"The tin soldier melted down into a lump, and the
next morning, when the maid servant took the ashes out of the stove, she found
him in the shape of a little tin heart."
"The Steadfast Tin Soldier" Fairy Tales Told to Children, 1838
Prime Requisite: STR
Requirements: None
Hit Dice: 1d8
Maximum Level: 13
Tin soldiers are created for conflict. As with other tinmen
built for conflict, tin soldiers may be heroic defenders, implacable destroyers
or anything in between.
At first level, tin soldiers hit an unarmored foe (AC 0)
with an attack throw of 10+. Like fighters, they advance in attack throws and
saving throws by two points every three levels of experience. Soldiers are
trained in the use of all weapons and armor. They may fight wielding a weapon
and shield, wielding a two-handed weapon, or wielding a weapon in each hand. Tin
soldiers increase their base damage roll from successful missile and melee
attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th and 12th level.
Tin soldiers may use any magic item usable by fighters.
When a tin soldier reaches 5th level, his battlefield prowess inspires those who
follow him. Any henchmen and mercenaries hired by the soldier gain a +1 bonus
to their morale score whenever he personally leads them. This bonus stacks with
any modifiers from the soldier’s Charisma or proficiencies.
Due to a tin soldier’s inhumanity, the character suffers a -1 penalty to the reactions,
loyalty, and morale of humans and demi-humans. The character gets a +1 bonus to
the reactions, loyalty, and morale of intelligent constructs. As an intelligent construct, the character is
unaffected by poison. Note that as an intelligent construct, the character is
affected by hold, charm, or sleep spells. However, the character gains a +1
bonus on saving throws versus Spells. The character doesn't need to breathe,
eat, or sleep, but he may choose to do so, typically to gain a specific
benefit. A tin soldier’s tin plating
provides the character with a base unarmored AC of 1 instead of 0. When
brawling (see ACKS p. 109), the character may deal lethal damage, 1d3 with a punch
or 1d4 with a kick. He can punch or kick characters in metal armor without
himself taking damage.
When a tin soldier reaches 9th level, he can attract tinmen
from far and wide by constructing his own tinman forge (also called a manufactory). A total of 3d6x10 tinmen of 1st
level will arrive to help maintain and defend the forge at no cost to the soldier.
A tin soldier is expected to employ only tinmen guards and militia, but may
hire members of other races for other tasks. Tinman forges are otherwise identical
to fighters’ castles, as detailed in the Campaign chapter of the ACKS Rulebook.
Tin Soldier Proficiency List (29): Acrobatics, Alertness,
Berserkergang, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force
back, knock down, overrun, sunder, wrestle), Command, Dungeon Bashing,
Endurance, Fighting Style, Gambling, Intimidation, Labor, Leadership, Manual of
Arms, Military Strategy, Precise Shooting, Repair, Riding, Running, Siege
Engineering, Signaling, Skirmishing, Survival, Swashbuckling, Wakefulness,
Weapon Finesse, Weapon Focus
Experience
|
Level
|
Title
|
Hit Dice
|
Damage Bonus
|
0
|
1
|
Tin Man-at-Arms
|
1d8
|
+1
|
2,200
|
2
|
Tin Warrior
|
2d8
|
+1
|
4,400
|
3
|
Tin Swordmaster
|
3d8
|
+2
|
8,800
|
4
|
Tin Hero
|
4d8
|
+2
|
17,600
|
5
|
Tin Exemplar
|
5d8
|
+2
|
35,200
|
6
|
Tin Myrmidon
|
6d8
|
+3
|
70,400
|
7
|
Tin Champion
|
7d8
|
+3
|
140,800
|
8
|
Tin Soldier
|
8d8
|
+3
|
281,600
|
9
|
Tin Warlord
|
9d8
|
+4
|
563,200
|
10
|
Tin Warlord, 10th lvl
|
9d8+2*
|
+4
|
1,126,400
|
11
|
Tin Warlord, 11th lvl
|
9d8+4*
|
+4
|
2,252,800
|
12
|
Tin Warlord, 12th lvl
|
9d8+6*
|
+5
|
4,505,600
|
13
|
Tin Warlord, 13th lvl
|
9d8+8*
|
+5
|
*Hit point modifiers from constitution are ignored
Custom Class Build
Information
Hit Dice
|
Fighting
|
Thievery
|
Divine
|
Arcane
|
Tinman
|
2
|
2
|
0
|
0
|
0
|
0
|
XP Calculation: 1000
+ 1000 + 200 = 2200 at 2nd level