The
beastmen hordes had pounded our forces all day. Me and the other boys
from the Forsaken Sons hunkered in the shelter of a broken wall,
catching a few minutes of respite while the other forces of Law
fought and died in the ruins of the city. Maiden's Tower would soon
fall, and the Chalice of Silver Tears would be in the clutches of
evil.
We
each looked to each other and nodded, no words needed. It was time
to turn and run. There was no shame in it. All was lost.
Then
a thunder of hooves, and Captain Belwyn rode up on his exhausted
horse. He leaped from his saddle and strode towards us. His armor was
rent in a dozen places. The left side of his helmet was dented, and
his face was covered in blood with one eye swollen shut. Still, his
voice was clear as a bell as he stood over us.
“Up!
Get up, lads! We have them right were we want them! See? Soon the sun
will rise and burn away these black clouds. With Bramahn's light
behind us we'll send these beasts back to their pits!” He grabbed
my by the shoulder roughly and lifted me to my feet, then turned and
did likewise to the other Sons. “Up! Up and fight, I say! Fight on
for the fate of Law and the kingdoms of men!” Our hearts stirred,
and strength came back to our arms as we picked up our spears and
shields once more.
Suddenly,
a black shadow fell across the battlefield, and Therrovaux, the Dread
Wyrm landed in the shattered city square. Black waves of terror
washed from the beast like a palpable force. Elves and dwarves
dropped their arms and fled in fear, but we did not falter. The beast
spotted us, turned its serpentine eyes to us, and bellowed its
defiance. Acidic death sizzled on its lips.
Captain
Belwyn just grinned. He spat a wad of blood and broken teeth from his
mouth and gripped his massive two-handed warblade. “C'mon, lads.
Let's show these curs what human courage looks like!” The Captain
bellowed a wordless warcry and charged the dragon.
And
we followed.
Captain
The captain is a fighting man trained in leading and inspiring others. He may be a beloved commander who earns his troops' love and respect, or a tyrannical bully whose men follow him out of fear. While not as sturdy as a pure fighter, he is competent in all weapons and armor. His most powerful ability, though, his his skill in instilling courage and confidence in the men and women that follow him. With an few rallying words he can remove fear and bring strength to his fellows' arms. An experienced captain is so commanding, that even kings and emperors might pause and follow his orders. Requirements: CON 9, CHA 13
Prime Requisites: CON and CHA
Hit Die: d6 (+2 HP after 9th level)
Fights as: Fighter
Saves as: Fighter
Weapons: All
Armor: All
Special Abilities
Special Abilities
Master Commander: The captain has mastered the art of command. His authority inspires men to follow him into danger. The captain’s henchmen and hirelings receive a +2 bonus to morale.
“But it is not this day…”: The captain can improve the morale of troops. Inspiring courage requires a few moments of oration before a battle (one round), and grants all allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the captain), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). The captain can inspire courage in any given character once per day per class level. He cannot inspire courage on characters who are already engaged in combat.
At Fifth Level:
Bravery: The captainis immune to all natural and magical fear effects.
At Ninth Level:
Commanding Voice: The captain gains a +2 bonus to reaction rolls with creatures he speaks to. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. Creatures with a WIS greater than the captain’s CHA are immune to this power (and the captain will know they are immune).
At ninth level (General), a captain can build a castle. His legendary leadership abilities will attract 5d10 0-level warriors looking for training under his leadership, as well as 1d6 low-level captains (level 1-3) rallying to his banner.
“But it is not this day…”: The captain can improve the morale of troops. Inspiring courage requires a few moments of oration before a battle (one round), and grants all allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the captain), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). The captain can inspire courage in any given character once per day per class level. He cannot inspire courage on characters who are already engaged in combat.
At Fifth Level:
Bravery: The captainis immune to all natural and magical fear effects.
At Ninth Level:
Commanding Voice: The captain gains a +2 bonus to reaction rolls with creatures he speaks to. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. Creatures with a WIS greater than the captain’s CHA are immune to this power (and the captain will know they are immune).
At ninth level (General), a captain can build a castle. His legendary leadership abilities will attract 5d10 0-level warriors looking for training under his leadership, as well as 1d6 low-level captains (level 1-3) rallying to his banner.
Experience
|
Title
|
Level
|
Hit Dice
|
0
|
Bannerman
|
1
|
1d6
|
1,700
|
Standard Bearer
|
2
|
2d6
|
3,400
|
Rallier
|
3
|
3d6
|
6,800
|
Sergeant
|
4
|
4d6
|
13,600
|
Officer
|
5
|
5d6
|
27,200
|
Lieutenant
|
6
|
6d6
|
55,000
|
Commander
|
7
|
7d6
|
110,000
|
Captain
|
8
|
8d6
|
210,000
|
General
|
9
|
9d6
|
310,000
|
General, Level 10
|
10
|
9d6+2*
|
410,000
|
General, Level 11
|
11
|
9d6+4*
|
510,000
|
General, Level 12
|
12
|
9d6+6*
|
610,000
|
General, Level 13
|
13
|
9d6+8*
|
710,000
|
Lord Marshal
|
14
|
9d6+10*
|
*Hit Point modifiers from Constitution no longer apply.
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