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<blockquote data-quote="Abisashi" data-source="post: 1304813" data-attributes="member: 15334"><p><strong>It all about class...</strong></p><p></p><p>I think the difference between "barbarians" (not the class) and Romans (and other highly-trained armies) is best defined by using different classes for them.</p><p></p><p>About the warrior npc class, the DMG states (pg 109) (emphasis added):</p><p> - "The warrior is a strong, stout combatant without the specialized <strong>training</strong> and finesse of a fighter..."</p><p> - "You can also use the warrior class for soldiers (although perhaps not for commanders or career soldiers)..."</p><p></p><p>When listing possible roles for the fighter, the PH lists "the elite foot soldier..."</p><p></p><p>When using the warrior to represent viscious barbarians and the like, I suggest giving them a d10 hit die, like the fighter, or even a d12 if you want to make them seem extra viscious; the d8 for the warrior seems overly craptacular, and since the barbarian civilization is supposed to be more "barbaric", I think a d10 is reasonable.</p><p></p><p>Exceptional barbarians should have fighter or barbarian levels, in general.</p><p></p><p>Anyway here you go; I used d10 for the "barbarians" and gave them average starting gold for a warrior (3d4x10, or 75 gp on average), which is all spent on his 2 possesions:</p><p></p><p><strong>Average "barbarian"</strong>: human warrior 1; CR 1/2; medium humanoid; HD 1d10+3;hp 8; Init +0; spd 30ft; AC 13 (studded Leather), touch 10, flat-footed 13; Base Atk +1; Grp +1; Atk +2 greatsword (2d6, 19-20/x2); AL N (CN*); SV Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10.</p><p><strong>Skills</strong>: Handle Animal +4, Intimidate +4, Swim +3 (+4 when unarmored)</p><p><strong>Feats</strong>: Toughness**, Weapon Focus (greatsword)</p><p><strong>Possesions</strong>: Studded Leather (25 gp), Greatsword (50 gp).</p><p></p><p>*Neutral with chaotic tendancies, to reflect their barbaric nature.</p><p>**If you want the "barbarians" to be more barbaric (and weaker, at this level), give them power attack instead of toughness.</p><p></p><p></p><p>And here is the average roman legionnaire. Again, average money, though that is 150 gp in the case of the legionaire, reflecting his better salary/equipment:</p><p></p><p><strong>Roman Legionnaire</strong>: human fighter 1; CR 1*; medium humanoid; HD 1d10+3; hp 8; init +0; spd 30ft; AC** 19 (heavy shield, Chain shirt, Phalanx Fighting), touch 10, flat-footed 19; Base Atk +1; Grp +1; Atk +2 melee Shortsword (1d6, 19-20/x2), Atk +1 ranged Pilum (1d6, 30ft, see below); SAAl N (LN***); SV Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10.</p><p><strong>Skills</strong>: Climb +2, Listen +2, Spot +2.</p><p><strong>Feats</strong>: Phalanxe Fighting(CW), Toughness, Weapon Focus (Shortsword)</p><p><strong>Possesions</strong>:gladius (shortsword)(10 gp), <em>lorica hamata</em> (chain shirt)(100 gp), 3 pilum (only carries 1 at a time; extras are for if the main one gets "lost" (breaks, etc.))(3gp), Heavy Wooden Shield (7gp), 30 gp (mostly not on his person; may be held by the army, in his families house, etc.)</p><p></p><p>*Sepparated from his unit, he is possibly CR 1/2 (see next)</p><p>**When not fighting in a phalanx, the Legionnaire has 2 less AC.</p><p>***Neutral with lawful tendancies, to reflect the orderly nature of the legions.</p><p></p><p>**NEW ITEM**</p><p><strong>Pilum</strong>: 1d6 damage, range 30 ft., 20/x2; medium martial weapon.</p><p><em>Special</em>: If a pilum misses due to the target's shield (i.e., it misses by an amount equal to or less than the shield's shield bonus), then it become stuck. Removing a stuck pilum requires a standard action and a strength check DC 18. While a shield has an embedded pilum, its user is considered non-proficient if their str bonus is less than the shield's armor check penalty. Note that a pilum can't embed in a weapon that it couldn't sunder. Once thrown, a pilum can't be used again until it is fixed (dc 10 craft (weapons) check). Otherwise, it acts as a javelin.</p><p></p><p>Design notes: In exchange for going up one proficiency category, the javelin gets its special characteristics. The mechanic is slightly inelegant to prevent the pilum from hosing shield using PCs and important NPCs.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Abisashi, post: 1304813, member: 15334"] [b]It all about class...[/b] I think the difference between "barbarians" (not the class) and Romans (and other highly-trained armies) is best defined by using different classes for them. About the warrior npc class, the DMG states (pg 109) (emphasis added): - "The warrior is a strong, stout combatant without the specialized [b]training[/b] and finesse of a fighter..." - "You can also use the warrior class for soldiers (although perhaps not for commanders or career soldiers)..." When listing possible roles for the fighter, the PH lists "the elite foot soldier..." When using the warrior to represent viscious barbarians and the like, I suggest giving them a d10 hit die, like the fighter, or even a d12 if you want to make them seem extra viscious; the d8 for the warrior seems overly craptacular, and since the barbarian civilization is supposed to be more "barbaric", I think a d10 is reasonable. Exceptional barbarians should have fighter or barbarian levels, in general. Anyway here you go; I used d10 for the "barbarians" and gave them average starting gold for a warrior (3d4x10, or 75 gp on average), which is all spent on his 2 possesions: [b]Average "barbarian"[/b]: human warrior 1; CR 1/2; medium humanoid; HD 1d10+3;hp 8; Init +0; spd 30ft; AC 13 (studded Leather), touch 10, flat-footed 13; Base Atk +1; Grp +1; Atk +2 greatsword (2d6, 19-20/x2); AL N (CN*); SV Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10. [b]Skills[/b]: Handle Animal +4, Intimidate +4, Swim +3 (+4 when unarmored) [b]Feats[/b]: Toughness**, Weapon Focus (greatsword) [b]Possesions[/b]: Studded Leather (25 gp), Greatsword (50 gp). *Neutral with chaotic tendancies, to reflect their barbaric nature. **If you want the "barbarians" to be more barbaric (and weaker, at this level), give them power attack instead of toughness. And here is the average roman legionnaire. Again, average money, though that is 150 gp in the case of the legionaire, reflecting his better salary/equipment: [b]Roman Legionnaire[/b]: human fighter 1; CR 1*; medium humanoid; HD 1d10+3; hp 8; init +0; spd 30ft; AC** 19 (heavy shield, Chain shirt, Phalanx Fighting), touch 10, flat-footed 19; Base Atk +1; Grp +1; Atk +2 melee Shortsword (1d6, 19-20/x2), Atk +1 ranged Pilum (1d6, 30ft, see below); SAAl N (LN***); SV Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10. [b]Skills[/b]: Climb +2, Listen +2, Spot +2. [b]Feats[/b]: Phalanxe Fighting(CW), Toughness, Weapon Focus (Shortsword) [b]Possesions[/b]:gladius (shortsword)(10 gp), [i]lorica hamata[/i] (chain shirt)(100 gp), 3 pilum (only carries 1 at a time; extras are for if the main one gets "lost" (breaks, etc.))(3gp), Heavy Wooden Shield (7gp), 30 gp (mostly not on his person; may be held by the army, in his families house, etc.) *Sepparated from his unit, he is possibly CR 1/2 (see next) **When not fighting in a phalanx, the Legionnaire has 2 less AC. ***Neutral with lawful tendancies, to reflect the orderly nature of the legions. **NEW ITEM** [b]Pilum[/b]: 1d6 damage, range 30 ft., 20/x2; medium martial weapon. [i]Special[/i]: If a pilum misses due to the target's shield (i.e., it misses by an amount equal to or less than the shield's shield bonus), then it become stuck. Removing a stuck pilum requires a standard action and a strength check DC 18. While a shield has an embedded pilum, its user is considered non-proficient if their str bonus is less than the shield's armor check penalty. Note that a pilum can't embed in a weapon that it couldn't sunder. Once thrown, a pilum can't be used again until it is fixed (dc 10 craft (weapons) check). Otherwise, it acts as a javelin. Design notes: In exchange for going up one proficiency category, the javelin gets its special characteristics. The mechanic is slightly inelegant to prevent the pilum from hosing shield using PCs and important NPCs. Thoughts? [/QUOTE]
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