Freth-yarl (House Soldier)

Posted by EarthDragon on 23rd December 2016.

The questing knight, the conquering overlord, the king’s champion, the elite foot soldier, the hardened mercenary, and the bandit king — all come from the ranks of Freth-yarl. Freth-yarl can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land’s best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Freth-yarl who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring Freth-yarl might call himself a warrior, a mercenary, a thug, or simply an adventurer.

  Adventures

Most Freth-yarl see adventures, raids, and dangerous missions as their job. Some have patrons who pay them regularly. Others prefer to live like prospectors, taking great risks in hopes of the big haul. Some Freth-yarl are more civic-minded and use their combat skills to protect endangered people who cannot defend themselves. Whatever their initial motivations, however, Freth-yarl often wind up living for the thrill of combat and adventure.

  Alignment

Freth-yarl may be of any alignment. Good Freth-yarl are often crusading types who seek out and fight evil. Lawful Freth-yarl may be champions who protect the land and its people. Chaotic Freth-yarl may be wandering mercenaries. Evil Freth-yarl tend to be bullies and petty villains who simply take what they want by brute force.

  Background

Freth-yarl come to their profession in many ways. Most have had formal training in a noble’s army or at least in some Citizen's household guard (hence the name). Some have trained in formal academies. Others are self-taught — unpolished but well tested. A Freth-yarl may have taken up the sword as a way to escape the limits of life on the farm, or he may be following a proud family tradition. Freth-yarl share no special identity. They do not see themselves as a group or brotherhood. Those who hail from a particular academy, mercenary company, or lord’s regiment, however, share a certain camaraderie.

  Role

In most adventuring parties, the Freth-yarl serves as a melee combatant, charging into the fray while their comrades support him with spells, ranged attacks, and other effects. Freth-yarl who favour ranged combat can prove very deadly, though without other melee support, they can find themselves in front-line combat more often than they might prefer.

  Game Rule Information

  Abilities

Strength is especially important for Freth-yarl because it improves their melee attack and damage rolls. Constitution is important for giving Freth-yarl lots of hit points, which they need in their many battles. Dexterity is important for Freth-yarl who want to be good archers or who want access to certain Dexterity oriented feats, but the heavy armour that Freth-yarl usually wear reduces the benefit of a very high Dexterity score.

  Alignment

Any.

  Vitality Points

d10.

  Class Skills

The Freth-yarl’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

  Skill Points at 1st Level

(2 + Int modifier) x 4.

  Skill Points at Each Additional Level

2 + Int modifier.

  Class Features

All of the following are class features of the Freth-yarl.

  Weapon and Armour Proficiency

A Freth-yarl is proficient with all simple and martial weapons and with all armour (heavy, medium, and light) and shields (including tower shields).

  Bonus Feats

At 1st level, a Freth-yarl gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Freth-yarl gains an additional bonus feat at 4th level and every four Freth-yarl levels thereafter (8th, 12th,16th 20th ,24th,and 28th). These bonus feats must be drawn from the feats noted as Freth-yarl bonus feats on the Freth-yarl Feats List. A Freth-yarl must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing. A Freth-yarl is not limited to the list of Freth-yarl bonus feats when choosing these feats.

  Manoeuvres

At 2nd level and every level indicated on the table below, the Freth-yarl gets to choose a manoeuvre or stance from one of the Freth-yarl Manoeuvre Lists. Note that there are four lists, one for Shadow Hand, one for Setting Sun, one for Diamond Mind and one for Devoted Spirit. Once a Freth-yarl chooses from one list, the remainder of manoeuvres must come from the same list (largely because of pre-requisites required).

  Ex-Members

Level Base Attack Bonus Fort Save Ref Save Will Save Special Manoeuvres Known Manoeuvres Readied Stances Known
1 +1 +2 +0 +0 Bonus Feat 0 0 0
2 +2 +3 +0 +0 1 1 1
3 +3 +3 +1 +1 1 1 1
4 +4 +4 +1 +1 Bonus Feat 3 1 1
5 +5 +4 +1 +1 3 1 1
6 +6/+1 +5 +2 +2 5 2 1
7 +7/+2 +5 +2 +2 5 2 2
8 +8/+3 +6 +2 +2 Bonus Feat 5 3 2
9 +9/+4 +6 +3 +3 6 3 2
10 +10/+5 +7 +3 +3 6 4 2
11 +11/+6/+1 +7 +3 +3 7 4 2
12 +12/+7/+2 +8 +4 +4 Bonus Feat 7 5 3
13 +13/+8/+3 +8 +4 +4 8 5 3
14 +14/+9/+4 +9 +4 +4 8 6 3
15 +15/+10/+5 +9 +5 +5 9 6 3
16 +16/+11/+6/+1 +10 +5 +5 Bonus Feat 9 7 3
17 +17/+12/+7/+2 +10 +5 +5 10 7 4
18 +18/+13/+8/+3 +11 +6 +6 10 8 4
19 +19/+14/+9/+4 +11 +6 +6 11 8 4
20 +20/+15/+10/+5 +12 +6 +6 Bonus Feat 11 9 4
21 * ** ** ** *** *** ***
22 * ** ** ** *** *** ***
23 * ** ** ** *** *** ***
24 * ** ** ** Bonus Feat *** *** ***
25 * ** ** ** *** *** ***
26 * ** ** ** *** *** ***
27 * ** ** ** *** *** ***
28 * ** ** ** Bonus Feat *** *** ***
29 * ** ** ** *** *** ***
30 * ** ** ** *** *** ***

* Base attack bonuses are handled differently for epic characters.

** Save bonuses are handled differently for epic characters.

*** Number of Manoeuvres Known, Number Readied and Number of Stances known do not increase past 20th level.