Mat
Cauthon founded the Band more or less accidentally during the battle of
Cairhien. They have since become his personal army, in spite of his
numerous attempts to escape them. Mat's extensive knowledge of tactics,
strategy, and military structure has led him to train and organize the
band in ways superior to that of any other army in the world. Alone, any
fully-trained member of the Band is a skilled fighter, but it is when
they fight together that they truly shine.
Hit Die: d10
Requirements: Anyone may join the Band, even city boys who've never left their
hometown. They must meet the following requirements before they can gain
the benefits associated with veteran Bandsmen:
-
Base Attack Bonus: +5
-
Feats:
When
joining the Band, each recruit must select a branch. This requires
certain additional feats.
-
Foot
soldier - Combat
Expertise, Weapon Proficiency (Pike), Weapon Proficiency (Longsword), Armor Proficiency (Medium)
-
Horseman
- Mounted
Combat, Weapon Proficiency (Lance), Weapon Proficiency (Longsword), Armor Proficiency (Heavy), must own a warhorse
-
Archer
- Point
Blank Shot, Weapon Proficiency (Crossbow), Weapon Proficiency (Shortsword), Armor Proficiency (Light)
-
Special:
Must have served with the Band for at least three months (heroes may
run special missions for the Band rather than just marching with
them). Alternatively, the Hero may serve for a month less for each
additional feat they have in their branch's distinctive feat tree.
-
Foot
soldier - Improved Trip, Improved Disarm, Whirlwind
-
Horseman
- Mounted Archery, Trample, Ride-By Attack, Spirited Charge
-
Archer
- Far Shot, Precise Shot, Rapid Shot, and Shot on the Run
Class Skills: The class skills of the Band are Climb, Craft, Handle
Animal, Intimidate, Jump, Ride, Swim, and Profession (siege works).
Skill points at each level: 4 + (Intelligence bonus)
Equipment:
The Band equips each soldier according to his position. These items are
loaned, not given, and must be kept in good condition and returned when
discharged. In addition, each soldier is guaranteed food and board, and
is paid one silver mark per ten day week.
Foot soldier: |
Longsword,
Brigandine shirt, Pike |
Horseman: |
Heavy
lance, Longsword, Plate-and-mail, Military saddle |
Archer: |
Studded
leather, Heavy crossbow, Short sword |
Class
Features: The following are class features for Shen al Calhar.
Weapon and Armor Proficiency: All Bandsmen are proficient with
simple and martial weapons and light, medium, and heavy armors.
Morale: Bandsmen always gain a morale bonus when fighting
together, which increases with more men or with the presence of Mat or
the Lord Dragon. Additionally, Mat counts as a Bandsman when determining
the total number, though he does not receive these bonuses. Morale
bonuses from Mat's Commander abilities stack with this.
Number |
Attack |
Damage |
Will
Saves |
Defense |
2-5
Bandsmen |
+1 |
+1 |
+1 |
+0 |
6-10
Bandsmen |
+2 |
+2 |
+2 |
+0 |
11-20
Bandsmen |
+2 |
+2 |
+3 |
+0 |
21+
Bandsmen |
+2 |
+2 |
+4 |
+0 |
Rand
present |
+0 |
+1 |
+1 |
+0 |
Mat
present |
+0 |
+0 |
+1 |
+2 |
Luck
Feat: Some of Mat's luck has rubbed off on the Band. They may take
either Luck of Heroes or Dark One's Own Luck as a feat at 2nd level.
Luck of Heroes is thereafter available as a regular feat.
Armor Compatibility: At 2nd level, Bandsmen gain Armor
Compatibility, just like Armsmen, and it stacks with other Armor
Compatibility Defenses. If a Bandsman does not have Armor Compatibility
from Armsman, he may add an additional +2 to his class Defense Bonus
while wearing Armor. (This comes from the standard hero bonus which
does not appear in Prestige Classes.)
Endurance:
By 3rd level, long marches and intense training have toughened the Bandsmen,
so they receive a +4 bonus whenever required to make a check for any
physical action extending over long periods of time. |
Synergy: At 4th level, Bandsmen gain several abilities when they
work together. For any ability that requires simultaneous action, the
Bandsmen must have the same initiative, which means one or more may have
to change initiative. All Bandsmen must have the Synergy feat in order
to participate in these actions.
Improved
Flanking (simultaneous): |
-
When
two Bandsmen attack simultaneously, they can flank a target
even when approaching him from 90 degrees rather than 180
degree separation. For an opponent normally immune to
flanking, the Bandsmen may gain flanking anyway if the sum
of the number of class levels they have exceed his class
level by four or more. (E.g., If a sixth level Algai'd'siswai
faces two eighth class level Bandsmen, they can flank him.
So could a fifth level and a tenth level Bandsman. Two
seventh level Bandsmen could not. A fifth, an seventh, and a
ninth level Bandsman could (as negatives are not added in).
All three must be positioned at least 90 degree from both
others.) One of the attacking Bandsmen must be a foot soldier.
|
Fast
Load Crossbow (simultaneous): |
-
One
Bandsman may take a full-round action to load as many
crossbows as he has attacks from his Base Attack Bonus and
hand them to another Bandsman, who can fire as many
crossbows as he has attacks in a full-round action. This
requires as many crossbows as attacks. The Bandsman who
fires the crossbows must be an archer.
|
Calvary
Charge (simultaneous): |
-
When
two or more Bandsmen launch a cavalry charge, any enemy on
foot within ten feet of the line of charging horses must
make a Will save or immediately break and run. The charge
must be in the same direction and the horses must start
within twenty feet of another horse in the charge. A target
for the charge is not required. The DC of the save is 5 +
Ride bonus of the charging Bandsman who passes within 10
feet. If more than one Bandsman passes within ten feet, the
enemy soldier must make the higher Will save. Anyone who has
a weapon set against charge may use his Base Attack
Bonus rather than his Will save bonus if that is higher.
Anyone who breaks and runs loses his attacks of opportunity.
He travels in a straight line in the same direction as the
charge, overrunning anyone, ally or enemy, who gets in his
way. Avoiding being overrun requires moving ten feet (forcing
the moving opponent to sacrifice the move part of his next
round).
-
Since
they start running as soon as the charge begins, move all
enemy foot soldiers who fail their saving throw the distance
they would travel at a full-round hustle (rather than a
run) before moving the charging Bandsmen. The charging
horsemen may attack any foot soldier whom they overtake. The
Bandsman leading the charge must be a horseman. For the next
three rounds, the fleeing opponents must make a Will save
against the Bandsman's Ride bonus, or they will run at full
speed (x4) those rounds as well. Once they stop, they may
return to their usual actions.
|
Mat's Call: A bond has formed between Mat and the veteran members
of the Band. At 5th level, Bandsmen can hear Mat's Call. At any
distance, they have a vague sense of which direction he's in. Not so
much as being able to point in a straight line to him, but enough to get
closer. At ten miles, while they'll also know when he's in urgent need,
the sense of direction is blurry. They'll know he's within ten miles,
but not where exactly. Once within a mile, however, they'll be able to
find him, although it always seems to happen more by chance than by
will.
Reduced
Cover: When a Bandsman provides cover for an enemy whom another
Bandsman is attacking (e.g., a melee attacker standing between an
archer and his target), he only provides half the usual cover. This
does not apply when he covers an ally. Only the Bandsman providing cover
needs this feat.
Weapon Bonus: At 3rd and 5th level, a Bandsman can gain a free
weapon feat with any of the Band's signature weapons, meaning crossbow, short bow,
lance, any sword, pike, or ashandarei. He may take Exotic Weapon
Proficiency, Weapon Focus, Weapon Specialization, or Improved Critical.
He must have the prerequisites before doing so.
Limited Weapon Specialization: At 3rd level, Weapon
Specialization becomes available as a regular feat, a Weapon Bonus, or
Bonus feat. It can only be applied to the Band's signature weapons:
crossbow, short bow, lance, any sword, pike, or ashandarei.
Limited Superior Weapon Focus: At 8th level, Superior Weapon
Focus becomes available as a regular or Bonus feat. It can only be
applied to the Band's signature weapons: crossbow, short bow, lance, any
sword, pike, or ashandarei.
Bonus Feats: At 7th and 9th level, Bandsmen may take as Bonus
Feats Improved Disarm, Improved Trip, Dodge, Mobility, Spring Attack,
Exotic Weapon Proficiency, Improved Critical*, Improved Initiative,
Mounted Archer, Trample, Ride-By Attack, Spirited Charge, Far Shot,
Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus*, Weapon
Specialization*, Superior Weapon Focus*.
* Must be in one of the Band's signature weapons: crossbow, short bow,
lance, any sword, a pike, or an ashandarei. Must be at least 8th level
before taking Superior Weapon Focus.
Jak o' the Shadows: At 10th level, a Bandsman can sing Jak o' the
Shadows. This song of courage in the face of death will lift the spirits
of all Bandsmen hearing it, and they'll receive a +2 bonus to all saving
throws. Any Bandsmen currently under the continuing ill effects of a
failed saving throw within the last ten minutes may make a free roll the
moment the singing starts in order to shake it off. (This includes
bleeding to death or a compulsion weave, but he can't try again to dodge
a fireball that's already burned him.) The singer can continue his
song for a turn until he runs out of verses, but he can only use the
song once per day. |