The Path of War classes are tons of fun, and they work fine for important NPCs. However if I want to create a bunch of mooks that can use maneuvers, I don’t want to keep track of ki pools, gambits or auras. So here is an NPC class that gives maneuvers and little else.
A note of challenge rating (CR): In the monster advancement rules in step 3, the rules say that when adding NPC classes to a monster the monster’s CR increases by 1 per 2 NPC levels. However, the gamemastering section (also step 3) tells us that NPC classes have a CR equal to their level -2. It seems to me that treating an NPC’s CR as being equal to half their level makes more sense and more correctly follows the monster creation chart. I will be using this assumption for my NPCs.
The warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (martial) (Int), Profession (Wis), Ride (Dex), and Swim (Str).
The man-at-arms also gains the associated skills of the disciplines he knows as class skills.
Skill Ranks per Level: 2 + Int modifier.
Base Attack Bonus: 3/4
Hit die: d8
Good saves: Fortitude
Bad Saves: Will, Reflex
The man-at-arms is proficient with all martial weapons.
Maneuvers: The man-at-arms may choose 2 disciplines to learn maneuvers from. Though the man-at-arms learns maneuvers he only counts half his levels as initiator levels. See the following table for how many maneuvers he knows and can ready. At level 9 and every 4 levels thereafter the man-at-arms may learn a new maneuver in place of one he already knows.
The man-at-arms uses his wisdom as his initiating modifier.
The man-at-arms may recover maneuvers in one of two ways. He may recover 1 maneuver by spending a standard action. Once per encounter, when half of his allies are killed or knocked unconscious, the man-at-arms automatically recovers a number of maneuvers equal to his initiation modifier (minimum 2). Continue reading “Path of War NPCs: DMs want maneuvers too!”