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<blockquote data-quote="Neo" data-source="post: 1568421" data-attributes="member: 4139"><p><strong>ARMS CAPTAIN OF THE AKH’VELAHR:</strong></p><p> </p><p>The Akh’Velahr or Army of Might as it is known was one branch of two that made up the defending forces of Cormanthor, the other being the Akh’Faer or Army of Art.</p><p>The Akh’Velahr was based from the War Tower within Castle Cormanthor and was made up of all elven subtypes (with the exception of the Illythiri or Drow as they were later named after their expulsion) though mostly moon elves. The army itself consisted of over three thousand elves primary troops, split into four main groups the scouts, the troops, the noble knights and guards of myth drannor and finally the cavalries.</p><p>The Arms Captain is the second in command of the armed forces and is a highly honoured and specialised role. The individual filling this role can come from any of the four groups and may be of any elven subtype commonly found in the Akh’Velahrn.</p><p>Since the retreat the traditional armies have all but vanished from Faerun, with its structure and traditional methods being found only in the major elven settlements such as Evermeet, Evereska or in the Elven Court, where the Akh’Velahr was also once part of Myth Drannors standing army.</p><p></p><p><strong>Hit Die:</strong> d10</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a Arms Captain, a character must fulfil all of the following criteria:</p><p><strong>Race:</strong> Any elven subtype (except Drow)</p><p><strong>Region:</strong> Evermeet, Evereska or Elven Court</p><p><strong>Base Attack Bonus:</strong> +6</p><p><strong>Skills:</strong> Bluff 2 ranks, Diplomacy 4 ranks, Knowledge (Local) 4 ranks. </p><p><strong>Feats:</strong> Leadership, Weapon Focus (longsword, thinblade or rapier), Improved Critical (with weapon focus is in).</p><p><strong>Special:</strong> An Arms Captain serves the Coronal and must have excelled in battle enough to be noticed and have proven leadership abilities before being considered for this post.</p><p></p><p><strong>Class Skills</strong></p><p>The Arms Captain's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Knowledge (local) (Int), Knowledge (Tactics) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).</p><p><strong>Skill Points at Each Level:</strong> 2 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All the following are class features of the Arms Captain prestige class:</p><p><strong>Weapon and Armour Proficiency:</strong> Arms Captains are proficient with all Simple and Martial weapons and all armours and shields. </p><p></p><p><strong>Fearless (Ex):</strong> All Arms Captains are made of stern stuff and are typically seasoned troops before they are granted this role. As a result of this they now find that courage girded providing them a +2 insight bonus on all saves made against mind affecting spells and effects.</p><p></p><p><strong>Armaments:</strong> All Arms Captains are provided arms and armour from the stockpiles of magical items available to the army, as a result of this they may choose Arms and Armour of choice of +1 magical enhancement. Any such armament provided cannot be sold, traded or given away and if lost requires any replacements to be paid for by the character. When an Arms Captain becomes 5th level the armour and armaments provided are replaced with +2 items, and finally at 10th level in Arms Captain they are replaced with +3 versions.</p><p></p><p><strong>Rallying Cry (Su):</strong> Up to 3/day as a free action, the Arms Captain may utter a powerful shout that causes all his allies within a 60 ft. radius to gain a +1 morale bonus on their next attack roll and increase their speed by 5 feet until the Arms Captains next turn. Traditionally, this mind affecting ability is used when a formation of soldiers is about to charge.</p><p></p><p><strong>Inspire Courage (Su):</strong> Same effect as the bards ability of the same name. The Arms Captain makes an inspirational speech, bolstering his allies against fear and improving their combat abilities. To be affected, an ally must be able to hear the Arms Captain speak. The effect lasts as long as the ally hears the Arms Captain speak and for 5 rounds thereafter. While speaking the Arms Captain can fight, but cannot cast spells, activate magic items by spell completion (such as scrolls) or activate magic items by magic word. All affected allies receive a +2 moral bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and damage rolls.</p><p></p><p><strong>Keen Weapon (Su):</strong> By 2nd level and longsword, rapier or elven thinblade used by the Arms Captain is treated as a keen weapon. The weapon loses this benefitone round after leaving the hand of the Arms Captain.</p><p></p><p><strong>Bonus Feats:</strong> Beginning at 3rd level, and then again every 3rd level thereafter a Arms Captain gains a bonus fighter feat. The Arms Captain must still meet all prerequisites for a bonus feat, including caster level minimums.</p><p></p><p><strong>Bonus Tactical Feat:</strong> At 5th level the Arms Captain receives a bonus Tactical Feat (see Complete Warrior), this is the style of fighting he is most renowned for fighting in during battle. The Arms Captain must still meet all prerequisites for the Tactical feat.</p><p></p><p><strong>Personal Guard:</strong> Upon reaching 7th level, a Arms Captain is assigned a personal guard, similar to those provided by the Leadership feat whose sole task it is to guard the Arms Captain and keep him safe. The Arms Captain attracts a number of guards whose total levels equal the Arms Captain’s class level, and who have levels only in either fighter or ranger. Any individual apprentice may be no higher than 5th level and no higher than half the Arms Captains level rounded down, after that time they are likely promoted to commands of their own as officers within the Akh’Velahrn, though they may with the DM’s approval remain as Henchmen choosing to remains as guards to their beloved commander. Each time the Arms Captain gains a level he may choose to increase the level of one of his personal guard, or he may discard any or all of them for a new combination of guardsmen. Note a personal guard does not count towards followers provided by the Leadership feat, nor do they require payment (already being assumed to be paid by the army as new ranking members of the Akh’Velahr), they are required to be with the Arms Captain at all times however, and may never be further than ear shot away at any time. Also any personal guardsmen slain cannot be replaced until the Arms Captain next goes up a level in this prestige.</p><p></p><p><strong>Legendary Leader (Ex):</strong> Upon reaching 10th level, an arms captains skill and reputation for command has grown to such that they now receive a +4 bonus on all Charisma checks within the borders of their nation, as everyone knows of their exploits and respects them by reputation. In addition when in battle after studying the field for 3 rounds, during which time they can take no activity beyond movement the Arms Captain can a number of times per day equal to their Charisma modifier, make a sense motive roll opposed by their opposing leaders bluff skill. If they win their opponent (DM in other words) must inform them of their planned action (individual, or planned troop movements dependant upon whether or not it is an individual foe or a leader of an group of foes being directed) for the coming round, effectively allowing the Arms Captain to plan his actions and direct his troops accordingly. This represents the Arms Captains ability to predict his enemies plans ahead of their implementation by studying the ebb and flow of battle.</p><p></p><p><strong>Arms Captain of the Akh’Velahr Advancement</strong></p><p><strong>Level Attack Fort Ref Will Special </strong></p><p>1st +1 +2 +0 +0 Fearless, Armament, Rallying Cry</p><p></p><p>2nd +2 +3 +0 +0 Inspire Courage 1/day, Keen Weapon</p><p></p><p>3rd +3 +3 +1 +1 Bonus Feat</p><p></p><p>4th +4 +4 +1 +1 Inspire Courage 2/day</p><p></p><p>5th +5 +4 +1 +1 Bonus Tactical Feat</p><p></p><p>6th +6 +5 +2 +2 Inspire Courage 3/day, Bonus Feat</p><p></p><p>7th +7 +5 +2 +2 Personal Guard</p><p></p><p>8th +8 +6 +2 +2 Inspire Courage 4/day</p><p></p><p>9th +9 +6 +3 +3 Bonus Feat</p><p></p><p>10th +10 +7 +3 +3 Inspire Courage 5/day, Legendary Leader</p></blockquote><p></p>
[QUOTE="Neo, post: 1568421, member: 4139"] [b]ARMS CAPTAIN OF THE AKH’VELAHR:[/b] The Akh’Velahr or Army of Might as it is known was one branch of two that made up the defending forces of Cormanthor, the other being the Akh’Faer or Army of Art. The Akh’Velahr was based from the War Tower within Castle Cormanthor and was made up of all elven subtypes (with the exception of the Illythiri or Drow as they were later named after their expulsion) though mostly moon elves. The army itself consisted of over three thousand elves primary troops, split into four main groups the scouts, the troops, the noble knights and guards of myth drannor and finally the cavalries. The Arms Captain is the second in command of the armed forces and is a highly honoured and specialised role. The individual filling this role can come from any of the four groups and may be of any elven subtype commonly found in the Akh’Velahrn. Since the retreat the traditional armies have all but vanished from Faerun, with its structure and traditional methods being found only in the major elven settlements such as Evermeet, Evereska or in the Elven Court, where the Akh’Velahr was also once part of Myth Drannors standing army. [b]Hit Die:[/b] d10 [b]Requirements[/b] To qualify to become a Arms Captain, a character must fulfil all of the following criteria: [b]Race:[/b] Any elven subtype (except Drow) [b]Region:[/b] Evermeet, Evereska or Elven Court [b]Base Attack Bonus:[/b] +6 [b]Skills:[/b] Bluff 2 ranks, Diplomacy 4 ranks, Knowledge (Local) 4 ranks. [b]Feats:[/b] Leadership, Weapon Focus (longsword, thinblade or rapier), Improved Critical (with weapon focus is in). [b]Special:[/b] An Arms Captain serves the Coronal and must have excelled in battle enough to be noticed and have proven leadership abilities before being considered for this post. [b]Class Skills[/b] The Arms Captain's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Knowledge (local) (Int), Knowledge (Tactics) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str). [b]Skill Points at Each Level:[/b] 2 + Int modifier. [b]Class Features[/b] All the following are class features of the Arms Captain prestige class: [b]Weapon and Armour Proficiency:[/b] Arms Captains are proficient with all Simple and Martial weapons and all armours and shields. [b]Fearless (Ex):[/b] All Arms Captains are made of stern stuff and are typically seasoned troops before they are granted this role. As a result of this they now find that courage girded providing them a +2 insight bonus on all saves made against mind affecting spells and effects. [b]Armaments:[/b] All Arms Captains are provided arms and armour from the stockpiles of magical items available to the army, as a result of this they may choose Arms and Armour of choice of +1 magical enhancement. Any such armament provided cannot be sold, traded or given away and if lost requires any replacements to be paid for by the character. When an Arms Captain becomes 5th level the armour and armaments provided are replaced with +2 items, and finally at 10th level in Arms Captain they are replaced with +3 versions. [b]Rallying Cry (Su):[/b] Up to 3/day as a free action, the Arms Captain may utter a powerful shout that causes all his allies within a 60 ft. radius to gain a +1 morale bonus on their next attack roll and increase their speed by 5 feet until the Arms Captains next turn. Traditionally, this mind affecting ability is used when a formation of soldiers is about to charge. [b]Inspire Courage (Su):[/b] Same effect as the bards ability of the same name. The Arms Captain makes an inspirational speech, bolstering his allies against fear and improving their combat abilities. To be affected, an ally must be able to hear the Arms Captain speak. The effect lasts as long as the ally hears the Arms Captain speak and for 5 rounds thereafter. While speaking the Arms Captain can fight, but cannot cast spells, activate magic items by spell completion (such as scrolls) or activate magic items by magic word. All affected allies receive a +2 moral bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and damage rolls. [b]Keen Weapon (Su):[/b] By 2nd level and longsword, rapier or elven thinblade used by the Arms Captain is treated as a keen weapon. The weapon loses this benefitone round after leaving the hand of the Arms Captain. [b]Bonus Feats:[/b] Beginning at 3rd level, and then again every 3rd level thereafter a Arms Captain gains a bonus fighter feat. The Arms Captain must still meet all prerequisites for a bonus feat, including caster level minimums. [b]Bonus Tactical Feat:[/b] At 5th level the Arms Captain receives a bonus Tactical Feat (see Complete Warrior), this is the style of fighting he is most renowned for fighting in during battle. The Arms Captain must still meet all prerequisites for the Tactical feat. [b]Personal Guard:[/b] Upon reaching 7th level, a Arms Captain is assigned a personal guard, similar to those provided by the Leadership feat whose sole task it is to guard the Arms Captain and keep him safe. The Arms Captain attracts a number of guards whose total levels equal the Arms Captain’s class level, and who have levels only in either fighter or ranger. Any individual apprentice may be no higher than 5th level and no higher than half the Arms Captains level rounded down, after that time they are likely promoted to commands of their own as officers within the Akh’Velahrn, though they may with the DM’s approval remain as Henchmen choosing to remains as guards to their beloved commander. Each time the Arms Captain gains a level he may choose to increase the level of one of his personal guard, or he may discard any or all of them for a new combination of guardsmen. Note a personal guard does not count towards followers provided by the Leadership feat, nor do they require payment (already being assumed to be paid by the army as new ranking members of the Akh’Velahr), they are required to be with the Arms Captain at all times however, and may never be further than ear shot away at any time. Also any personal guardsmen slain cannot be replaced until the Arms Captain next goes up a level in this prestige. [b]Legendary Leader (Ex):[/b] Upon reaching 10th level, an arms captains skill and reputation for command has grown to such that they now receive a +4 bonus on all Charisma checks within the borders of their nation, as everyone knows of their exploits and respects them by reputation. In addition when in battle after studying the field for 3 rounds, during which time they can take no activity beyond movement the Arms Captain can a number of times per day equal to their Charisma modifier, make a sense motive roll opposed by their opposing leaders bluff skill. If they win their opponent (DM in other words) must inform them of their planned action (individual, or planned troop movements dependant upon whether or not it is an individual foe or a leader of an group of foes being directed) for the coming round, effectively allowing the Arms Captain to plan his actions and direct his troops accordingly. This represents the Arms Captains ability to predict his enemies plans ahead of their implementation by studying the ebb and flow of battle. [b]Arms Captain of the Akh’Velahr Advancement[/b] [b]Level Attack Fort Ref Will Special [/b] 1st +1 +2 +0 +0 Fearless, Armament, Rallying Cry 2nd +2 +3 +0 +0 Inspire Courage 1/day, Keen Weapon 3rd +3 +3 +1 +1 Bonus Feat 4th +4 +4 +1 +1 Inspire Courage 2/day 5th +5 +4 +1 +1 Bonus Tactical Feat 6th +6 +5 +2 +2 Inspire Courage 3/day, Bonus Feat 7th +7 +5 +2 +2 Personal Guard 8th +8 +6 +2 +2 Inspire Courage 4/day 9th +9 +6 +3 +3 Bonus Feat 10th +10 +7 +3 +3 Inspire Courage 5/day, Legendary Leader [/QUOTE]
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