SKULL LEGION MERCENARY

The Skull Legion is a feared and ferocious band of fighters that originated in the Autocracy of Oörtlund more than a decade ago, and survives even to this day. Having served as part of that mighty Ruler’s massive army, the Skull Legion was once employed as its’ vaunted shock troop vanguard. Their howling cries and blood smeared bone-faced helms dented the mettle of even hardy veteran soldiers. With such a reputation it is no surprise then that the Legion consists entirely of half-orcs, and proudly so. Because attrition has reduced the Legion to less than 40 strong, the band now serves in a much reduced capacity, forced to travel throughout the lands in search of petty lords and nobles who are willing and able to retain their dedicated services for adequate sums of gold. Though a shadow of their former glory, they still retain the rigorous standards of discipline and training that made them famous – and successful!

Hit Die: d10.

Requirements

To qualify to become a Skull Legion Mercenary, a character must fulfill all the following criteria:

Race: ½ Orc.

Proficiencies: Shield, Light Armour, Medium Armour, any weapon.

Alignment: Any Lawful (except Lawful Good).

Knowledge(Warfare): 2 ranks.

Base Attack Bonus: +3.

Feats: Weapon Focus (any melee), Power Attack, Combat Reflexes.

Equipment: Light or Medium armour, Large shield, and weapon (w/ Weapon Focus).

Special: A character must join the Legion as part of the training requirement. Advancement as a Legionnaire is only possible while serving as one of its active members. If a character leaves the Legion, he loses all special abilities unique to this prestige class, except Two-Weapon Fighting proficiency with Shield Bash. An appropriate skull-faced helm is provided on loan.

Class Skills

The Skull Legion Mercenary's class skills (and the key ability for each skill) are: Climb(Str*), Craft(Int), Handle Animal(Cha), Knowledge(Warfare)(Int), Heal(Wis), Jump(Str*), Ride(Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

 

The Skull Legion Mercenary

 

Class

level

 

Base

Attack Bonus

 

Fort

Save

 

Ref

Save

 

Will

Save

 

 

Special

1st

+1

+2

+0

+0

Forced March, Ferocious Reputation

2nd

+2

+3

+0

+0

Shielded Overrun

3rd

+3

+3

+1

+1

Dual Strike feat

4th

+4

+4

+1

+1

Improved Shield Bash

5th

+5

+4

+1

+1

Bonus Feat

6th

+6

+5

+2

+2

Improved Shield Bash +2

7th

+7

+5

+2

+2

Bonus Feat

8th

+8

+6

+2

+2

Improved Shield Bash +4

9th

+9

+6

+3

+3

Bonus Feat

10th

+10

+7

+3

+3

Inspire Allies

 

Class Features

All of the following are class features of the Skull Legion Mercenary prestige class:

Weapon and Armor Proficiency: Skull Legion Mercenaries are proficient with all simple, and martial weapons, Light and Medium armour, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.

Forced March*: A Skull Legion Mercenary can sustain travel beyond the normal 8 hours. During this forced march period, the Legionnaire may re-roll any single Con check roll, once.

Ferocious Reputation: Because of the Legions grizzly bone-faced helms and the trademark smearing of blood across it, and their fearless attitude in battle, they have earned the respect of soldiers everywhere. When in battle against foes who recognize their identity (use Knowledge(Warfare) or Int Check vs DC 10; no roll required for those who have already fought with or against them), the enemy suffers a –1 morale penalty to all their attacks and saving throws for the first ½ minute of combat (ie. first 5 rounds), after which time training, instinct and the boost of adrenaline kicks in, restoring normal composure.

Shielded Overrun: Essentially this is a group overrun with shields. When two or more Legionnaires equipped with Large shields combine to overrun, they get +4 AC to fend off blows from the automatic attacks of opportunity their charge attracts, due to unique training and practice. In addition, if resisted, they get +2 on their Str check – per attacker (maximum bonus +6) – during the overrun to force a trip and are able to ignore the penalties for a failed trip attempt (ie. are not themselves tripped by defenders that round) during the overrun as per the rules in the PHB (pg. 139). Failure simply ends in stalemate and they remain adjacent to the defenders position. However, they charge in formation, and if any one attacker is resisted, all are stalemated.

Dual Strike: If two Legionnaires flank an opponent, they both get +4 bonus on their attack rolls, instead of just +2 (as per new feat listed in the Sword & Fist supplement by WOTC™).

Bonus Feats: As per the Fighter class bonus feats list (PHB pg. 37); these feats are in addition to the normal feat acquisition rate every two levels.

Improved Shield Bash: When a Skull Legion Mercenary has a fellow Legionnaire on either side of him, he does not lose his AC bonus when performing a Shield Bash that round. Furthermore, all Legionnaires, regardless of formation, may strike with a proficiency as though he had the Two-Weapon Fighting feat. This reduces the Shield Bash penalty to –2 primary/–6 shield hand, and specifically applies to Shield Bash secondary attacks only. The +2, and +4 versions of this ability add to the Shield Bash attack proficiency, effectively reducing the penalty to: –2 primary/–4 shield, and –2 primary/–2 shield, respectively.

Inspire Allies: At this level, the mere presence of such a capable Legionnaire adds a morale bonus to all those around him as though he had received a Bless spell. All allies within 50’ of this Legionnaire gain +1 to attack rolls and saving throws. This effect is not cumulative with a Bless spell, or another Legionnaire. This effect is permanent during the combat for as long as the legendary Legionnaire is conscious and standing, and not the subject of negative spell effects (ie. such as Web, Hold Person, or other effect which would compromise his ability to engage in free-willed combat). It can be countered, just as the Bless spell, with a Bane spell. This is an extraordinary ability.