"Any man that would be a warrior and follow a
captain – follow me!"
Prime Requisite: STR and CHA
Requirements: CON 9 and CHA 9
Hit Dice: 1d8
Maximum Level: 11
Bronze captains are created to lead under fire. As
capable in the arts of combat and war as any fighter, a captain’s true calling
is command and leadership. Among the first tinmen built for conflict, bronze
captains may be heroic defenders, implacable destroyers or anything in between.
At first level, bronze captains 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. Captains 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. Bronze
captains increase their base damage roll from successful missile and melee
attacks by +1 at 1st level and by an additional +1 at 3rd, 6th and 9th level.
Bronze captains may inspire
courage in their allies, in the same manner as bards. Inspiring courage
requires a few moments of oration before
a battle (one round), and grants the captain’s 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). A captain can inspire courage in any given character once
per day per class level. (Even the most
inspiring epic gets old if you hear it twice in the same day.) A captain cannot
inspire courage on characters who are already engaged in combat. At 2nd level
and 8th level, bronze captains specialize
and may select a bonus proficiency from the Bronze Captain Proficiency List.
Beginning at 5th level, a bronze captain’s resolve
makes him immune to
all natural and magical fear effects.
Bronze captains may use any magic item usable by fighters.
When a bronze captain reaches 5th level, his battlefield prowess inspires those who
follow him. Any henchmen and mercenaries hired by the captain gain a +1 bonus
to their morale score whenever he personally leads them. This bonus stacks with
any modifiers from the captain’s Charisma or proficiencies.
Due to a bronze captain’s inhumanity, the character suffers a -2 penalty to the reactions,
loyalty, and morale of humans and demi-humans. The character gets a +2 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 bronze captain’s bronze plating
provides the character with a base unarmored AC of 3 instead of 0. However, the
character has a base movement rate of only 60’. 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 bronze captain 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 captain.
A bronze captain 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.
Bronze Captain Proficiency List (31): 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, Leadership, Manual of Arms, Military Strategy,
Precise Shooting, Repair, Riding,
Running, Siege Engineering, Signaling, Skirmishing, Swashbuckling, Wakefulness, Weapon Finesse, Weapon Focus
Experience
|
Level
|
Title
|
Hit Dice
|
Special
Abilities
|
Damage Bonus
|
0
|
1
|
Bronze Standard-bearer
|
1d8
|
Inspire courage
|
+1
|
2,550
|
2
|
Bronze Signaler
|
2d8
|
Specialize
|
+1
|
5,100
|
3
|
Bronze Corporal
|
3d8
|
+2
|
|
10,200
|
4
|
Bronze Sergeant
|
4d8
|
+2
|
|
20,400
|
5
|
Bronze First Sergeant
|
5d8
|
Battlefield prowess,
resolve
|
+2
|
40,800
|
6
|
Bronze Lieutenant
|
6d8
|
+3
|
|
81,600
|
7
|
Bronze First Lieutenant
|
7d8
|
+3
|
|
163,200
|
8
|
Bronze Captain
|
8d8
|
Specialize
|
+3
|
326,400
|
9
|
Bronze Marshal
|
9d8
|
Forge
|
+4
|
652,800
|
10
|
Bronze Marshal, 10th lvl
|
9d8+2*
|
+4
|
|
1,305,600
|
11
|
Bronze Marshal, 11th lvl
|
9d8+4*
|
+4
|
*Hit point modifiers from constitution are ignored
New Proficiency
Custom Class Build
Information
Hit Dice
|
Fighting
|
Thievery
|
Divine
|
Arcane
|
Tinman
|
2
|
1 [+1 = 2]
|
1
|
0
|
0
|
2
|
XP Calculation: 1000
+ 500 + 200 + 850 = 2550 at 2nd level
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