Friday, October 12, 2012

The Bronze Captain



"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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