Originally posted by kelsen:
CLASSES
Gladiator/Savage
Soldier/Nomad
Templar/Cleric
Rogue/Psionic
Wizard
Gladiator
HD d12, BAB +20, BDB +20, Skill Points 4 + Int mod/level, Saves: Fort +2; Ref +1; Will +0.
Weapon Groups: Basic Weapons + 5 weapon groups + light armor + medium armor + shields.
01 Unarmed Combat, Exotic Weapon
02 Improved Grab
03 Gladiator Feat
04 Bleeding Strike, Armor Optimization +1
05 Combat Maneuver +1
06 Exotic Weapon
07 Finishing Move
08 Gladiator Feat
09 Armor Optimization +2
10 Combat Maneuver +2
11 Exotic Weapon
12 Improved Bleeding Strike
13 Gladiator Feat
14 Armor Optimization +3
15 Combat Maneuver +3
16 Exotic Weapon
17 Improved Finishing Move
18 Gladiator Feat
19 Armor Optimization +4
20 Greater Bleeding Strike, Combat Maneuver +4
Unarmed Combat: You are trained in fighting even while unarmed.
Armed opponents do not get attacks of opportunity when you attack them while unarmed, and your
unarmed damage increases by one die type, as if you were one size category larger than you are (1d2 becomes 1d3, 1d3
becomes 1d4, 1d4 becomes 1d6, etc.).
You also gain the benefits of this ability while wielding punching dagger, spiked gauntlet, singing sticks, wristrazor,
puchik, tortoise blade or forearm axe. The damage dealt by these weapons is increased by one step (1d4 becomes 1d6).
Special: The benefits of this ability only apply when you wear medium, light or no armor. You cannot use this ability
when wearing heavy armor.
Improved Grab: If you hit an opponent with a melee unarmed strike or a light melee weapon, you deal normal damage and
may attempt to start a grapple as a free action without provoking an attack of opportunity (no initial touch attack
is required). If you started the grapple with a light weapon, you can use it in each round to make an attack against
the creature you are grappling.
Special: The benefits of this ability only apply when you wear medium, light or no armor. You cannot use this ability
when wearing heavy armor.
Exotic Weapon: You can replace Exotic weapon feats for Weapon Group Feats, if Arcana Unearthed optional rule is
being used.
Gladiator Feat: The gladiator may select a feat from the following list, even if he does not meet the normal
prerequisites for then: Improved Bullrush, Improved Disarm, Improved Feint, Improved Overrun, Improved Sunder and
Improved Trip.
Alternatively, the gladiator may select any Arena Feat, provided he meet the normal prerequisites for then.
The benefits of these bonus feats only apply when the gladiator wears medium, light or no armor. He loses all
benefits of these feats when wearing heavy armor.
Finishing Move: Whenever you reduces an opponent to negative hit points, you can deliver a showy Coup
of Grace as a standart action (instead of a full-round action), and may attempt to demoralize opponents
within 30 ft. If you suceed in a Intimidation Check opposed by the target’s modified level Check (1d20 +
target’s Hit Dice + Wis Mod + bonus on saves against fear), the target becomes shaken for 1d6 rounds, + 1 per
Gladiator level.
Improved Finishing Move: Whenever you reduces an opponent to negative hit points, you can deliver a showy Coup of
Grace and attempt to demoralize an opponent as a move equivalent action, instead of a standart action. In addition,
if you succeed in your Intimidation check and the target has 4 or less HD or levels lower than you, it becomes
panicked, instead of shaken.
Combat Maneuver: Add listed bonus to your Combat Maneuver Bonus (CMB), and to Feint, Intimidate and Perform Checks
directly related to melee combat (see also Complete Warrior p. 131, rules for Gladiatorial Matches).
Armor Optimazation: Starting at 4th level, the gladiator learns to move and position his armor to
absorb blows better than it normally would. The gladiator gains a +1 bonus on his armor DR rolls
with light armor. The armor DR bonus increases to +2 at 9th level, +3 at 14th level and +4 at 19th
level. The gladiator loses this bonus whenever he loses his dexterity bonus to AC.
Bleeding Strike: A gladiator can cause living opponents to bleed when hitting them with a slashing or piercing
attack. If the attack deals damage, it causes the target to take 2 additional points of damage each round.
Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped
by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this
ability does not stack with itself.
Improved Bleeding Strike: If your bleeding strike deals damage, it causes the target to take 4 additional points of
damage each round.
Greater Bleeding Strike: If your bleeding strike deals damage, it causes the target to take 6 additional points of
damage each round.
Arena Feats:
Arena Performance [Arena Feat]
Prerequisite: BAB +1, 4+ ranks in Perform (blood sport).
You can make a Perform (Blood Sport) check as a move action (instead of a standart action) to use Arena Feats
(see bellow) or try to impress the crowd at a gladiator match, and improve its attitude toward you (see Complete
Warrior p. 131, rules for Gladiatorial Matches).
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.
Eternal Glory [Arena Feat]
Prerequisites: Reputation +1 (gladiator’s class feature), 8+ ranks in Perform (blood sport).
The cheers of the crowd can encourage you to push yourself beyond your limits.
Benefit: At a gladiator match, if you have less than 1/2 of your total hp and and the crowd’s attitude toward you is
helpful, you can make a Perform (blood sport) check against DC 20 to gain extra temporary hit points equal to your
Constitution score or one-quarter of your full hit point total (rounded down), wichever is greater. This effect lasts
until the end of the combat. You can use this Feat only once per day.
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.
Roar of the Crowd [Arena Feat]
Prerequisites: Reputation +2 (gladiator’s class feature), 12+ ranks in Perform (blood sport).
You make the crowd to cheer more and more loudly for each successful blow you strike.
Benefit: At a gladiator match, if the crowd’s attitutde toward you is already helpful and you succeed in a Perform
(blood sport) check against DC 20, you can start a run of attacks that goes along with increasing support of the
crowd. You gain a +1 circunstance bonus on your damage rolls, and for each successful blow you strike aggainst your
opponents, this bonus increases by 1 point. If you miss, the bonus resets to +1. If the crowd’s attitude toward you
becomes worse than helpful, you must make a Perform Check to initiate this ability again.
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.
The Favorite [Arena Feat]
Prerequisites: Reputation +3 (gladiator’s class feature), 12+ ranks in Perform (blood sport).
Your reputation as a gladiator has reached the most obscur places on Athas. And even if they don’t know your name,
you look like a professionnal. Your very presence in the arena has an impact on the crowd.
Benefit: At a gladiator match, the crowd’s attitude toward you always starts one step better than normal (e.g., if
the crowd’s attitude toward you would start as indiferent, it starts as friendly instead).
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.
Other Feats of Interest:
Clever Wrestling.
Prerequisite: Int 13+, Improved Grapple.
Benefit: You gain a circunstance bonus to escape a grapple or pin, according to your opponent’s size: Large +2,
Huge +4, Gargantuan +6, colossal +8.
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.
Choke Hold. [Gladiator Feat]
Prerequisistes: Str 15+, Superior Grappling.
Benefit: When grappling, if you pin an opponent for 3 consecutive rounds, that opponent must succeed in a Fort save
(DC 10 + 1/2 your level + Str Mod) or fall unconscious for 1d3 rounds. Creatures two sizes larger than you or immune
to critical hits are immune to the effects of this feat.
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.
Death Hold. [Gladiator Feat]
Prerequisistes: Str 17+, Superior Grappling, Choke Hold, Finishing Move (gladiator class feature).
Benefit: When grappling, if you pin an opponent for 3 consecutive rounds, that opponent must succeed in a Fort save
(DC 10 + 1/2 your level + Str Mod) or die. Creatures two sizes larger than you or immune to critical hits are immune
to the effects of this feat.
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.
Vital Strike [Gladiator Feat]
Prerequisites: Wis 11+, Superior Unarmed Strike, Wounding (gladiator class feature).
Benefit: You learn to strike the vital spots of your opponents, whenever they leave their defenses open to your
attacks, causing then an intense and debilitating pain.
Whenever you make an unarmed strike against an humanoid opponent denied from his dexterity bonus, your attack has a
chance of causing a debilitating pain to the target. If your attack deal damage, your target must attempt a
Fortitude saving throw (DC 10 + 1/2 your level + your Wisdom modifier). If the target fails this saving throw, treat
him as staggered for 1 round and fatigued for 1d4+1 rounds (-2 penalty on Str and Dex, cannot charge or run).
Special: You can use this feat while attacking with a punching dagger, spiked gauntlet, singing sticks, wristrazor,
puchik, tortoise blade or forearm axe.
Improved Vital Strike [Gladiator Feat]
Prerequisites: Wis 13+, Superior Unarmed Strike, Vital Strike, Improved Wounding (gladiator class feature).
Benefit: Whenever you make an unarmed strike against an humanoid opponent denied from his dexterity bonus, your
attack has a chance of causing intense pain to the target. If your attack deal damage, your target must attempt a
Fortitude saving throw (DC 10 + 1/2 your level + your Wis modifier). If the target fails this saving throw, treat
him as nauseated for 1 round and exhausted for 1d4+1 rounds (-6 penalty on Str and Dex, speed reduced to one-half).
Special: You can use this feat while attacking with a punching dagger, spiked gauntlet, singing sticks, wristrazor,
puchik, tortoise blade or forearm axe.
Savage
HD d12, BAB +20, BDB +20, Skill Points 4 + Int mod/level, Saves: Fort +2; Ref +1; Will +0.
Weapon Groups: Basic Weapons + 4 weapon groups + light armor + shields.
01 Rage 1/day, Power Attack
02 Savage Feat
03 Roar 1/day
04 Damage Reduction 1/-, Rage 2/day
05 Savage Feat
06 Roar 2/day
07 Damage Reduction 2/-
08 Rage 3/day, Savage Feat
09 Roar 3/day
10 Damage Reduction 3/-
11 Savage Feat
12 Rage 4/day, Roar 4/day
13 Damage Reduction 4/-
14 Savage Feat
15 Roar 5/day
16 Damage Reduction 5/-, Rage 5/day
17 Savage Feat
18 Roar 6/day
19 Damage Reduction 6/-
20 Savage Feat, Rage 6/day
Power Attack: -1 attack = +0.5 dmg with off-hand weapon, +1 dmg with primary weapon, +1.5 dmg with 2-handed weapon
Rage: A Savage can call upon inner reserves of strength and ferocity, granting her additional combat prowess.
A Savage can spontaneously enter rage as a free action. Also, whenever a Savage takes damage from an attack or spell,
he may involuntary enter in rage at the start of his next action, providing he has at least one daily rage lefting.
To avoid entering in rage in response to a damaging attack or spell, the Savage must make a Will Save (DC 10 + points
of damage taken).
While in rage, a Savage gains a +4 bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves.
In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the Savage 2 hit points per
Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a
Savage cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Intimidate, and Ride)
or any ability that requires patience or concentration.
The rage lasts for a number of rounds equal to 2 + Character (original) Con Mod, but the Savage may spend additional
rages to increase the duration of his rage. A savage can end his rage as a free action, if he succeeds in a Will Save
against DC 15. After the rage ends, a savage becomes fatigued for a number of rounds equal to twice the duration of
his rage. A Savage cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single
encounter or combat.
Roar: As a free action, the savage can emit a powerful roar to demoralize his opponents. All opponents within
30 ft. radius of the savage must make a Will save (DC 10 + 1/2 level + Str mod) or become shaken for 1d4 + 1 rounds.
A target who succeeds the save becomes immune to the intimidating effect of the roar for the rest of the encounter.
The roar can affect only opponents with equal or fewer HDs or levels than the barbarian.
Savage Feats:
Expeditius Rage [Savage Feat]
Benefit: While raging, the savage gains an enhancement bonus to his speed equal to +10 feet, until his rage ends.
Unconsciousless Rage [Savage Feat]
Prerequisites: Rage (savage class feature).
Benefit: The Savage can scorn unconsciusness while in rage. Even if reduced to 0 hit points, he is not
treated as disabled, nor he is treated as dying at -1 to -9 hit points, until his rage ends. At that point, the
effects of his wounds apply normally if they have not been healed.
Deathless Rage [Savage Feat]
Prerequisites: Rage (savage class feature), Unconciousless Rage, 8th level Savage.
The Savage can scorn death while in rage. Even if reduced to -10 hit points or less, he continues
to fight normally until his rage ends. At that point, the effects of his wounds apply normally if they have not
been healed. This ability does not prevent death from massive damage or from spell effects such as disintegrate.
Control Rage [Savage Feat]
Prerequisites: Rage (savage class feature).
Benefit: You learn to control your rage. You can choose to imediatelly enter in rage even when it isn’t your
turn, and gain a +4 bonus on Will Saves to avoid involuntarily entering in rage or to end his rage.
Clear Mind [Savage Feat]
Prerequisistes: Rage (savage class feature), Control Rage.
Benefit: A savage may spend a rage to reroll a failed Will save. This power is used as an immediate action after the
save is failed. The savage must take the second result, even if it is worse.
Freedom [Savage Feat]
Prerequisistes: Rage (savage class feature), Control Rage.
Benefit: The savage may spend a rage to reroll a failed save to resist a effect that usually impedes movement, such
as paralysis, slow and web, or reroll a failed grapple check made to escape from a grapple or a pin. This power is
used as an immediate action after the save or grapple check is failed. The Savage must take the second result, even
if it is worse.
Tamed Rage [Savage Feat]
Prerequisites: Rage (savage class feature), Control Rage, 14th level Savage.
Benefit: The Savage does not take any of the penalties from his rage. This includes the penalty to Armor Class and
the restriction on what actions can be performed.
Tireless Rage [Savage Feat]
Prerequisites: Rage (savage class feature), 17th level Savage.
Benefit: The Savage no longer becomes fatigued at the end of her rage.
Greater Rage [Savage Feat]
Prerequisites: Rage (savage class feature), 11th level Savage.
Benefit: The rage bonuses increases to +6 Str, +6 Con, and +3 Will save.
Mighty Rage [Savage Feat]
Prerequisites: Rage (savage class feature), Greater Rage, 20th level Savage.
Benefit: The rage bonuses increases to +8 Str, +8 Con, and +4 Will save.
Howling Roar [Savage Feat]
Prerequisites: Roar (savage class feature).
Benefit: Increase by +30 feet the range of the savage roar.
Ferocious Roar [Savage Feat]
Prerequisites: Roar (savage class feature), Howling Roar.
Benefit: As a free action, the savage can unleashe a terrifying roar to panick his opponents. All opponents within 30
ft. radius of the savage must make a Will save (DC 10 + 1/2 level + Str mod). or become panicked for 1d4 + 1 rounds.
A target who succeeds the save becomes immune to the panicking effect of your roar for the rest of the encounter.
Ferocious Roar can only affect opponents with equal or less HDs or levels than the savage.
Battle Cry [Savage Feat]
Prerequisite: Roar (savage class feature).
Benfit: As a free action, the Savage may use a roar to gain temporary hit points equal to 1d8 + Con Mod, that last
until the end of the encounter.
Other Feats of Interest:
Extra Rage. Gain two extra rages/day.
Extended Rage. Rage lasts +5 rounds.
Extra Roar. Gain two extra roars/day.
Mighty Roar. Increase your Roar Will save DC by +2.
Toughness. Benefit: You gain +3 hit points plus 1 hit point per Hit
Die. Every time you gain a level or gain Hit Dice, you gain
+1 hit points.
Fast Healing. Pre-requisite: Damage Reduction Ability, Toughness.
Benefit: Heal hit points and ability damage ar twice faster rate than normal.
Cleave. Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a full-round action, make a single melee
attack against a foe within reach. If you hit, you deal
damage normally and can make an additional attack (at
the same bonus) against a foe that is adjacent to the f irst
and also within reach. Both of these attacks are made
at your highest attack bonus. You can only make one
additional attack in a round with this feat.
Great Cleave. Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: As a full-round action, make a single melee
attack against a foe within reach. If you hit, you deal
damage normally and can make an additional attack
(at the same bonus) against a foe that is adjacent to
the previous foe and within reach. If you hit, you can
continue to make attacks against foes adjacent to the
previous foe, so long as they are within your reach. You
cannot attack an individual foe more than once in a
round with this feat.
Soldier
HD d10, BAB +20, BDB +20, Skill Points 4 + Int mod/level, Saves: Fort +2; Ref +1; Will +0.
Weapon Groups: Basic Weapons + 5 weapon groups + light armor + medium armor + heavy armor + shields.
01 Soldier Feat, Mass Combat Feat
02 Soldier Feat
03 Mass Combat Feat
04 Soldier Feat
05 Soldier Feat
06 Mass Combat Feat
07 Soldier Feat
08 Soldier Feat
09 Mass Combat Feat
10 Soldier Feat
11 Soldier Feat
12 Mass Combat Feat
13 Soldier Feat
14 Soldier Feat
15 Mass Combat Feat
16 Soldier Feat
17 Soldier Feat
18 Mass Combat Feat
19 Soldier Feat
20 Soldier Feat
Soldier Feats:
Weapon Focus [Soldier Feat]
Prerequisites: BAB +1.
Benefit: You gain a +1 on bonus on attack rolls with a selected group of weapons.
Improved Weapon Focus [Soldier Feat]
Prerequisites: 8th level soldier, Weapon Specialization, Weapon Focus.
Benefit: You gain a +2 on bonus on attack rolls with a selected group of weapons.
Greater Weapon Focus [Soldier Feat]
Prerequisites: 16th level soldier, Weapon Specialization, Improved Weapon Specialization, Weapon Focus, Improved
Weapon Focus.
Benefit: You gain a +3 on bonus on attack rolls with a selected group of weapons.
Weapon Specialization [Soldier Feat]
Prerequisites: 4th level sodier, Weapon Focus.
Benefit: You gain a +2 on damage rolls with a selected group of weapons.
Special: Weapon Specialization bonus only applies to your primary weapon attacks, and not to your off-hand weapon
attacks.
Improved Weapon Specialization [Soldier Feat]
Prerequisites: 12th level sodier, Weapon Focus, Improved Weapon Focus, Weapon Specialization.
Benefit: You gain a +4 on damage rolls with a selected group of weapons.
Special: Weapon Specialization bonus only applies to your primary weapon attacks, and not to your off-hand weapon
attacks.
Greater Weapon Specialization [Soldier Feat]
Prerequisites: 20th level sodier, Weapon Focus, Improved Weapon Focus, Greater Weapon Focus, Weapon Specialization,
Improved Weapon Specialization.
Benefit: You gain a +6 on damage rolls with a selected group of weapons.
Special: Weapon Specialization bonus only applies to your primary weapon attacks, and not to your off-hand weapon
attacks.
Armor Focus [Soldier Feat]
Prerequisites: BAB +1.
Benefit: Choose a type of armor (light, medium or heavy). You increase Max Dex bonus by +1, and reduce armor check
penalty by 1 point and arcane spell failure by -5% while wearing armors from that type.
Improved Armor Focus [Soldier Feat]
Prerequisites: 8th level soldier, Armor Focus, Armor Specialization.
Benefit: Choose a type of armor (light, medium or heavy). You increase Max Dex bonus by +2, and reduce armor check
penalty by 2 points and arcane spell failure by -10% while wearing armors from that type. In addition, this type of
armor is treated as if were one step lighter than normal when weared by you (treat heavy armor as if were medium
armor, and medium armor as if were light armor).
Greater Armor Focus [Soldier Feat]
Prerequisites: 16th level soldier, Armor Focus, Improved Armor Focus, Improved Armor Specialization.
Benefit: Choose a type of armor (light, medium or heavy). You increase Max Dex bonus by +3, and reduce armor check
penalty by 3 points and arcane spell failure by -15% while wearing armors from that type.
Armor Specialization [Soldier Feat]
Prerequisites: 4th level soldier, Armor Focus.
Benefit: Choose a type of armor (light, medium or heavy). You gain a +1 bonus on armor DR rolls while wearing armors
from that armor type.
Improved Armor Specialization [Soldier Feat]
Prerequisites: 12th level soldier, Armor Focus, Improved Armor Focus, Armor Specialization.
Benefit: Choose a type of armor (light, medium or heavy). You gain a +2 bonus on armor DR rolls while wearing armors
from that armor type.
Greater Armor Specialization [Soldier Feat]
Prerequisites: 20th level soldier, Armor Focus, Improved Armor Focus, Greater Armor Focus, Improved Armor
Specialization.
Benefit: Choose a type of armor (light, medium or heavy). You gain a +3 bonus on armor DR rolls while wearing armors
from that armor type.
Mass Combat Feats:
-Shield Wall - If you and one or more adjacent allies with this feat and heavy shields engage in a shield wall
formation facing the same direction, you gain a +1 circunstance bonus to AC against melee attacks for each adjacent
ally you have by your side (up to +2 bonus to AC).
-Tortoise - If you and one or more adjacent allies with this feat and heavy shields engage in a tortoise formation,
you gain cover against missile attacks (+4 AC, +2 reflex saves), but take -4 penalty on melee attack rolls, and
cannot run or charge.
-Phalanx - If you attack with a long spear or other hafted reach weapon from behind an adjacentt ally who also has
this feat, you take only -2 penalty on your attack roll, instead of -4.
-Spear Wall - If you and one or more adjacent allies with this feat engage in a spear wall formation and ready
spears or other weapons that would inflict double damage against charging opponents, you gain a +2 bonus on attack
rolls against charging opponents.
-Mounted Charge - If you and one or more adjacent mounted allies with this feat and lances engage in a mounted
charge formation (by spending a move action) and make a charge attack at the same time against the same target (or
adjacent targets), you gain a +2 bonus on your charge attack roll.
-Wedge - If you and one or more adjacent allies with this feat engage in a wedge formation and hit a melee or charge
attack, as a free action you can initiate a bullrush attempt to breach the enemy lines without provoking attacks of
opportunity. Also, you get a +4 bonus on the bullrush attempt, in addition to the +2 bonus for each line your wedge
formation has in deep beyond the first.
-Missile volley - If you and one or more adjacent allies with this feat and ranged weapons engage in a missile
volley formation (spending a move action) and make a ranged attack at the same time against the same target (or
adjacent targets), you gain +2 bonus on the attack roll.
-Rotate lines - You and an adjacent ally with this feat can swap positions within 5 ft. This is a swift action that
does not provoke an attack of opportunity against you or your ally. You may not take a 5 ft. step in addition when
rotating lines.
-Teamwork - You may aid an ally as a move equivalent action (instead of a standart action). Prerequisite: BAB +3.
-Bravery - you gain a +4 bonus on morale checks and Will Saves against fear.
-Supervise Construction of defenses - Double the construction speed of ditches, pits, fiels of stakes, barricades,
sand, wood or stone fortifications.
-Supervise Construction of heavy War machines - Double the construction speed of bombardment engines (ballista,
catapult, trebuchet), crushing engines (rams and bores) and siege towers.
-Great General - When commanding troops on the battle field, you grant then +1 bonus on attack rolls and morale
checks. Required 9th level or higher.
-Strategy - when commanding troops on the battle field, you grant then +4 bonus on initiative checks (does not
stack with improved initiative feat, and does not apply in the round following a surprise attack). Required 9th level
or higher.
Other Feats of intertest in Mass Combat:
-Operate Heavy War machines - Can operate bombardment engines (ballista, catapult, trebuchet) whithout suffering
-4 penalty on attack rolls.
-Mounted Combat - Updated. Gain a +1 bonus on melee attack rolls while fighting on horseback against opponents on foot.
-Ride-by-Attack - As the updated version of Improved Overrun Feat, but its benefits apply to the mount.
-Spirited Charge - As PHB. Your mounted charge attack deals triple damage with a lance.
-Hold the line - As PHB. If you ready a spear or other weapon that inflict double damage against charging
opponents, you deal triple damage instead.
-Mounted Archery - As PHB 3.5.
-Improved Mounted Archery - See Feat description in the Complete Warrior.
-Quick Draw - Beyond its usual benefits, as a swift action you can choose to lose the benefits of wielding any
reach weapon, to attack opponents adjacent to you. With another swift action, you can regain the benefits of the
reach weapon. Normal: Shortenning haft of a reach weapon is a move action.
-Flamming arrow - Can shot an arrow lit with fire (+1d3 damage, burns for 2 rds.) without suffering -4 penalty.
Litting an arrow with fire is a standart action.
Flamming arrows may set cloth, leather or wood objects on fire. Cloth objetcs have a 80% chance of cathing
on fire, leather objects 60% chance, wood objects 40% chance, and Hardwood objects 20% chance.
An object catching fire takes 1d6 dmg/rd; after 10 minutes the fire damage increases to 2d6/rd., then after +10
minutes to 3d6/rd. and so on.
New Skills:
-Warcraft (Int) - You are knowledgeable in organized warfare, by establishing the use of a comunication system based
on signals (drums, banners, etc.) and messengers (including the relevant terminology). Each rank in this skill extend
your command range, wich enables you to assing orders to your soldiers in the battle field. Beyond your command range
, you must assign auxiliary commandants. The Warcraft Skill sets your command range, wich is equal to your Warcraft
bonus (number of ranks + Int mod) x 10 ft. radius.
For example, a 11th level soldier, with 11 ranks in the Warcraft Skill and a +2 Int Mod, would have a Command Range
of 130 ft. radius.
Morale Checks:
1d20 + Unit’s Soldier Lvl + Wis Mod + General Cha mod vs. DC 10 if -25% hp (-1/4 hp), DC 15 if -50% hp (-1/2 hp), and
DC 20 if -75% hp (-3/4 hp).
Modifiers:
+2 fighting for your homeland or other strong cause
-2 fighting for a cause opposed to your beliefs or as a mercenary
+2 leader has great reputation and renown (reputation +10 or more)
-1 leader has recruited a wizard
-2 the opposite side has a powerful wizard (do not stack modifier above)
+1 leader used to kill or impose harsh punishment on the troops that fleed from the battle field
-1 Opposite side has shown extreme acts of violence and cruelty commited against defeated foes
+1 leader has won the last battle while outnumbered or against equalsized army without losing more than 20% of his troops
-1 leader has failed in the last battle causing the death of many troops (50% or more of his army)
Morale Check results:
-If an unit fails a morale check it becomes shaken (-2 penalty on attack rolls, saving throws, skill checks, and
ability checks).
-If already shaken the unit becomes frigthened (Same as shaken, but the unit must use the withdraw action to from the
battle field. If unable to flee, it may fight).
-If already frightened the unit becomes panicked (Same as frightened, but the unit must drop anything it rolls and
use the run action to flee from the battle field. If cornered, the unit cowers and does not attack, typically using
the total defese action).
Rally Checks:
As a standart action, you may try to rally a number of units within your command range equal to 1 + your Cha Mod. If
the unit succeed in a new morale check (set the DC according to the unit’s current hit points), its state of morale
improves by one step (panicked->frigthened->shaken->normal).