Military Melee Unit (3.5e NPC)
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M Human Combatant 6 | |
LN Medium Humanoid (Human) | |
Init/Senses | +3/Listen +11, Spot +11 |
Languages | Common, Goblin, Orc |
AC | 27 (+8 armor, +3 dex, +6 shield), touch 13, flat-footed 18 |
hp | 78 (6d10+18 HD); DR 3/bludgeoning (DR 6/bludgeoning vs ranged) |
Fort/Ref/Will | +11/+11/+6 |
Speed | 30 ft. |
Melee | +2 Guisarme +13/+7 melee (2d4+8, 20/x3) or |
Melee | +2 Combat Spade +12/+6 melee (1d6+8, 20/x3) or |
Melee | +2 Tower Shield +12/+6 melee (1d6+8, 20/x2) |
Ranged | +2 Flak Repeater +11/+5 ranged (1d6+2, 19-20/x2) or |
Ranged | +2 Steam War Cannon +11/+5 ranged (4d8+2, 20/x3) or |
Ranged | +2 Frag Grenade +11/+5 ranged (4d6+2, DC 13) |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +6/+10 |
Atk Options | Rapid Fire Mode (flak repeater only) |
Special Actions | Combat Power 6d6, Least/Lesser Combat Tricks |
Combat Gear | +1 Distance Seeking Adamantine Cannonball, Frag Grenade x2 |
Abilities | Str 19, Dex 16, Con 16, Int 14, Wis 14, Cha 12 |
SQ | Armor Mobility, Die Harder, Endure Elements, Extraordinary Armor/Weapon Mastery +2, Extraordinary Forger, Exotic Training, Houserules, Weapon Aptitude |
Feats | Improved Shield Bash, Tower Bash, Power Attack, Mundane Crafter, Weapon Focus (Guisarme), Shield and Spear Style, Craft Magic Arms and Armor, Cleave, Strong Grip |
Skills | (ACP -5) Balance +12 (7), Climb +13 (8), Craft (any armor/shield/weapon) +5, Intimidate +10, Jump +13 (8), Listen +11, Ride +12 (7), Spot +11, Swim +13 (8), Tumble +12 (7) |
Possessions | combat gear plus Combat Spade, Darkwood Tower Shield, Flak Repeater, Guisarme, Kevlarium Chainmail with DastanaOE, Distance Seeking Steam War Cannon, Backpack, Flint & Steel, Silk Rope with Grapple, Waterskin |
The military melee unit is a elite heavy soldier used in certain armies. Equipped with tower shield and guisarme, it can wield both deftly with high armor class and long reach. Combined with phalanx tactics with its fellow soldiers, it is a potent warrior. It carries a flak repeater sidearm when it needs range, and strapped on his back is a backup seige weapon, the steam war cannon, for dealing with dangerous enemy vehicles. It usually only fires it once before switching weapons or retreating for support.
Details[edit]
Armor Mobility (Ex): Combatants aren't fools, they know not to walk into battle without wearing some kind of protection. At 2nd level a combatant learns how to use medium armor to his advantage. He can move full speed in medium armor and tumble in it, and he reduces the armor check penalty by 1/2 his class level, while raising the maximum Dex bonus by 1/2 his class level. This benefit also applies to shields.
At 5th level, these benefits now apply to heavy armor as well, as well as tower shields.
Combat Power (Ex): If there's one thing a combatant does better than others, it's fighting. They can pull out that extra bit of damage out of any weapon they wield. Combatants add 1d6 per class level to damage with melee and ranged weapons, but only once per round regardless of the number of attacks.
Die Harder (Ex): A 4th level combatant is a difficult warrior to put down. He gains the effects of Endurance and Diehard, as well as a few other bonuses. He automatically stabilizes if dying, is immune to any form of bleeding damage, is immune to death by massive damage, and if reduced to -10 or greater hp he may make a Fortitude save equal to the damage exceeding -10. If successful, he is left at -9 and stable, though he is unconscious in spite of Diehard. If he fails, he dies as normal.
Endure Elements (Ex): The Kevlarium armor grants the military melee unit endure elements constantly.
Extraordinary Armor Master (Ex): At 3rd level and every three levels beyond (6th, 9th, 12th, etc), a combatant gains a cumulative +1 enhancement bonus to his armor as if it were enhanced by magic. However this is an extraordinary effect, a result of his expertise with whatever armor he wears. It does not stack with the enhancement bonus from other sources, though he can still benefit from the other effects of magic armor. If the combatant uses a shield, the bonus applies to the shield AC as well.
Extraordinary Weapon Master (Ex): At 3rd level and every three levels beyond (6th, 9th, 12th, etc), a combatant gains a cumulative +1 enhancement bonus to his weapons as if they were enhanced by magic. However this is an extraordinary effect, a result of his expertise with whatever weapon he wields. It does not stack with the enhancement bonus from other sources, though he can still benefit from the other effects of magic weapons.
Exotic Training: The Military Melee Unit is proficient in flak repeaters and Steam War Cannons.
Least Combat Trick: The typical warrior only knows how to hit things with his sword, and that's it, but a real combatant knows that one must pull out all the stops when fighting the enemy. Combat Tricks offer new attack options, at the cost of reducing the damage from their Combat Power ability. On your action, before making attack rolls for a round, you may choose to subtract a number of combat power dice you would be allotted and instead gain the benefit of one of the combat tricks listed below. This number is specified with each combat trick and may not exceed the dice you would be granted. Any non-instantaneous effect of the combat trick applies until your next turn.
The at 1st level the combatant only has access to least combat powers, as listed below. You can add one combat trick a round. The saving throw for any combat trick is 10 + 1/2 BAB + your attack modifier.
Bash (Ex): The combatant can smack their opponent with the butt of their sword or another part not intended as the business end of their weapon. This changes the weapon damage as appropriate (typically to bludgeoning). This reduces Combat Power damage by 1 die. This synergizes well with shield use; if you have the Improved Shield Bash feat you may make a shield bash as a swift action.
Close Quarters Combat (Ex): Sometimes you need to get down and dirty with your opponent. You can attack with your unarmed strike as if you has the Improved Unarmed Strike feat. This reduces Combat Power damage by 1 die. If you have the Improved Unarmed Strike feat, you instead gain unarmed strike damage of a monk of a level equal to your BAB.
Defensive Combat (Ex): The best offense is a good defense. You gain the benefits of the Combat Expertise feat. This reduces Combat Power damage by 1 die. If you have the Combat Expertise feat, you instead gain the Superior Expertise feat regardless if you qualify.
Offensive Combat (Ex): The best offense is still offense. You gain the benefits of the Power Attack feat. This reduces Combat Power damage by 1 die. If you have the Power Attack feat, you can power attack with Light weapons as if they were one-handed, or one-handed weapons as if they were two-handed.
Rush (Ex): The best offense is a tactical advantage. You gain the benefits of the Improved Bull Rush feat, though you do not gain the +4 bonus on bull rushes. This reduces Combat Power damage by 1 die. If you have the Improved Bull Rush feat, you are no longer limited in size what you can bull rush.
Steel Buster (Ex): The best offense is taking away the enemy's offense. You gain the benefits of the Improved Sunder feat, though you do not gain the +4 bonus on attack rolls. This reduces Combat Power damage by 1 die. If you have the Improved Sunder feat, items you sunder can be repaired with their magical properties intact through normal, mundane crafting and other methods of mending.
Trampling Charge (Ex): The best offense is... ah screw it, JUST KNOCK THEM ALL DOWN! You gain the benefits of the Improved Overrun feat, though you do not gain the +4 bonus on strength checks. This reduces Combat Power damage by 1 die. If you have the Improved Overrun feat, you gain the power to trample which deals your unarmed damage plus full strength to all overrun targets.
You qualify as possessing the Combat Expertise, Improved Bull Rush, Improved Overrun, Improved Sunder, Improved Unarmed Strike, and Power Attack feats for the purpose of pre-requisites.
Lesser Combat Trick: At 5th level, the amount of combat tricks a combatant has access to expands as follows:
Achilles Heel (Ex): You damage their legs, preventing them from walking right. Make an attack and if you hit the opponent must make a Fortitude save or have their speed reduced in half, save negates. The slowing effect lasts for 1 round/level, and stacks with itself to a minimum of 5 feet a round. They only need save once per round, regardless of the number of hits. This reduces Combat Power damage by 5 dice.
Blinding Strike (Ex): You aim for the eyes, or use dirty tricks to throw dust in your opponent's face. Either way, you make an attack and if you hit the opponent must make a Fortitude save or be blinded, save negates. The blindness lasts for 1 round/level. They only need save once per round, regardless of the number of hits. This reduces Combat Power damage by 5 dice.
Chokehold (Ex): Squeeze the life out of your enemy. You gain the benefits of the Improved Grapple feat, though you do not gain the +4 bonus on grapple checks. This reduces Combat Power damage by 3 dice. If you have the Improved Grapple feat, you are no longer limited by the size of things you can attempt to grapple.
Concussive Blow (Ex): Give them a bit of brain damage with a head strike. Make an attack and if you hit the opponent must make a Fortitude save or be stunned for 1 round, save negates. They only need save once per round, regardless of the number of hits. This reduces Combat Power damage by 5 dice.
Deafening Blow (Ex): You clap your hands over your opponents ears or just knock them senseless. Either way, you make an attack and if you hit the opponent must make a Fortitude save or be deafened, save negates. The deafness lasts for 1 round/level. This reduces Combat Power damage by 3 dice.
Disarming Parry (Ex): Knock away the opponents weapons and leave them harmless. You gain the benefits of the Improved Disarm feat, though you do not gain the +4 bonus on disarm checks. This reduces Combat Power damage by 3 dice. If you have the Improved Disarm feat, you can grab the disarmed weapon as long as you have a free hand (even if your disarm attempt was not made with an unarmed strike).
Knockdown (Ex): Squeeze the life out of your enemy. You gain the benefits of the Improved Trip feat, though you do not gain the +4 bonus on tripping attempts. This reduces Combat Power damage by 5 dice. If you have the Improved Trip feat, you can even trip creatures that normally can't be tripped like snakes and oozes by rendering them effectively off balance.
Quickblade (Ex): You sneak in another strike when they aren't looking. You gain an extra attack at your full attack bonus this round (regardless if its a single or full attack). This does not stack with similar effects, such as with haste. This reduces Combat Power damage by 5 dice.
Whirling Blade (Ex): You are able to fight any number of attackers. You gain the benefits of the Whirlwind Attack feat. This reduces Combat Power damage by 5 dice. If you have the Whirlwind Attack feat, you can make a whirlwind attack as a standard action, and your whirlwind attack counts as an area effect for the purpose of interacting with swarms.
Wrist Breaker (Ex): You damage their hands, preventing them from wielding correctly. Make an attack and if you hit the opponent must make a Fortitude save or receive a -4 penalty to attack and damage and -8 penalty to any skills requiring the use of their hands, save negates. The penalties last for 1 round/level. They only need save once per round, regardless of the number of hits. This reduces Combat Power damage by 5 dice.
You qualify as possessing the Improved Disarm, Improved Grapple, Improved Trip, and Whirlwind Attack feats for the purpose of pre-requisites.
Weapon Aptitude (Ex): You have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session.
You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.
Houserules: He gains an extra 1st level feat, 52 point buy, and maximum hp per HD. Mundane ammo is not tracked unless it costs more than 1 gp a piece.
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