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Do you imagine your fighter shouting orders to his allies, setting up attacks and leading his teammates to victory? Then choose the following options:


Captain Class Features[]

The Captain gains the following class features:

Attacks and Weapon Proficiencies[]
Combat Leader[]
Hit Points, Defenses and Armor Proficiencies[]
  • The Captain's maximum hit points are equal to his racial hit points plus hus level.
  • The Captain's Vitality is equal to 5 + his Constitution modifier.
  • The Captain gains a +1 class bonus to Fortitude and Will. His Defenses are:
    • Reflex: 10 + Dex (+racial bonuses)
    • Fortitude: 11 + Con (+racial bonuses)
    • Will: 11 + higher of Wis, Int or Cha (+racial bonuses)
  • The Captain is proficient with light armor, heavy armor, and shields. When wearing Chainmail and wielding a Greatspear, his Defenses are:
    • Armor: 15 + Con
    • Reflex: 9 + Dex (+racial bonuses)
    • Fortitude: 11 + Con (+racial bonuses)
    • Will: 11 + Wis (+racial bonuses)
Trained Skills[]
  • The Captain is proficient in Athletics, Endurance, Insight and Diplomacy. His trained skill bonuses are:
    • Athletics: Str +3
    • Endurance: Con +3
    • Insight: Wis +3
    • Diplomacy: Cha +3
Class Maneuvers[]
  • At level 0, the Captain may perform one class maneuver per encounter, and knows the following class maneuvers:

Create Opportunity[]

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Combat Leader

Trigger:

You or an ally hits an enemy with an attack during your turn.

Effect:

Each ally adjacent to you or the target may shift one square as a free reaction. Until the end of your next turn, each ally who can see or hear you gains a feat bonus to attack rolls against that enemy equal to your Intelligence modifier.

Inspiring Shout[]

(per-encounter immediate actionhealing maneuver)

Prerequisites:

Inspiring Presence

Target:

You and each conscious ally within 5 paces that can see or hear you, or one adjacent ally.

Effect:

Each target may spend a healing reserve, and may choose to either enter the full defense stance as a free reaction, or make one free saving throw as an automatic reaction with a stance bonus equal to your Charisma modifier (minimum +2).

Full Extension[]

(per-encounter immediate actionstance maneuver)

Prerequisites:

Polearm fighting style

Requirement

You must be wielding a polearm.

Effect:

Until you end this stance, you gain a +1 stance bonus to your polearm's reach, and threaten all squares within your reach. You automatically end this stance after making an attack, and gain advantage for that attack if the target is not adjacent.

  • The Captain starts with the following equipment:
    • Chainmail (Defense: 15 + Con, -1 check/-1 speed penalty)
    • Greatspear (Attack: Str +5; Damage: 1d10 + Str piercing damage)
    • Trumpet (Equipment: can be heard out to 50 paces)


Captain At-Will Maneuvers[]

At level 0, the Captain may choose three at-will maneuvers from the following list. At each even level, the Captain gains one additional at-will maneuver that they do not already possess. Inspiring presence at-wills Combat leader at-wills Polearm fighting style at-wills


Leveling Up[]

At each level, you gain new features and bonuses to increase your fighting prowess.

Level Class Rank 1 Rank 2 Rank 3 Rank 4 Rank 5
Level 0 1/E - - - - -
Level 1-2 1/E 1/E - - - -
Level 3-4 1/E 1/E 1/E - - -
Level 5-6 1/E 1/E 1/E 1/E - -
Level 7-8 - 1/E 1/E 1/E 1/E -
Level 9-10 - - 1/E 1/E 1/E 1/E
* 1/E = Once per Encounter; 2/E = Twice per Encounter

Level 1[]

(1,000 XP)

Inspiring presence rank 1 maneuvers Combat leader rank 1 maneuvers Polearm fighting style rank 1 maneuvers

Level 2[]

(3,000 XP)

Level 3[]

(6,000 XP)

  • Per-encounter feats: ⓇⓇ ⒸⒸ①①②
  • You may choose one of the following Rank 2 maneuvers:

Inspiring presence rank 2 maneuvers Combat leader rank 2 maneuvers

Lunging Strike[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Light Blade fighting style, Spear fighting style or Polearm fighting style

Special

You may shift one additional pace as an immediate action before or after this attack.

Effect:

You shift one pace.

Target:

One creature within reach (Weapon vs. Armor)

Hit:

2dW + [ melee damage bonus ] damage. If you have advantage against the target, the target begins bleeding ongoing damage equal to your Constitution modifier + your level.

Miss:

Half damage, and you push the target two paces.

Level 4[]

(10,000 XP)

Level 5[]

(15,000 XP)

  • Per-encounter feats: ⓇⓇ ⒸⒸ①①②②
  • You may choose another rank 2 maneuver from the list above.

Level 6[]

(21,000 XP)

Level 7[]

(28,000 XP)

  • Per-encounter feats: ⓇⓇ ⒸⒸ①①②②③
  • You may choose one of the following Rank 3 maneuvers:

Inspiring presence rank 3 maneuvers Combat leader rank 3 maneuvers Polearm fighting style rank 3 maneuvers

Level 8[]

(36,000 XP)

Level 9[]

(45,000 XP)

  • Per-encounter feats: ⓇⓇ ⒸⒸ①①②②③③
  • You may choose another rank 3 maneuver from the list above.

Level 10[]

(55,000 XP)

Level 11[]

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.
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