Post by David on Aug 1, 2012 14:32:42 GMT -5
JANNISARY, WARRIOR CLASS
by Benjamin Franz <franz@ymail.yu.edu>
ABILITY REQUIREMENTS: Strength 13, Intelligence 12, Charisma 10
PRIME REQUIREMENTS: Strength, Charisma
RACES ALLOWED: Human, Half-Elf (I will not be allowing half-elves without a DAMN good reason!)
ALIGNMENTS ALLOWED: Lawful good
Jannisaries are members of a special subclass of warrior that serves as soldiers and keepers of the peace in lawful and just societies. As a group, the jannisaries of a particular society report directly to that society’s ruler, although a strict hierarchy of command exists within the jannisaries themselves. Because they bring a sense of security and maintain moral order, jannisaries tend to be well-liked among the populace. Additionally, the ranks of the jannisary are generally open to most citizens of the society, and it is usually deemed an honor for a family to have a relative serving their country as a jannisary.
Following rigorous training, jannisaries are swift, strong, and quick-witted. With experience, they become master fighters and premiere strategists. Only humans and half-elves may become jannisaries. To do so, the aspirant must have minimum ability scores of 13 for Strength, 12 for Intelligence, and 10 for Charisma. Just like a paladin, Strength and Charisma are the prime requisites for a janissary. Also like a paladin, all jannisaries must be Lawful Good in alignment. Both males and females can become jannisaries.
TABLE 4: JANNISARY EXPERIENCE LEVELS
Level Experience Hit Dice (d10)
1 0 1
2 2000 2
3 4000 3
4 8000 4
5 16,000 5
6 32,000 6
7 64,000 7
8 125,000 8
9 250,000 9
10 500,000 10
11 750,000 10 + 1
12 1,200,000 10 + 3
13 1,500,000 10 + 5
14 1,800,000 10 + 7
15 2,100,000 10 + 9
16 2,400,000 10 +10
17 2,700,000 10 + 11
18 3,000,000 10 + 13
19 3,300,000 10 + 15
20 3,600,000 10 + 17
Role: As described above, the jannisaries are the soldiers and peace-keepers of their society. They have sworn allegiance to the ruler of their society and will come to his or her aid or service when commanded to do so. Such service might include being sent as an emissary to a foreign government or being sent to lead an exploratory mission into previously unknown areas.
The jannisary is trained to be both a protector and a leader, and he or she is perfectly comfortable leading a group of any sort, usually with an understanding but stern manner. At all times, a jannisary is an extension and reflection of his or her country. As such, the jannisary always behaves with nobility and fairness, and he or she would never willingly betray country or ruler.
Equipment: Jannisaries obtain clothing, weapons, armor, and related equipment from their country’s central armory at no cost; however, they are responsible for keeping the equipment in excellent condition and paying for any necessary repairs. If the central armory is inconvenient, such as occurs when a jannisary is in another city of the country or outside the country, then the jannisary must send for and await delivery of the desired equipment or use other means to obtain it. When he returns to the city which houses the central armory, the jannisary must give an accounting of all equipment obtained from other sources, and that equipment must be turned in to the armory if the jannisary has no immediate need for it.
Special Abilities: When determining saving throws, the jannisary may use the warrior or the priest saving throw, choosing the most beneficial for his or her level.
At 3rd level, the jannisary gains the ability to detect undead and extra-planar creatures within a radius of 10' per level of the jannisary. The jannisary must concentrate to use this ability, and, therefore, can perform no other action during the round. The ability does not reveal any information about the origin of the creature or creatures detected other than that they are undead or extraplanar in origin.
At 6th level, the jannisary gains the ability to detect evil intent up to 30' away by concentrating on locating evil in a particular direction. This is like the paladin ability save for the range.
At 9th level, the jannisary gains a +1 bonus to attack and damage rolls when fighting a great ghul or ghul-kin; additionally, he or she gains a +1 bonus to saving throws vs. spells and magical effects from these devious creatures. The jannisary will recognize a great ghul or ghul-kin on sight, even if it is hiding behind an illusion. This bonus reflects focused study on these particular creatures and how to defeat them.
Upon reaching 12th level, the jannisary undergoes a cleansing ritual which ends with his or her receiving a vision of some object or being to be sought. Typically, the vision is of a unique magical item or rare magical creature. Pursuing this quest becomes the jannisary’s motivation for the remainder of his or her life. Usually, the jannisary’s ruler will give him or her leave to follow this quest, but the jannisary is expected to come to the ruler’s aid if a call for such is made. The jannisary’s responsibility to the ruler and the state always supersede his or her personal goals. Furthermore, the jannisary is aware that it is pursuing the quest, not completing it, that is of importance, and while many jannisaries go to their graves without ending their quests, none of them feel unfulfilled when they do so.
Jannisaries do not accumulate wealth, as the betterment of the state is sufficient compensation for their loyalties. Within their own countries, they are often treated to free meals by the citizenry (although non-jannisary companions will be expected to pay for their food). When outside of their countries, jannisaries frequently find they must hire themselves out as bounty hunters or armed escorts to earn gold for sustenance; they will, of course, never knowingly hire themselves to suspicious or criminal employers.
(What this means is that jannisaries are limited like ranger to what they can carry, giving all surplus wealth to their State. Further, unlike rangers, paladins, etc, a jannisary will almost never create their own state, but will work to extend that of their home State.)
Wealth Options: A jannisary begins with 1d4x10 gold pieces. (PCs will start with standard gold for a fighter [5d4x10gp] and equip themselves with this, assuming that it comes from the State)
by Benjamin Franz <franz@ymail.yu.edu>
ABILITY REQUIREMENTS: Strength 13, Intelligence 12, Charisma 10
PRIME REQUIREMENTS: Strength, Charisma
RACES ALLOWED: Human, Half-Elf (I will not be allowing half-elves without a DAMN good reason!)
ALIGNMENTS ALLOWED: Lawful good
Jannisaries are members of a special subclass of warrior that serves as soldiers and keepers of the peace in lawful and just societies. As a group, the jannisaries of a particular society report directly to that society’s ruler, although a strict hierarchy of command exists within the jannisaries themselves. Because they bring a sense of security and maintain moral order, jannisaries tend to be well-liked among the populace. Additionally, the ranks of the jannisary are generally open to most citizens of the society, and it is usually deemed an honor for a family to have a relative serving their country as a jannisary.
Following rigorous training, jannisaries are swift, strong, and quick-witted. With experience, they become master fighters and premiere strategists. Only humans and half-elves may become jannisaries. To do so, the aspirant must have minimum ability scores of 13 for Strength, 12 for Intelligence, and 10 for Charisma. Just like a paladin, Strength and Charisma are the prime requisites for a janissary. Also like a paladin, all jannisaries must be Lawful Good in alignment. Both males and females can become jannisaries.
TABLE 4: JANNISARY EXPERIENCE LEVELS
Level Experience Hit Dice (d10)
1 0 1
2 2000 2
3 4000 3
4 8000 4
5 16,000 5
6 32,000 6
7 64,000 7
8 125,000 8
9 250,000 9
10 500,000 10
11 750,000 10 + 1
12 1,200,000 10 + 3
13 1,500,000 10 + 5
14 1,800,000 10 + 7
15 2,100,000 10 + 9
16 2,400,000 10 +10
17 2,700,000 10 + 11
18 3,000,000 10 + 13
19 3,300,000 10 + 15
20 3,600,000 10 + 17
Role: As described above, the jannisaries are the soldiers and peace-keepers of their society. They have sworn allegiance to the ruler of their society and will come to his or her aid or service when commanded to do so. Such service might include being sent as an emissary to a foreign government or being sent to lead an exploratory mission into previously unknown areas.
The jannisary is trained to be both a protector and a leader, and he or she is perfectly comfortable leading a group of any sort, usually with an understanding but stern manner. At all times, a jannisary is an extension and reflection of his or her country. As such, the jannisary always behaves with nobility and fairness, and he or she would never willingly betray country or ruler.
Equipment: Jannisaries obtain clothing, weapons, armor, and related equipment from their country’s central armory at no cost; however, they are responsible for keeping the equipment in excellent condition and paying for any necessary repairs. If the central armory is inconvenient, such as occurs when a jannisary is in another city of the country or outside the country, then the jannisary must send for and await delivery of the desired equipment or use other means to obtain it. When he returns to the city which houses the central armory, the jannisary must give an accounting of all equipment obtained from other sources, and that equipment must be turned in to the armory if the jannisary has no immediate need for it.
Special Abilities: When determining saving throws, the jannisary may use the warrior or the priest saving throw, choosing the most beneficial for his or her level.
At 3rd level, the jannisary gains the ability to detect undead and extra-planar creatures within a radius of 10' per level of the jannisary. The jannisary must concentrate to use this ability, and, therefore, can perform no other action during the round. The ability does not reveal any information about the origin of the creature or creatures detected other than that they are undead or extraplanar in origin.
At 6th level, the jannisary gains the ability to detect evil intent up to 30' away by concentrating on locating evil in a particular direction. This is like the paladin ability save for the range.
At 9th level, the jannisary gains a +1 bonus to attack and damage rolls when fighting a great ghul or ghul-kin; additionally, he or she gains a +1 bonus to saving throws vs. spells and magical effects from these devious creatures. The jannisary will recognize a great ghul or ghul-kin on sight, even if it is hiding behind an illusion. This bonus reflects focused study on these particular creatures and how to defeat them.
Upon reaching 12th level, the jannisary undergoes a cleansing ritual which ends with his or her receiving a vision of some object or being to be sought. Typically, the vision is of a unique magical item or rare magical creature. Pursuing this quest becomes the jannisary’s motivation for the remainder of his or her life. Usually, the jannisary’s ruler will give him or her leave to follow this quest, but the jannisary is expected to come to the ruler’s aid if a call for such is made. The jannisary’s responsibility to the ruler and the state always supersede his or her personal goals. Furthermore, the jannisary is aware that it is pursuing the quest, not completing it, that is of importance, and while many jannisaries go to their graves without ending their quests, none of them feel unfulfilled when they do so.
Jannisaries do not accumulate wealth, as the betterment of the state is sufficient compensation for their loyalties. Within their own countries, they are often treated to free meals by the citizenry (although non-jannisary companions will be expected to pay for their food). When outside of their countries, jannisaries frequently find they must hire themselves out as bounty hunters or armed escorts to earn gold for sustenance; they will, of course, never knowingly hire themselves to suspicious or criminal employers.
(What this means is that jannisaries are limited like ranger to what they can carry, giving all surplus wealth to their State. Further, unlike rangers, paladins, etc, a jannisary will almost never create their own state, but will work to extend that of their home State.)
Wealth Options: A jannisary begins with 1d4x10 gold pieces. (PCs will start with standard gold for a fighter [5d4x10gp] and equip themselves with this, assuming that it comes from the State)