The backbone of the of the Minotian war machine is the Legion, hundreds of thousands of warriors; minotaurs, tritons, centaurs, and even fauns made up the ranks of the unstoppable Legion. Whether defending the empire, marching on enemy lands, or expanding the influence of the empire, the Legion was symbol of military might and oppression for hundreds of years during the reign of the Minotian Empire. And at the head of these forces were the centurions. Officers trained it the art of war who would lead the Legion on to greater victory. Mostly they consisted of minotaurs, but there were those of others races that were trained in tactics and command.
Adventures: During the height of the empire a centurion's sole purpose was to expand and defend the empire. Men and women who lived and died by the sword. Now, with the empire gone and the great houses scattered, the role of centurion has become that of protector. Protector of the house they are affiliated with and often being leaders and advisers among their people. Some, especially the non-minotaur centurions that still exist, have found employ as mercenaries and military advisers for hire. There are also those who adventure just for the sake of it, looking to put their skills and training to use, not content to sit by and wait for something to come to them. And if they can make a little gold along the way, then all the better for them.
Characteristics: Centurions are warriors first and foremost. They are trained in the ways of combat and tactics and are especially adept at the use of the shield. All centurions are trained in the highly effective use of the minotaur phalanx technique; a technique where many would interlock their shields to make a nearly immovable wall of steel and flesh.
Their training and their virtues made centurions the elite of the Legion, and even now they often find themselves in a leadership position in adventuring parties. Their virtues give them a wide range of impressive abilities that can affect and aid their allies, as well as help guide the outcome of any battle.
Alignment: Centurions are well disciplined warriors that are trained in the strictest fashion. They must lead as well as set an example for the legionnaires, the foot soldiers, of the Legion. All centurions must be of lawful alignment, though they may freely be good, neutral, or evil. A shift from lawful to neutral or chaotic will result in a loss of some of their abilities as well as being unable to advance further in the centurion class.
Religion: Needless to say that the centurions of minotaur stock all worship Bael, in addition to their household gods. Centurions of other races, such as the tritons, worship whatever war gods populate their pantheon.
Background: During the days of Minotian Empire, the majority of officers in the Legion were the minotaurs, and they made up roughly 78% of all centurions within the Legion. Centurions of other races, such as the tritons and fauns were typically figureheads that would be named governors of their own native lands that were pressed into the service of the empire. Rarely were they ever given the honor of leading legionnaires into battle. No matter their race however, all centurions were given equal training in both combat and tactics. So even though many of the non-minotaur centurions never lead troops into battle, that didn't mean they were incapable of such a feat.
When the empire fell, ironically the majority of centurions that survived were of those non-minotaur stock. The majority of the minotaur centurions died in battle with the cyclops, and very few were left to flee with the minotaur houses when they were exiled from Minotia. Now, the few centurions that exist are either those that survived the war, or they are a new generation that has been trained by the survivors, in an effort to keep the traditions of the empire alive in some fashion.
Races: After the fall of the empire the ranks of the centurions are no longer dominated by the minotaurs. Truth be known the majority of centurions alive today are tritons. Fauns that were given the rank of centurion were given so against their will. Fauns by their nature are pacifists, so rarely did they see combat even as legionnaires, let alone centurions. The few that do exist were figureheads in faun lands, speaking for the empire. Centaurs and stormwardens are too chaotic by their nature to become centurions, so very few of either of these races were ever given the rank.
Other Classes: Centurions, whether because they are appointed or because they take the position, are often the leaders of an adventuring group. It is what they were trained for and it is what they excel at. They see classes such as cavaliers, paladins, samurai, and nobles as their equals, and all others are meant to be lead by them. Wizards, sorcerers, and psions are weapons to be used with precision on the battlefield and rangers and rogues make excellent scouts. Centurions have no patience for the hot-headedness of barbarians.
Game Rule Information
Clerics have the following game statistics.
Abilities: Wisdom determines how powerful a spell a cleric can cast, how many spells the cleric can cast per day, and how hard those spells are to resist. To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. A cleric gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier. A high Charisma also improves a cleric's ability to turn or command undead.
Alignment: Any lawful.
Hit Die: d12
Starting Wealth: 5d6x10
Starting Age Range: B
Class Skills
The centurion's class skills (and the key ability for each skill) are Battle (Wis), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Points at 1st-Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the cleric.
Weapon and Armor Proficiency: Centurions have the following weapon and armor proficiencies at 1st-level:
Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Quality: At 1st-level, the centurion gains a class bonus to his Diplomacy checks equal to half his class level (minimum 1).
Resplendent Powers: A centurion is able to harness his powerful resolve to strengthen himself, inspire his allies, and dismay his foes. A centurion initially has access to one resplendent power and gains an additional power every odd level. A centurion can use his resplendent powers for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a centurion can use his powers for an additional 2 rounds per day. The centurion can have only one resplendent power active at a time. Once each round the centurion can initiate the use of a resplendent power as a free action. Resplendent powers end automatically if the centurion is killed or knocked unconscious.
All resplendent powers that grant a morale bonus or cause fear are mind-affecting.
Honorable Might (Ex): The centurion gains a +4 bonus to Strength.
Noble Splendor (Ex): The centurion gains a +4 bonus to Charisma. (The new Charisma modifier does affect how long this resplendent power lasts.)
Rallying Cry (Ex): The centurion and all allies within 30 feet who can see or hear the centurion gain a +1 morale bonus on attack rolls and saving throws against fear effects.
Valorous Smite (Ex): The centurion gains 1/2 his class-level as a morale bonus on damage rolls.
Aura of Courage (Su): The centurion becomes immune to fear and all allies within 10 feet receive a +4 morale bonus on saving throws against fear effects.
Aura of Resolve (Su): The centurion is immune to charm spells and spell-like abilities. Each ally within 10 feet of the centurion gains a +4 morale bonus on saving throws against charm effects.
Heroic Action (Ex): The centurion gains a +2 morale bonus on attack rolls, saves, and skill checks. Prerequisite: centurion level 5.
Inspire Heroism (Ex): The centurion and all allies within 30 feet who can see or hear the centurion gain a +2 morale bonus on attacks rolls, saves, and skill checks. Prerequisites: Rallying cry and heroic action.
Cause Fear (Ex): The centurion causes all foes within 30 feet to become frightened. They may make a save versus Will with a DC of 10 + 1/2 the centurion's level + the centurion's Charisma modifier. If they make the save, they are shaken instead of frightened. This ability has no effect on frightened creatures. Foes with more HD than the centurion's level are unaffected.
Deathless Resolve (Su): The centurion does not die or fall unconscious while this ability is active, however low his hit point total becomes. While this ability is active, the centurion is staggered. This power can be activated immediately if the centurion's hit points drop to below 0, consuming one round of use. Prerequisite: Centurion level 11.
Scorn Cowardice (Ex): The centurion gains a DR equal to half his centurion level, maximum 10. This ability may be activated as an immediate action in response to an attack, consuming one round of use.
Only Blood (Ex): As a standard action, the centurion can heal 1 hit point to every ally within 30 feet who can see or hear him. This ability has no effect on anyone who has a bleeding condition or has less than 0 hit points.
Swift Victory (Ex): The centurion and allies within 30 feet who can see or hear him gain a +10 feet enhancement bonus to the base land speed.
Stay Death (Ex): The centurion gains a +10 circumstance bonus on Heal checks to perform first aid. Additionally, if an ally has been killed by damage within the last round, the centurion may attempt to perform first aid with a DC of 15 + (the number of hit points below 0) in order to revive them to minimum negative hit points and stable. (Note that Heal is not a class skill for the centurion.) Prerequisite: Centurion level 7.
Coat of Glory (Ex): A centurion of at least 2nd level can, once per day as a standard action, grant himself 1d6 temporary hit points. These remain for a number of rounds equal to 4 + Charisma modifier. For every level after 2nd he may add 2 rounds to how long the temporary hit points last.
The use of this ability does not provoke an attack of opportunity.
At 4th-level, the centurion can extend the benefits of his Coat of Glory to all his allies within 30 feet of the centurion. The centurion and all his allies gain 1d6 temporary hit points.
At 6th-level and every two levels after that, the centurion can add an additional 1d6 in temporary hit points to himself and his allies (2d6 at 6th-level, 3d6 at 8th-level, 4d6 at 10th-level, etc.).
Shield Training (Ex): Centurions are trained in the use of their shield, the minotaur phalanx is legendary in its ability to deflect enemy attacks. Starting at 2nd-level, the centurion may gain a bonus feat from the following list as long as he meets the prerequisites: Improved Shield Bash (Shield Charge), Phalanx Formation, Pin Shield, Shield Expert, and Shield Focus (Greater Ray Shield, Greater Shield Focus*, Greater Shield Specialization*, Improved Shield Focus, Missile Shield, Ray Shield, Shield Specialization*).
*: Centurions can take these feats as part of their shield training even though they are typically limited to the fighter class.
Alternately the centurion may choose a +1 shield bonus to his AC instead of choosing a bonus feat. This shield bonus stacks with all other shield bonuses including the shield's initial bonus and any bonus due to the Shield Focus feat.
Tactics (Ex): At 3rd-level, the centurion can use his knowledge of combat to guide his allies in battle. With a successful Diplomacy check (DC 15), the centurion can instruct an ally in the use of any Teamwork feat that the centurion has, even if the ally doesn't have the feat, or even the prerequisites (this includes racial prerequisites, meaning minotaur centurions can instruct anyone in the phalanx formation). For every 5 points the centurion beats the Diplomacy check by he can instruct 1 more ally.
The use of tactics is a standard action and does not provoke an attack of opportunity.
Call Shield (Sp): A 4th-level, the centurion can summon a shield of his size and emblazoned with a symbol related to his house or family or cause. No one can take this shield from him against his will, although it can be dispelled. The shield has a +1 enhancement bonus, with an additional +1 enhancement bonus per four centurion levels. The shield lasts for a number of rounds per day equal to 4 + Charisma modifier. For every centurion level after 4th, he may add 2 rounds per day to his shield's duration.
Starting at 12th level, the shield negates 50% of the critical hits the centurion might suffer. From 16th level on, this critical negation power extends to all the centurion's allies within 10-feet.
Combat Leader (Ex): At 5th-level, the centurion can lead his allies in battle. The centurion can bestow a +1 bonus to initiative to a number of allies equal to 4 + his Charisma modifier. For every level after 5th he may add 2 rounds per day. These allies must be within 30-feet of the centurion. At 10th-level this bonus increases to +2, it increases to +3 at 15th-level, and +4 at 20th-level.
Cry Havoc (Ex): At 20th-level, the centurion may exhort his allies on to glory. As a standard action he may let out a battle cry that inspires all allies within 30-feet of him. The centurion and his allies gain an additional attack action each round. This attack is at the character's highest BAB and can be taken either at the end or beginning of the character's normal actions. Cry havoc lasts a number of rounds equal to 4 + his Charisma modifier.
Use of this ability does not provoke an attack of opportunity.
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Quality, Resplendent Power
Coat of Glory (1d6), Shield Training
Resplendent Power, Tactics
Coat of Glory (extended), Call Shield +1
Resplendent Power, Combat Leader +1
Shield Training, Coat of Glory (2d6)
Resplendent Power
Coat of Glory (3d6), Call Shield +2
Resplendent Power
Shield Training, Coat of Glory (4d6), Combat Leader +2
Resplendent Power
Coat of Glory (5d6), Call Shield +3
Resplendent Power
Shield Training, Coat of Glory (6d6), Call Shield +3
Resplendent Power, Combat Leader +3
Coat of Glory (7d6), Call Shield +4
Resplendent Power
Shield Training, Coat of Glory (8d6)
Resplendent Power
Coat of Glory (9d6), Call Shield +5, Combat Leader +4, Cry Havoc