3E Skylis Rules
Chapter 3: Classes.

 

NPC Classes
CRUSADER ARMIGER
Men-at-Arms of Les Crusaders du Le Forestaine

In Forestaine, decades ago, the then King banded together most of the realm's knights in order to defend against a great enemy. Thus was born Les Crusaders du Le Forestaine, who today now serve as the kingdom's official defenders and who are tasked with upholding the royal law and protecting the people. The Crusaders are also the world's largest standing army.

While there are a significant number of specialists and elite troops, there must exist a standing force of easily trained support troops, or regulars. These are the armigers, who are effectively the combined militia of Forestaine. They supplement, and indeed form the backbone of, Les Crusaders du Le Forestaine. Armigers man the walls, conduct patrols, tend the warhorses, guard supply convoys and, in times of war, fight alongside the specialist and elite Crusader regiments. Although there are no Crusader Trials to pass, armigers are still put through a standardized and effective training regimen. It should be noted, that there is no single armed force in the world that is as large and as trained as the Crusader Armigers.

CRUSADER, ARMIGER
Lvl Base Att Fort/Ref/Will Special & Other
1 +1 +2/+0/+0 Skill Focus: Knowledge (Forestanian Law)
2 +2 +3/+0/+0 Alertness
3 +3 +3/+0/+1 Tactique Crusader
4 +4 +4/+1/+1  
5 +5 +4/+1/+1 Ne Quittez Pas!
6 +6 +5/+1/+2  
7 +7 +5/+2/+2 Bonus Feat: Weapon Specialization
8 +8 +6/+2/+2  
9 +9 +6/+2/+3  
10 +10 +7/+3/+3  
11 +11 +7/+3/+3  
12 +12 +8/+3/+4  
13 +13 +8/+4/+4  
14 +14 +9/+4/+4  
15 +15 +9/+4/+5  
16 +16 +9/+5/+5  
17 +17 +10/+5/+5  
18 +18 +10/+5/+6  
19 +19 +10/+6/+6  
20 +20 +11/+6/+6  
NB: Beyond 20th level, only Base Attack and Saves increase. There are no further Class Features beyond 20th level.

REQUIREMENTS

To qualify to become a Crusader Armiger a character must fulfill the following criteria;
Race: Human (or half-elf that can pass as human).
Gender: Male (or rarely female).
Other: Residency in Forestaine or Rohd.

CLASS SKILLS

The Crusader Armiger’s class skills (and the key ability for each skill) are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Forestainian Law) (Int), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str). See Chapter 4: Skills, PH for skill descriptions. The skill points below reflect the human heritage of most armigers.

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURES

The following are the class features of the Crusader Armiger NPC class.
        Weapon and Armor Proficiency: The Crusader Armiger is proficient in the use of all simple and martial weapons and all types of armor and shields.
        Skill Focus: Knowledge (Forestainian Law): The armiger automatically gains this feat at 1st level, and may use the skill without having to purchase it with skill points. Thereafter, all progression in this skill is treated normally.
        Alertness: The armiger automatically gains this feat at 2nd level. With it, they receive a +2 bonus on all Listen checks and Spot checks.
        Tactique Crusader (Crusader Tactics): Not a bonus feat but must be selected by the Crusader Armiger, Tactique Crusader is only effective when one is fighting as a unit which is comprimised only of those who also have this feat. It assumes that the unit has effective leadership, organization and cooperation. As a free action on his initiave each round, the group leader chooses whether the unit fights from an offensive or defensive stance. When these conditions are met, those within the unit receive a bonus of +1 for every 10 members, to either their Attack Rolls or their Armor Class, depending on the fighting stance. This bonus has a maximum of +5, and lasts for the duration of any battle. If the group leader has the Leadership feat, the entire unit receives a +1 synergy bonus to Tactique Crusader. If the group leader is defeated, the bonus immediately ceases until another leader is clearly designated by the unit. When fighting among allies, each person who does not have this feat negates a +1 Tactique Crusader bonus.
        Ne Quittez Pas! (Hold the Line): The armiger automatically gains this feat at 5th level but it is not usable until the armiger takes Combat Reflexes. When the armiger does, they have completed all training in defensive techniques against charging opponents. They may make an attack of opportunity against an opponent who charges them when he enters an area they threaten. This attack of opportunity happens immediately before the charge attack is resolved.
        Weapon Specialization: The armiger automatically gains this feat at 7th level. They may choose any single weapon for which they qualify, but most footmen choose the glaive, while the bowmen choose the crossbow.

Hit Die: d8.

STARTING GEAR

2d4 x 10 gp worth of equipment. Standard issue: Crusader Armiger armour (Leather, AC +2), small round wooden shield w/Cr. Standard (AC +1), glaive, hand axe, short sword and dagger.

NPC PROGRESSION

The following Feats and Ability Scores suggested for average NPC Armigers in the order they are listed, to fulfill the standard character progression.
        Feats: Weapon Focus: Battle Axe, Weapon Focus: Glaive, Combat Reflexes, Endurance, Weapon Focus: Lance, Mounted Combat, Toughness.
        Ability Scores: Strength, Dexterity, Str or Con, Int or Wis, Int or Wis.

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July 23, 2002. Copyright Angelo Barovier 1998-2003.