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Captain (formerly Purple Dragon Knight)

Posted: Sun Mar 03, 2013 7:21 pm
by Aperion
Captain (Purple Dragon Knight properties)

The rock solid foundation every army is built on is Leadership.

Some leaders lead through sheer force of will and personality, the ability to make great speeches, and the natural ability to inspire those around them. It is a strong and effective technique, but it requires a very specific individual with very rare natural traits.

The Captains of Glorwing learn their leadership skills through intense training. Captains learn to not just lead armies, they learn to properly manage them. They intensely study every aspect of battle management such as establishing and maintaining supply lines, identifying key terrain, establishing and maintaining lines of communication, gauging battle tempo, and all phases of battle movement. They also learn all aspects of leadership such as evaluation of their subordinates, appropriate use of rewards and punishment, effects of decision making on morale, and how to lead from the front. The strong influence they have over their subordinates stems not from the force of their personality, but from their competence and respect from their peers through their actions.

The presence of an established Captain inspires the soldiers around them to stronger and more deadly attacks, cajoles them into great feats of power to overcome pain and damage. The sheer power of their presence on the battlefield even allows the Captain to inspire true, deep seated fear in the enemies they are facing. An army with a strong backbone of Captains is truly a fearsome war machine crawling along the battlespace.

Training techniques for Captains are as varied as there are armies in the world. Nearly ever major Kingdom has a finishing school for its leaders. However, Captains are not just a fixture of large armies. Every group of soldiers, no matter how small, can benefit from a trained leader that knows intimately how to manage the battle and ensure the morale of everyone under their command is unassailable.

Independent schools exist that are mainly staffed by mercenary groups of all alignments and intent. They are generally reputable, but as with anything, the truly best Captains come from the large Kingdom backed schools. They are generally older with a more established curriculum, as well as a a stable cadre of instructors.

Stats

Hit Die: d10
Skill Points at Each Level: 2 + Int modifier.
Proficiencies: Captains gain no proficiencies
Primary Save: Fortitude
Base Attack Bonus: Full

Requirements

Alignment: Any non-chaotic and non-evil
Base Attack Bonus: +4
Feats: Weapon Proficiency (Martial).
Skills: Spot 2 ranks, Intimidate 2 ranks, Listen 2 ranks, Persuade 2 ranks.