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Legionnaire

D&D 3e (3.0/3.5) Rules

by Darthsylver


Legionnaire

Legionnaires are knights who dedicate themselves to helping the people of Ansalon in any way that they can. Most are former knights from either the knighthood of Solamnia, or the knighthood Takhisis. The legionnaires are not "tied" to any specific government and therefore rarely answer to elected officials. The legionnaires are welcomed in some countries and hated in others by the powers to be. The people almost always welcome them with open arms for they know the legionnaires are there to help. While legionnaires hold themselves to a code of high morals they do not have the "limiting" sense of honor that the knights of Solamnia aspire to, a legionnaire sees nothing wrong with stabbing a enemy in the back should he turn around during a fight. They do not condone cold-blooded murder however.

Hit Die: d10

Class Skills

Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex)
Skill Points at first level (8 + Int Modifier) x4
Skill Points per level 8 + Int Modifier

Class Features

All of the Following are class features of the Legionnaire.

Weapon and Armor Proficiency: Legionnaires are proficient with all simple and martial weapons, all armors and shields.

Bonus Feats: At 1st level, the legionnaire receives a bonus feat. The legionnaire gains an additional feat at 2nd level and every two levels thereafter. These feats must be chosen from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By-Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*.
Some of the feats available to the legionnaire cannot be acquired until the legionnaire has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A legionnaire can select feats marked with an * more than once, but it must be for a different weapon each time. A legionnaire must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. (See chapter 5: Feats of the Player's Handbook for descriptions of Feats and their prerequisites)
Important: These feats are in addition to the feat that a character of any class gets every three levels. The legionnaire is not limited to the above list when choosing those feats.

Evasion: At 3rd level the legionnaire gains evasion. If exposed to any attack that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damages with a successful saving throw. Evasion can only be used if the legionnaire is wearing light armor or no armor.

Uncanny Dodge: At 5th level the legionnaire gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 5th level and above, the legionnaire retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 11th level the legionnaire can no longer be flanked; he can react to opponents on both sides of him as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that another character of at least four levels higher than the legionnaire can still flank him (and thus sneak attack him.)
At 17th level the legionnaire gains an intuitive sense that alerts him to danger, giving him a +1 bonus to Reflex saves and a +1 dodge bonus to AC. This ability improves by a +1 bonus every three levels thereafter, +2 at 20th, +3 at 23rd, etc...

Sneak Attack: At 7th level the legionnaire gains the ability to sneak attack his opponents. This ability works in the same manner as the rogue ability of the same name.

Improved Evasion: This ability works in the same manner as the rogue ability of the same name.

Defensive Roll: This ability works in the same manner as the rogue ability of the same name.

Legionnaire
Class Level Base Att. Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus Feat
2nd +2 +3 +0 +0 Bonus Feat
3rd +3 +3 +1 +1 Evasion
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1 Uncanny Dodge (Dex Bonus to AC)
6th +6 +5 +2 +2 Bonus Feat
7th +7 +5 +2 +2 Sneak Attack + 1d6
8th +8 +6 +2 +2 Bonus Feat
9th +9 +6 +3 +3 Improved Evasion
10th +10 +7 +3 +3 Bonus Feat
11th +11 +7 +3 +3 Uncanny Dodge (can't be flanked)
12th +12 +8 +4 +4 Bonus Feat
13th +13 +8 +4 +4 Sneak Attack + 2d6
14th +14 +9 +4 +4 Bonus Feat
15th +15 +9 +5 +5 Defensive Roll
16th +16 +10 +5 +5 Bonus Feat
17th +17 +10 +5 +5 Uncanny Dodge (+1 bonus)
18th +18 +11 +6 +6 Bonus Feat
19th +19 +11 +6 +6 Sneak Attack + 3d6
20th +20 +12 +6 +6 Bonus Feat

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