The Dragonlance Nexus

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Legionnaire

D&D 3e (3.0/3.5) Rules

by André La Roche


The Legion of Steel is a semi-covert organization on Krynn. Named after Steel Brightblade, a Knight of Takhisis, this order was founded by both by his foster-mother, Sara Dunstan who recruited disenfranchised Knights of Takhisis and Knights of Solomnia, these individuals felt that neither existing order brought justice to the land, and the people needed a new organization to represent them. Legionnaires claim to not be covert, though many of them work from hiding. Led by the Keepers, the Legionnaires are respected throughout Krynn by all but the other orders of knights, even being accepted among minotaurs, although being caught by the Knights of Takhisis is sure death for any Legionnaire.

Hit Die: d10

Requirements:

To qualify to become a Legionnaire, a character must fulfill all the following criteria:
Alignment: Non-Evil
Base Attack Bonus: 3
Sense Motive: 6 ranks
Listen: 5 ranks

Class Skills

The Legionnaire's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Hide (Dex), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis) See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each level: 5 + Int modifier

Class features

All of the following are class features of the Legionnaire prestige class.

Favored Enemy: At 1st level, a Legionnaire gains the Knights of Takhisis as a favored enemy. This ability works just like the Ranger's favored enemy, (see the Player's Handbook), except that all relevant bonuses are at +2.

Blend with the Crowd: Being exceptionally trained in subversion, a Legionnaire gains a +3 bonus to all Escape Artist, Gather Information, Hide, Listen, and Move Silently checks, beginning at 2nd level.

Ears of the Wall: When a Legionnaire reaches 4th level, he may set up a network of contacts in any one area that has a 25% chance to report pertinent information going on in the area to him.

Diplomat: At 6th level, a Legionnaire gains a +5 bonus to Diplomacy checks when attempting to settle disputes amongst any willing or non-willing creatures who are not hostile towards the Legionnaire.

Physical Prowess: At 8th level, a Legionnaire gains the ability to use any weapon as if specialized in it for one day, after 1 hour of studying it. This ability can be used a maximum amount of times equal to half of the Legionnaire's Intelligence modifier.

Mental Order: At 10th level, a Legionnaire acquires such mental discipline from his unfaltering sense of justice that he is immune to fear effects, sleep, and other spells that affect the mind adversely.

Legionnaire
Class Level Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +0 +2 +0 Favored Enemy
2 +2 +0 +3 +0 Blend with the Crowd
3 +3 +1 +3 +1  
4 +4 +1 +4 +1 Ears of the Wall
5 +5 +1 +4 +1  
6 +6 +2 +5 +2 Diplomat
7 +7 +2 +5 +2  
8 +8 +2 +6 +2 Physical Prowess
9 9+ +3 +6 +3  
10 +10 +3 +7 +3 Mental Order

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