
+2
+2
Order of Caution
4th
+4
+2
+2
+2
Snap Out of It
5th
+5
+2
+2
+3
Heroic Effort



Class Features

All of the following are class features of the captain.

Weapon and Armor Proficiency: A captain is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Captain’s Orders: Once per day per captain level, a captain can use his orders to produce magical effects on those around him (usually including himself, if desired). Each ability requires both a minimum captain level and a minimum number of ranks in the Perform: Command skill to qualify; if a captain does not have the required number of ranks in at least one Perform skill, he does not gain the order ability until he acquires the needed ranks. Issuing an order effect is a standard action. Some order abilities require concentration, which means the sergeant must take a standard action each round to maintain the ability. Even while using orders that do not require concentration, a captain cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf captain has a 20% chance to fail when attempting to use orders. If he fails, the attempt still counts against his daily limit. Below is a list of orders and special abilities that a captain can use. Using Special Abilities (Sp) costs two of the captain’s Orders (O).

Requisition Hero’s Feast (Sp): A captain with 20 or more ranks in Perform: Command skill can issue an order that functions as if he cast Hero’s Feast. The captain’s subordinates (or hirelings) must gather and prepare the necessary materials for the feast as unlike the spell, these components are not magically supplemented. The required materials are a feasting table, seating for each participant and high quality food and drink. (50G per person normal availability) The captain’s level acts as the caster level for effectiveness.

Order of Readiness (O): Beginning at 2nd level, a captain with 15 or more ranks in the Perform: Command skill is able to call his allies to readiness when surprised. After the initial individual action of an enemy, a captain is allowed to make an initiative roll against the enemies. If he succeeds, the captain grants the ability for his subordinates to retain their Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. Order of Readiness is a mind-affecting ability.

Order of Caution (O): Beginning at 3rd level, a captain with 15 or more ranks in the Perform: Command skill is able to order his subordinates to be alert and on guard for traps. This order temporarily grants each ally within 10 feet (+5 feet per point of the sergeant’s charisma bonus) the alertness feat. This order also grants a bonus to Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps. This is a base bonus of +1 that rises by +1 for every five ranks in Perform: Command. Trap sense bonuses gained from multiple modifiers stack. Order of Caution is a mind-affecting ability.

Snap Out of It (Sp): A captain of 4th level or higher with 15 or more ranks in the Perform: Command skill can use an order to create an effect equivalent to the break enchantment spell (caster level equals the character’s captain level + charisma modifier). Using this ability requires a full round of uninterrupted concentration and it functions on a single target within 30 feet. A captain can not use Snap Out of Iton himself.

Heroic Effort (Sp): A captain who is 5th level with 20 or more ranks in Perform: Command skill can encourage heroism in a single ally within 30 feet. When a subordinate is attempting heroic actions, (protecting a fallen comrade, swinging over a pool of lava, etc) the captain can shout their name as a free action and recognize their heroics. This immediately cancels any command or order in effect and grants the hero the effects of a greater heroism spell (duration is 5 rounds + captain’s charisma modifier). Heroic Effort is a mind-affecting ability.

Attilargh
2007-03-19, 10:20 AM
Here, table-fied it for you. You might want to clean that code a bit, it's a real pain to quote.

Table: Sergeant
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+1|+0|+1|Inspire Courage, Inspire Confidence
2nd|+2|+1|+0|+1|To Arms!
3rd|+3|+2|+1|+1|Critical Task
4th|+4|+2|+1|+2|Command of Courage
5th|+5|+3|+1|+2|Double Time[/table]

Table: Captain
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+1|+1|+1|Requisition Hero’s Feast
2nd|+2|+1|+1|+1|Order of Readiness
3rd|+3|+2|+2|+2|Order of Caution
4th|+4|+2|+2|+2|Snap Out of It
5th|+5|+2|+2|+3|Heroic Effort[/table]

Rumpus
2007-03-19, 12:53 PM
Neat ideas. My only critique I don't think someone needs to be a Sergeant before being a Captain. Sergeants and Officers have very different roles and duties, and while prior service as a common soldier often makes for better officers, most militaries in history haven't required it. These classes make the most sense for large professional armies, rather than the usual aristocrat-officer model. Cool!

Nad
2007-03-19, 01:23 PM
Here, table-fied it for you. You might want to clean that code a bit, it's a real pain to quote.

Appreciate the help, I'll try and edit it later. Currently my boss prefers that I answer some emails :smallyuk:

nonsens
2007-03-19, 04:04 PM
I like the idea, but it isn't really V3.5 wise
you give them 3 + int skill points per level, this doesn't exist, it's 2, 4, 6 or 8 + int skill points per level. Give this then 4 = int per level
second, your saves aren't in logical order. in 3.5 isn't either good or bad saves, there isn't any 'in between'
flavor wise, downgrade the hit dice to d8, an officer is most of the time busy commanding troops in stead of fighting


specific class critizism: sergeant
when you first go into the sergeant class, you get skill points which you all have to invest in perform: command and when unlucky (ie: negative int modifier) you can't even use the first command option (inspire courage), so that makes taking this class useless. To make it more appealing, give this class a bonus equal to your levels taken in the sergeant and captain class to perform: command

captain:
lower the amount of ranks you need in perform: command skill
with a required 20 ranks to use the heroes feast you would need to be level 17 and with that BAB requirement, this guy needs to be into epics