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Grizzled Veteran

daTim

First Post
Here is a prestige class ive been working on. Inspired by some conversations on the wiz boards. Tell me what you think! worthwhile, too good/bad etc. Thanks

Grizzled Veteran
Hit Die: d12

Requirements
To qualify to become a Grizzled Veteran, a character must fulfill all the following criteria.
Knowledge (Tactics): 4 Ranks
Sense Motive: 2 Ranks
Spot: 2 Ranks
Feats: Combat Reflexes, Endurance, Expertise, Leadership and any Toughness
BAB: +7

Class Skills
The Grizzled Veteran class skills (and the key ability for each) are Bluff (Chr), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Chr), Jump (Str), Knowledge (Tactics), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Wilderness Lore (Wis)

Skill Points at Each Level: 2 + Int modifier.

BAB: +1 per lvl
Saves: Fort and Will

1st Battlefield Knowledge, Courage
2nd Hard to Kill, Campaigner
3rd Tactics I,
4th Damage Reduction 1/-
5th Inspire Courage
6th Tactics II, Survivor
7th Shake it off
8th Damage Reduction 2/-
9th Tactics III
10th Living Legend

Battlefield Knowledge: Largely underrated by younger more gung ho adventurers, experience is the sort of thing that saves lives. The Grizzled Veteran may make a Battlefield Knowledge check (using his level of Grizzled Veteran plus his Intelligence modifier) in relation to any combat situation. They would be able to know about major battles, certain immunities or necessities when fighting particular creatures. This cannot be rerolled as it represents random bit of knowledge picked up in their years of campaigning. Grizzled Veteran levels do not stack with Bard levels nor vice versa for Bardic Knowledge or Battlefield Experience.

Courage: At 1st lvl a Grizzled Veteran has seen enough battle field horrors to realize what true fear is. From this point on he gains a +4 bonus to all will saves to resist any kinds of fear.

Hard to Kill: You are one tough bastard to kill, and only get better at it. At 2nd lvl a Grizzled Veteran gains an extra hit point for every 3 hit points he would have gotten from a Toughness feat, and from those he takes in the future. (+1 HP for Toughness, +3 for Giants Toughness etc)

Campaigner: A Grizzled Veteran has seen enough long campaigns and marches to have figured out that sleeping in your armor saves you a lot of time. At 2nd lvl a Grizzled Veteran may sleep in medium or heavy armor without suffering penalties the next day.

Tactics: As a full round action, a Grizzled Veteran can give directions to everyone near him. All allies gain both a +2 competency bonus to attacks and skill checks for a number of rounds equal to the Grizzled Veterans Intelligence modifier. Every 3 levels this bonus increases by 1, to +3 at 6th lvl, +4 at 9th lvl and so on. This may be performed once per day, per Grizzled Veteran level.

Damage Reduction (Ex): You have seen enough battles and have enough scars to absorb a blow or two. At 4th level, the Grizzled Veteran gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the Grizzled Veteran takes each time he is dealt damage. This damage reduction increases by 1 point every four levels thereafter (2 at 8th, etc.). Damage reduction can reduce damage to 0 but not below 0.

Inspire Courage: At 5th lvl a Grizzled Veteran staunch refusal to give in to fear is great enough to inspire even the most cowardly. Anyone within 5 feet for 2 Grizzled Veteran level gains the benefit on Courage as long as the Grizzled Veteran is alive and still fighting.

Survivor: A good defense is your best offence sometimes. When fighting defensively a Grizzled Veteran gains a +4 dodge bonus to AC instead of the normal +2, or +3 for having 5 ranks in tumble. Furthermore when executing the total defense he gains a +8 dodge bonus to AC instead of the normal +4, or +6 for having 5 ranks in tumble.

Shake it off: At 7th lvl a Grizzled Veteran can shrug off mundane or magical effects that would otherwise harm him. If a Grizzled Veteran makes a saving throw that would normally reduce the damage, he instead takes no damage. Only spells with “Will partial” or “Fortitude half” are effected.

Living Legend: Few live for long in the brutal battle fields, but you managed to survive somehow. Your mere presence is enough to inspire fear and wonder in your enemies and even your own allies. At 10th lvl a Grizzled Veteran gains a +4 competency bonus to Bluff, Diplomacy, Gather Information, and Intimidate checks. Furthermore, you are considered to have great prestige for purposes of the Leadership feat.
 

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Hmm, thats a good PrC. Many PrC's are very campaign-specific, but this one actually fits right into any campaign, no matter what. I looked over the abilities and didn't quite think any of them were overpowered. The "Shake it off" is quite powerful, but since most of the other abilities are down to earth and "Shake it off" is given at lvl. 7, I find it acceptable.

Battlefield Knowledge: Largely underrated by younger more gung ho adventurers, experience is the sort of thing that saves lives. The Grizzled Veteran may make a Battlefield Knowledge check (using his level of Grizzled Veteran plus his Intelligence modifier) in relation to any combat situation. They would be able to know about major battles, certain immunities or necessities when fighting particular creatures. This cannot be rerolled as it represents random bit of knowledge picked up in their years of campaigning. Grizzled Veteran levels do not stack with Bard levels nor vice versa for Bardic Knowledge or Battlefield Experience.

I am unsure if this is mentioned in another book, because it says nothing about DC's. Perhaps its from Sword and Fist? Dont have my books here, so im not certain. Or would the DM have to estimate a DC for various pieces of information?

Requirements look fine, many feats and few skills, just what can be expected from an old fighter. Even though the PrC gains powers at every level, none of the powers are game-ruining.
All in all, fine PrC :)
 

I like it. Sort of a cross between a barbarian and bard, with pleanty of non-specific flavor.

Most of the abilities seem around right, some minor combat bonus, some generic stuff, and then Mettle, however because of the high entry requirements of this class, it's all pretty balanced.

I give this 5 stars, an excellent PrC, consider it *Yoinked*.
 



What are you guys talking about? As far as I can tell, you only have to be 7th level Fighter - to get that +7 BAB.

1st level:
Expertise
Combat Reflexes
8 skill points
+2 Sense Motive, +2 Spot
(Human - Toughness
12 skill points, +2 Sense Motive, +2 Spot, +2 Knowledge: tactics)

2nd level:
Toughness
+1 Knowledge: tactics
(Human - Endurance
+2.5 Knowledge: tactics)

3rd level:
Endurance
+2 Knowledge: tactics
(Human - Endurance
+3 Knowledge: tactics)

4th level:
+3 Knowledge: tactics
(Human - Endurance
+3.5 Knowledge: tactics)

5th level:
+4 Knowledge: tactics

6th level:
Leadership

Done and Done.

If you're not a Fighter or Psi-Warrior, it will take you to 12th level (9th if not human).

1st:
Toughness

3rd:
Combat Reflexes

6th:
Leadership

9th:
Expertise

12:
Endurance

The solution to this? Pick up a level or two of Fighter or Psi-Warrior. Done and Done.

Looks like a good Prestige Class to me.
 
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Also, you have to have a minimum of 13 Int to get in anyway due to the Expertise requirement, so skills shouldnt be too much of a problem. You could also just take a level of rogue at 1st lvl to get a lot of skills, which I think would synergize well with the prestige class. As far as the Battlefied Knowledge DC, its mostly for stuff like, "we need fire to kill that troll" etc. I would say the DC's are about the same as bardic knowledge. 15 for common, 20 for uncommon etc.
 
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Very nice. I can see using that for a major NPC in my game world right now (if not more than one).

many thanks for sharing this with us!

John
 


very cool. One flaw in my mind is the redunancy of many of the powers. For example, having d12 HD & bonus hp from toughness is very nearly the same ability. I'd go with one or the other. Also, for classes like this I like to minimize the number of levels involved... so here is a tweaked version I just produced. I'd like any comments about how to fix it, cause I think its still a little off.

BTW: Thanks, I've been grappling with how to do this in a prestige-worthy way...

***

1st Battlefield Knowledge, Courage
2nd Campaigner
3rd Inspire Courage
4th Damage Reduction 2/-
5th Shake it Off

Battlefield Knowledge: Largely underrated by younger more gung ho adventurers, experience is the sort of thing that saves lives. The Grizzled Veteran may make a Battlefield Knowledge check (using his level of Grizzled Veteran plus his Intelligence modifier) in relation to any combat situation. They would be able to know about major battles, certain immunities or necessities when fighting particular creatures. This cannot be rerolled as it represents random bit of knowledge picked up in their years of campaigning. Grizzled Veteran levels do not stack with Bard levels nor vice versa for Bardic Knowledge or Battlefield Experience.

Courage: At 1st lvl a Grizzled Veteran has seen enough battle field horrors to realize what true fear is. From this point on he gains a +4 bonus to all will saves to resist any kinds of fear.

Campaigner: A Grizzled Veteran has seen enough long campaigns and marches to have figured out that sleeping in your armor saves you a lot of time. At 2nd lvl a Grizzled Veteran may sleep in medium or heavy armor without suffering penalties the next day.

Inspire Courage: At 3rd lvl a Grizzled Veteran staunch refusal to give in to fear is great enough to inspire even the most cowardly. Anyone within 5 feet per Grizzled Veteran level gains a +2 morale bonus against Fear effects while the Grizzled Veteran is alive and fighting.

Damage Reduction (Ex): Hard as nails, you may shrug off some of the damage from blows against you. You gain DR 2.

Shake it Off: A Grizzled Veteran cannot be brought low by mere injury. If a Grizzled Veteran makes a Fortitude saving throw that would normally reduce damage to half, he instead takes no damage. Additionally, all secondary Fortitude saves against effects are negated. (That is, secondary damage from poison is ignored).

_____
Removed Living Legend... Here's Why:

I'm not sure about this ability. It seems to me that if the character, by surviving countless battles, won great fame, that is a matter for roleplaying and circumstance modifiers based on who he is dealing with later. Using a reputation system would be okay... but I wonder about this. Any famous warrior who enters a room full of commoners and private soldiers probably would get a bonus to these Charisma skills...
 
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