Spearman (3.5e Class)

From D&D Wiki

Jump to: navigation, search


Spearman[edit]

Strike, Kill, Hold the Line. These are the core values of a spearman. Spearmen are notable throughout real world history and even fantasy settings as the vanguard willing to place themselves in the path of a charging cavalry formation or an approaching infantry front, and are no different in D&D. The spearman is a staunch defender of his king and country, and is relied upon by his brethren to keep them safe for as long as possible, while dealing intense damage to anyone that steps in the way of his weapon.

Making a Spearman[edit]

Spearmen hold the line against melee foe and cavalier alike. They provide a valuable defensive option for any party facing melee and mounted numbers.

Abilities: Strength and Constitution are very important for the Spearman. Without them they would fold against an assault with relative ease. Dexterity is also importance, however not as pressing as the aforementioned values/

Races: Any small or larger.

Alignment: Any.

Starting Gold: As fighter.

Starting Age: As fighter.

Table: The Spearman

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Defender's Glory 1/-, Spear Mastery
2nd +2 +3 +0 +0 Dig In Your Heels
3rd +3 +3 +1 +1 The Bigger They Are
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Defenders Glory 2/-
6th +6/+1 +5 +2 +2 The Harder They Fall
7th +7/+2 +5 +2 +2 What Is Armor?
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3 Defender's Glory 3/-
10th +10/+5 +7 +3 +3 Lance Breaker
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Double Strike
13th +13/+8/+3 +8 +4 +4 Defender's Glory 4/-
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 To Glory
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5 Defender's Glory 5/-
18th +18/+13/+8/+3 +11 +6 +6 Leave This Land
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 God Save the Queen

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (dex), Intimidate (cha), Craft (int), Knowledge (Geography) (int), Knowledge (Local) (int), Knowledge (Nobility) (int), Listen (wis), Profession (wis), Spot (wis).

Class Features[edit]

Spearmen are the ultimate defense against opponents that need to close the gap. All of the following are class features of the Spearman.

Weapon and Armor Proficiency: All spearmen are proficient with the shortsword, longsword, spears (of any length), pike, halberd, and the ranseur, and all armors and shields (except tower shields).


Defender's Glory (Ex): At 1st level and every 4 levels thereafter, the spearman can utilize his training to ensure he can reduce the damage that a blow would do. He gains a damage reduction of 1/-.

Spear Mastery (Ex): At 1st level, the spearman gains Combat Expertise as a bonus feat even if he does not meet the prerequisites.

Dig In Your Heels (Ex): At 2nd level, a spearman may set any polearm he is proficient with against a charge and gains the benefits of the Hold the Line feat as a bonus feat, but only when wielding a polearm. As per spear vs charge, this defensive strike deals double damage to any charging enemy. If a charge is made into his threatened range, the spearman may automatically make an attack of opportunity to stop the charge dead where the strike lands. This may be done any number of times per round equal to his Dexterity Modifier. As per normal you may only make an attack of opportunity once against an opponent each round.

The Bigger They Are (Ex): At 3rd level the spearman gains Improved Trip as a bonus feat.

The Harder They Fall (Ex): At 6th level, the spearman gains a modified version of the Knock-Down feat. As part of the free trip attack, you may instead roll a Strength Check vs the enemy's Strength Check to knock the enemy back 5 feet and prone.

What Is Armor? (Ex): At 7th level, the spearman gains the Improved Sunder feat even if he does not meet the prerequisites, and deals bonus damage to armor made of Metal. When striking to break an armor made of metal, the spearman's weapon is treated as being able to bypass hardness 10 + Strength Modifier.

Lance Breaker (Ex): At 10th level, the spearman utilizes his training to the fullest when dealing with mounted combatants. When a mounted combatant enters a spearman's threatened area, the spearman may make an attack against the mount his opponent is riding on. If he should hit, the spearman adds his total Fortitude Score to his damage against the mount. If the mount should perish, the enemy is thrown off their mount and is Prone in a 5 ft space behind the spearman.

Double Strike (Ex): At 12th Level, the spearman may take a full round action to deal damage twice in a single strike, and inflict 1d6 points of bleed damage at the start of the enemy's next, and consecutive turns. The damage comes from a hard thrust into the enemy as well as a hard withdrawal of the polearm he is using.

To Glory (Ex): At 15th Level, the spearman may make a charge attack with his polearm at a single opponent within his charge range. If the attack hits, it is an automatic critical hit. They also gain the feats Improved Overrun and Improved Bullrush as bonus feats even if he does not meet the prerequisites.

Leave This Land (Ex): At 18th Level, the spearman gains the benefits of the Awesome Blow feat, and bypasses the size requirement. This feature may only be used in conjunction with To Glory.

God Save the Queen (Ex): At 20th level, the spearman may execute a single opponent that is below 50% HP. Once per round, they make a single attack roll to an enemy within their threatened area, and may choose to ignore the reach penalty of their polearm. On a successful hit, the target must make a Fortitude Saving Throw (the DC is the Attack Roll), or instantly die. If the spearman has multiple polearms on his person, they may choose to plant the base of the polearm into the ground to showcase their kill. Additionally, they may make an Intimidation Check to instill the Frightened status to any enemy can see this happen. Any enemy that fails a Will Saving Throw against the Intimidation must expend their next turn with the full Disengage action and may not approach the spearman for 1d4 rounds.


Human Spearman Starting Package[edit]

Weapons: Spear, Longspear, or Pike, and a choice between a Longsword or a Shortsword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex -4
Intimidation 4 Cha
Knowledge (Nobility) 4 Int

Feat: Endurance.

Bonus Feats: Power Attack.

Gear: Scale mail, or a light armor of choice.

Gold: As fighter.

Campaign Information[edit]

Playing a Spearman[edit]

Religion: Spearmen are not exclusive to one faith, some either worship a deity or don't worship one. They however do not view religion as a bad thing, generally, and would prefer to judge people based on their actions and merits.

Other Classes: Spearmen welcome rangers, fighters, paladins, and clerics. Some even welcome arcane spellcasters (case by case basis). Most spearmen are generally cautious around rogues and other classes that rely heavily on stealth and guile.

Combat: Front-line.

Advancement: Spearmen, when they multiclass often go into fighter. Upon reaching a BAB of +23 they favor the Legendary Dreadnaught epic prestige class.

Spearmen in the World[edit]

Spearmen fit in any kingdom or medieval fantasy setting that has a military or melee weapons.

Daily Life: Spearmen generally live a more militaristic lifestyle.

Notables: N/A.

Organizations: Spearmen generally organize and assemble in rank and file when talking to a commander during a briefing.

NPC Reactions: Up to the DM. NPC opinions of military men vary from NPC to NPC.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: