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Hattian Landsknecht:

The Hattian Landsknechts are world-renowned solders and mercenaries. The Hattians have perfected the use of the massive blades which have become their trademark. Whether in the light Landsknecht armour or in the heavy plate of the Heldannic Knights, the lands of the Hattians are the home of fierce warriors as well as being the center of learning for their peculiar method of fighting.

Hit Die: d10

Requirements: To qualify to become a Hattian Landsknecht, a character must fulfill all of the following criteria.

Base Attack Bonus: +6.

Skills: Balance 4 ranks, Intimidate 4 ranks, Jump 4 ranks.

Feats: Improved Initiative, Weapon Focus: Great Knight’s Sword, Power Attack.

Special: To become a Hattian Landsknecht a character must have originated from Hattias or the Heldannic Territories or must have had the tutelage of a Landsknecht.

Class Skills: The Hattian Landsknecht’s class skills (and the key ability for each skill) are: Bluff (Cha), Balance (Dex), Intimidate (Cha), Jump (Str), Climb (Str), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex).

Skill Points at each level: 2 + Int modifier.

Class Features:

Weapon and Armour Proficiency: Hattian Landsknechts are proficient with all types of armour, shields, and all simple and martial weapons.

Armour Compatability: A Hattian Landsknecht’s defense bonus stacks with his armour bonus.

Fist of Vanya: A Hattian Landsknecht can make an attack with his weapon’s pommel as an off-hand attack suffering the usual penalties to hit for two weapon usage as if he had ambidexterity and two-weapon style. This attack deals 1d4 damage, W.S. -5.

Laugh at Death: At 2nd level the Hattian Landsknecht gains the ability to stay conscious until he reaches -5 hit points. He is a seasoned warrior and his toughness allows him to hold onto consciousness when others might not.

Improved Heavy Armour Proficiency: At 3rd level the Landsknecht may use Heavy Armour and any armour he uses he is allowed to add 2 additional points of dexterity bonus, his armour check penalty is decreased by 2, and he may move as if unencumbered by the armour.

The Lion’s Tail: At 4th level, the Hattian Landsknecht is equally adept at fighting in light or no armour as in the plate mail of others. As long as he is wearing light armour he gains an additional +2 armour bonus.

Improved Critical: At 5th level the Hattian Landsknecht gains Improved Critical as a bonus feat.

Improved 2 Handed Style: At 6th level the Hattian Landsknecht gains the ability to add double his strength bonus instead of 1and a 1/2 while wielding a weapon with 2 hands.

Heroic Surge: At 7th level the Hattian Landsknecht becomes a heroic paradigm and as such gains the ability to perform an extra move or attack action (a partial action) either before or after his regular actions. He may use this ability once per day at 7th level, twice per day at 8th level, three times per day at 9th level and 4 times per day at 10th level.

Devastate: At 8th level, any time the Hattian Landsknecht beats his opponent at initiative, makes a succesful attack, and deals more than 10 points of damage, the opponent must make a fortitude save or concentration check vs. DC 10+ damage dealt or lose his ability to act that round. This ability may only be used once per combat.

Long Step: Upon reaching 9th level, the Hattian Landsknecht gains the ability to take a 10-foot step in any round in which he makes a full attack option. This functions just as a 5-foot step but with increased distance. He may also make a 5 or 10 foot step between attacks before making a Cleave or Great Cleave attack. He can still take only one 5-foot or 10-foot step each round, and then only if he has not moved or already taken a 5-foot or 10-foot step during the round.

Crush the Soul: Twice per day, a 10th level Hattian Landsknecht may automatically critical with an attack that hits.

 

 

The Hattian Landsknecht