Militarist: Free Sword (Advanced) (TP)

Grim Hollow: Campaign Guide p. 94 (Third Party)

Competencias
Intimidation

Rasgos

Militarist

Militarists either work within a formal military structure, or fight for pay on an individual basis. Militarists are often respected or feared, depending on the nature of their organization. High-ranking Militarists are often paid handsomely, as their skills can decide battles or even wars. Lower-level Militarists make great warriors, mercenaries, and guards. It is not unheard of for militaristic individuals to accompany adventurers on dangerous missions. These tasks are said to keep the mind sharp and skills honed, especially in times of relative peace.

  • Skill Proficiency: Choose one from Animal Handling, Athletics, Insight, Intimidation, Perception, Survival.
  • Tool Proficiency: One type of gaming set.
  • Equipment: A gaming set you are proficient with, an insignia detailing your rank within a military organization, and 10 gp.

Free Sword

Free Swords are commonly referred to as mercenaries, taking jobs that the local forces can't handle. Mercenaries may be the only hope of villages looking for defenders against raiders, overextended sheriffs chasing powerful fugitives, and small merchants traveling Etharis's dangerous byroads. Larger mercenary companies win wars on behalf of cities and kings. They fight for coin above all else, exacting little honor from the contracts they accept.

  • Skill Proficiency: Intimidation.
  • Additional Equipment: Moleskin gloves, grappling net, a hip flask of hard liquor.

Independent Contractor

Upon spending an hour loitering within a town, and succeeding on a medium DC-Charisma (intimidation) check, your intimidating presence draws offers of employment to you. As long as you are not trying to conceal your presence, jobs befitting a Free Sword Mercenary will find you. You can find mercenary and adventuring jobs only available to Free Sword licence-holders. These jobs typically pay more than a standard contract of their type. Free Sword guilds take a 5% cut as a guild fee.

Rank 1 - Hireling

You have been trained in combat by a group of mercenaries with a Free Sword licence. After many tedious years of combat drills and shooting at straw targets, you are close to receiving your very own license.

Holdings:

  • Lodging at any Free Sword's guild house and use of Free Sword's training grounds and facilities.
  • The contract for a dangerous bounty that your mentor died trying to complete.

Progression: Complete a contract with a guild member who has a Free Sword licence.

Rank 2 - Sellsword

After proving your competence and trustworthiness, you have become a guild-licensed Sellsword. You start to receive specific requests for jobs as your reputation grows.

Holdings:

  • A Free Sword licence, which allows you to accept your own contracts as a mercenary and collect the rewards.
  • Access to hirelings belonging to the Free Swords guild, who you can contract for a small fee.

Progression: Lead a team successfully through several high-stakes encounters during mercenary contracts.

Rank 3 - Sword Commander

You have proven your combat prowess and command of battlefield tactics. Special requests for your services are becoming more frequent, often from people or groups of higher social status. The mercenary companions who accompany you on your jobs have matured into disciplined soldiers who trust you as their commander.

Holdings:

  • Your own private room in a guild house and a retainer who can either take care of business for you at the guild house or accompany you on your travels.
  • Command authority over lower ranks and the power to employ them for jobs.
  • Access to restricted jobs that depend on sensitive information or extraordinary risk.

Progression: Successfully complete a restricted job for a high-profile client.

Rank 4 - Battlelord

You have been elected by the members of your Free Swords guild to lead them forward to greater power and acclaim. What type of commander are you going to be? Will you lead by example and rush into the fray during combat, or retire the sword and pick up the pen?

Holdings:

  • Command of the Free Sword's guild and its members, including managing contracts, and overseeing the training of hirelings.
  • A guild chapterhouse, which includes housing for you and your lieutenants as well as an extensive armory for guild members.

Profession Dice

Profession Dice are the in-game advantages provided to characters by their background profession. Characters can add their Profession Die to skill or ability checks according to any Talents they have selected. In addition, a character always adds their Profession Die when rolling for Profession Abilities. A character's Profession Die is determined by their rank, and shown in the table below:

Profession Die Table:

Profession RankProfession Dice
11d4
21d6
31d8
41d10

Talents

Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.

Talent: Astute Intuition

Whenever you make a Wisdom (Insight) check while trying to detect a lie from Aristocrats, Criminals, or Common Folk, you can add your Profession Die to the roll.

Talent: Beast Whisperer

Whenever you make a Wisdom (Animal Handling) check to train or direct orders to a beast, you can add your Profession Die to the roll.

Talent: Born in the Saddle

Whenever you make a Wisdom (Animal Handling) check while riding an animal or interacting with your mount, you can add your Profession Die to the roll.

Talent: Bounty Hunter

Whenever you make a Wisdom (Survival) to track Criminals, you can add your Profession Die.

Talent: Calloused Hands

Whenever you make a Strength (Athletics) check to lift, drag, or shove a heavy object, you can add your Profession Die to the roll.

Talent: Copycat

Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.

Talent: Disciplinarian

Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.

Talent: Drunkard

Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.

Talent: Figure of Authority

Whenever you make a Charisma (Persuasion) check while interacting with Common Folk, you may add your Profession Die to the roll.

Talent: Forecaster

Whenever you make a Wisdom (Survival) check to determine the weather for the next 48 hours, you can add your Profession Die to the roll.

Talent: Gambler

Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.

Talent: Hard-Working

Whenever you make a Constitution check for a repetitive task such as marching or laboring for hours without rest, you can add your Profession Die to the roll.

Talent: Interrogator

Whenever you make a Charisma (Intimidation) check to extract information from an enemy who is restrained, you can add your Profession Die to the roll.

Talent: Menacing Presence

Whenever you make a Charisma (Intimidation) check, and are interacting with Academics, Common Folk, or Seafarers, you can add your Profession Die to the roll.

Talent: Navigator

Whenever you make a vehicle check, you can add your Profession Die to the roll.

Talent: Passionate Orator

Whenever you make a Charisma (Performance) check to influence an Academic, Military, or Clergy member, you can add your Profession Die to the roll.

Talent: Recruiter

Whenever you make a Charisma (Persuasion) check to recruit people into a role, you can add your Profession Die to the roll.

Talent: Renowned

Whenever you make a Charisma (Persuasion) check, and are interacting with Military, Outlanders, or Criminals, you may add your Profession Die.

Talent: Sentry

Whenever you make a Wisdom (Perception) check while on watch duty or defending a fortification, you can add your Profession Die to the roll.

Talent: Shrewd Deduction

Whenever you make an Intelligence (Investigation) check to investigate a crime scene, you can add your Profession Die to the roll.

Talent: Urban Sprinter

Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check while running away from a pursuer, or pursuing someone else, you can add your Profession Die to the roll.

Talent: Wayfarer

Whenever you make a Wisdom (Survival) check to find a path or avoid getting lost, you can add your Profession Die to the roll.

Talent: Applied Leverage

When you make a Strength (Athletics) check to force open a door or container, you may add your profession die to the roll.

Talent: Looter

When you make an Intelligence (Investigation) roll to find hidden valuables, you may add your profession die to the roll.

Otros datos

ancestry

Militarist