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Grognard Class?
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<blockquote data-quote="Shiroiken" data-source="post: 7804257" data-attributes="member: 6775477"><p>Grognards are incredibly durable, resistant to force, poison, and psychic damage, immune to radiant and necrotic damage (as they refuse to accept they exist), and immune to the charmed and frightened condition. However, they only have 1d6 HP per level, and the constituion modifier for HP is halved. They are only proficient in 1 weapon (any type), gaining proficiency in another weapon at every even level thereafter, but those weapons only deal 1d6 damage, halving the strength modifier and cannot use the finesse property. They are proficient in all saving throws, except Charisma, because that should only be used to determine followers and initial attitude.</p><p></p><p>The Grognard has several special abilities that can each be used a number of times per day equal to 1/10 their age in years (convered to human standard). The DC for saving throws is equal to 10+ the difference in number of HD between the affected creature and the Grognard. Note, these abilities affect all creatures, even allies and deafened creatures.</p><p></p><p>Rules/story argument: by arguing about why everything is wrong, all creatures within 50 feet of the Grognard must make a Wisdom Save or suffer the effects of the Confusion spell for 1 minute (no attempt to save at the end of the turn allowed).</p><p></p><p>Boring Story: by telling a long winded tale about the good old days, all creatures within 50 feet of the Grognard must make a Constitution Save or fall asleep (becoming unconscious) for 1 minute.</p><p></p><p>Historical Superiority: by talking about how he played in the "real" Greyhawk campaign run by Gary, one creature must make an Intelligence Save or be charmed by the Grognard for 24 hours (a new save can be made whenever the Grognard uses any of these special abilities). Once the save is made, or 24 hours have passed, the affected creature realizes the Grognard is full of it, and becomes immune to all Grognard special abilities by this Grognard permanently.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7804257, member: 6775477"] Grognards are incredibly durable, resistant to force, poison, and psychic damage, immune to radiant and necrotic damage (as they refuse to accept they exist), and immune to the charmed and frightened condition. However, they only have 1d6 HP per level, and the constituion modifier for HP is halved. They are only proficient in 1 weapon (any type), gaining proficiency in another weapon at every even level thereafter, but those weapons only deal 1d6 damage, halving the strength modifier and cannot use the finesse property. They are proficient in all saving throws, except Charisma, because that should only be used to determine followers and initial attitude. The Grognard has several special abilities that can each be used a number of times per day equal to 1/10 their age in years (convered to human standard). The DC for saving throws is equal to 10+ the difference in number of HD between the affected creature and the Grognard. Note, these abilities affect all creatures, even allies and deafened creatures. Rules/story argument: by arguing about why everything is wrong, all creatures within 50 feet of the Grognard must make a Wisdom Save or suffer the effects of the Confusion spell for 1 minute (no attempt to save at the end of the turn allowed). Boring Story: by telling a long winded tale about the good old days, all creatures within 50 feet of the Grognard must make a Constitution Save or fall asleep (becoming unconscious) for 1 minute. Historical Superiority: by talking about how he played in the "real" Greyhawk campaign run by Gary, one creature must make an Intelligence Save or be charmed by the Grognard for 24 hours (a new save can be made whenever the Grognard uses any of these special abilities). Once the save is made, or 24 hours have passed, the affected creature realizes the Grognard is full of it, and becomes immune to all Grognard special abilities by this Grognard permanently. [/QUOTE]
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