Exemplar
Exemplar is a D&D 3.5 character class from APG. Hit die d10.
Requirements
Affiliation: Any, but they are more common in the Alliance. Alignment: Must be lawful. Base A ttack Bonus: +5 Skills: Knowledge (nobility and royalty) 4 ranks
- Type
- Prestige
- Hit Die
- d10
Class Skills
| and Swim | Str |
| Climb | Str |
| Craft | Int |
| Diplomacy | Cha |
| Handle Animal | Cha |
| Intimidate | Cha |
| Jump | Str |
| Knowledge (nobility and royalty) | Int |
| Knowledge (tactics) | Int |
| Ride | Dex |
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +0 | Protect the flag, rally, standard defense (+2) |
| 2 | +1 | +3 | +0 | +0 | Battle voice, shake resolve (-1) |
| 4 | +3 | +4 | +1 | +1 | Fearsome mein, fire resolve (+1) |
| 5 | +3 | +4 | +1 | +1 | Capture the flag, shake resolve (-2), standard defense (+4) |
| 6 | +4 | +5 | +2 | +2 | Banner charge (+2) |
| 7 | +5 | +5 | +2 | +2 | Battlewind, fire resolve (+2), standard defense (+6) |
| 8 | +6 | +6 | +2 | +2 | Blinding light, shake resolve (-3) |
| 9 | +6 | +6 | +2 | +2 | Banner charge (+3), standard defense (+7) |
Battlefields are bloody places, but they are also the proving grounds of heroes. Among the many legendary feats of bravery are the deeds of exemplars: men and women who strike fear into the hearts of their enemies through intimidation and demoralization. They also inspire courage in their allies, holding their banners high and charging into battle, shouting encouragement to those who ride beside them. T o be an exemplar is to sacrifice a great deal of freedom in pursuit of a path that's narrower than a warrior's or paladin's. However , few individuals are as honored as an exemplar , as having a capable exemplar in an army's midst can mean the difference between glorious victory and bloody
Weapon and Armor Proficiency: Exemplars gain no proficiency with weapons or armor.
Standard Defense (Ex): The exemplar may hold his faction 's battle standard in one hand, and fight with a one-handed weapon in the other without suffering penalties. The standard is treated as having negligible weight for encumbrance purposes. Additionally, the exemplar receives a +2 shield bonus to Armor Class while he's holding his faction's battle standard. This bonus increases to +3 at 3rd level, +4 at 5th, +6 at 7th and reaches a maximum of +7 at 9th level. Protect the Flag (Su): A exemplar's conviction strengthens his standard. For as long as he holds a battle standard, it gains +2 hardness and +10 hit points per his exemplar level. Table 3 -4: The Exemplar (Exm) Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2 +0 +0 Protect the flag, rally, standard defense (+2) 2nd +1 +3 +0 +0 Battle voice, shake resolve (-1) 3rd +2 +3 +1 +1 Banner charge (+1), standard defense (+3) 4th +3 +4 +1 +1 Fearsome mein, fire resolve (+1) 5th +3 +4 +1 +1 Capture the flag, shake resolve (-2), standard defense (+4) 6th +4 +5 +2 +2 Banner charge (+2) 7th +5 +5 +2 +2 Battlewind, fire resolve (+2), standard defense (+6) 8th +6 +6 +2 +2 Blinding light, shake resolve (-3) 9th +6 +6 +2 +2 Banner charge (+3), standard defense (+7) 10th +7 +7 +3 +3 Fire resolve (+3), smiting legion
Rally (Su): The exemplar can rally his allies to overcome their fear. As a full-round action that provokes attacks of opportunity, he can wave his flag and shout encouragement. All allies who can see the exemplar, and who are suffering from a fear effect, gain another save against that fear effect at its original DC; they also gain a +2 bonus on these saving throws.
Shak e Resolve (Su): At 2nd level, while he holds a standard, the exemplar invokes a penalty to all enemies within a 60-foot radius. They take a -1 morale penalty to Armor Class and on saving throws. At 5th level, this penalty increases to -2, and at 8th level to -3. These bonuses persist only so long as the exemplar holds the standard. Shake resolve is a mind-affecting fear effect. In addition, in major engagements, the radius increases; if more than 100 creatures are engaged in the same battle, the radius increases to 120 feet; if more than 1,000 creatures are involved, it increases to 240 feet. Battle
V oice (Ex): At 2nd level, all allies within a 120- foot radius can hear the exemplar's words if he chooses, regardless of the tumult and ambient noise that surrounds him. This ability does not, however, penetrate magic silence effects or other spell-like or supernatural abilities that control sound. Banner
Charge (Ex): At 3rd level, whenever the exemplar performs a charge, he and any allies within 60 feet who charge in the same round gain a morale bonus of +1 to Armor Class and on saving throws, attack rolls and damage rolls. The exemplar may perform this special charge as often as he likes. At 6th level, these charge bonuses increase to +2, and at 9th level to +3. These bonuses stack with those provided by his fire resolve ability.
Fearsome Mein (Ex): The exemplar is inspiring to his allies and terrifying to his enemies. At 4th level, enemies within 5 feet of the exemplar must make Will saves (DC 10 + the exemplar's level in this class + the exemplar's Charisma bonus) at the beginning of their turns or be shaken. They remain shaken for as long as they can see the exemplar and for 1d4 rounds thereafter. Banners Banners are used to identify and guide the movement of troops in mass battles. They may depict the emblem of a family, religious sect, adventuring party, town or nation. They're typically made from heavy cloth and cost 5 gp. Flags last 6 months before they require replacing in most climates (longer in an arid climate). Normally a flag has a hardness of 2 and 5 hit points. Charisma modifier (minimum 1 round). While the battlewind is in effect, any effect that heals an ally's hit points (including potions as well as spells and abilities) within 30 feet of the exemplar also heals all allies within 30 feet of him by the same amount. Calling upon the battlewind takes 1 full round and provokes attacks of opportunity. The exemplar can use this ability once per day.
Blinding Light (Su): At 8th level, once per day, the exemplar may raise his flag and fill it with a holy light that blinds the enemy. This is a standard action that provokes an attack of opportunity. (Alternatively, the exemplar can use this ability when he charges, which does not provoke attacks of opportunity - though the movement in the charge provokes attacks as normal. The effect occurs at the end of his charge.) Each enemy within 60 feet must make a Reflex save (DC 10 + the exemplar's level in this class + the exemplar's Charisma modifier) or be blinded for 1 round per exemplar level.
Smiting Legion (Sp): At 10th level, for 1 round, every ally within 60 feet of the exemplar may make a holy strike as if she were a 1st-level paladin. (If the exemplar is evil, these are instead unholy strikes, which deal fel damage instead of holy damage.) Activating this ability is a standard action that does not provoke attacks of opportunity.