Legionnaire

Prerequisites: Melee Combat.
XP Cost: 540

The legions of the Pax Icatia are legendary throughout the world for their military prowess and their complete lack of mercy. The legions of Icatia conquered countless kingdoms during the Age of Empires, and even now they are considered the most potent fighting force in the world.

Starting Ability

The Legionnaire rolls initiative twice, and may act on both initiative counts; however, they do not gain additional actions, instead sharing their actions over those two initiative counts. Additionally, if the Legionnaire readies an action, they do not have to declare what that action is until they either take that action or the end of their their second initiative count, whichever comes first.

Abilities

Grant Move Action:
XP Cost: 1,080
Once per day, as a standard action, you may grant an extra move action to any or all of your allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after your turn is over. (This may mean, for example, that an ally whose initiative count immediately follows yours may get an extra move action from you, followed directly by a full round worth of actions on the ally's turn.)

Resilient Troops
XP Cost: 360
As a swift action, all allies within 30 feet of you gain a bonus to all their saving throws equal to your Charisma modifier until the end of the turn. You can use this ability a number of times per hour equal to your Intelligence modifier.

Tactical Presence
XP Cost: 180
Whenever an ally within 30 ft. of you makes a melee attack, before they make the attack roll, you may use this ability as an immediate action. They gain a +1 insight bonus on the attack and damage rolls. You can use this ability a number of times per hour equal to your Intelligence modifier.

Training Regimen
XP Cost: 810
You gain a +1 bonus to your Strength score, and a +1 bonus to the lowest of either your Constitution or Dexterity.

Inspiring Presence
XP Cost: 180
As a swift action, you convert hit point damage suffered by an ally within 30 ft. of you into subdual damage. You may convert a number of hit points equal to twice your Charisma bonus. The total amount of hp you can convert each day with this ability is equal to your Hit Dice multiplied by your Charisma bonus.

Motivate Ardor:
XP Cost: 360
As a swift action, all allies within 30 feet of you gain a bonus to their damage rolls equal to your Charisma modifier until the end of the turn. You can use this ability a number of times per hour equal to your Intelligence modifier.

Sieze the Day
XP Cost: 2,970
At the beginning of each encounter, roll 1d20 and record the result. Once during that encounter, after one of your allies has rolled a d20, you may choose to, as an immediate action, replace the result of that roll with the result you recorded earlier. You cannot use the earlier roll to replace one of your own rolls—only those of your allies.

Sieze the Initiative
XP Cost: 1,890
You no longer share your move action between your Initiative counts, instead being able to make a single move action at both of your initiative counts. This is in addition to your one standard action a round. During either initiative count, you may sacrifice a standard action and a move action to take a full-round action.

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