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==General== *Prime Requisite: STR & CHA. *Requirements: None. *Hit Dice: 1d8. *Maximum Level: 14. Generals advance in attack throws and saving throws by two points and AC by one point, every three levels of experience. At first level, Generals hit AC0 with an attack throw of 10+. Martial Skills: Generals have Basic rank in all Common, Major and Military weapons, and Unarmed. At levels 3 & 9 increase any 4 weapons by 1 rank. At levels 6 & 12 increase all weapons at Basic or higher by 1 rank. Generals may use light and heavy armor and may use shields. Chi Powers: Generals begin play knowing Iron Body & Light Foot and may have any two abilities from their known power sets. They gain 1 additional ability at every new experience level from any known power set and gain access to an additional power set at levels 6, 10 & 14. Proficiencies: Generals start with the Command and Riding proficiencies, plus one of Diplomacy, Intimidate, or Seduction. When hiring soldiers or conscripts they will train personally, Generals treat the market class of the city as one better (Class I markets remain Class I). Level-linked features: *3rd Level: Generals automatically gain Manual of Arms or Military Strategy. *5th Level: battlefield prowess inspires followers. Any henchmen and mercenaries hired by the General gain a +1 bonus to their morale score whenever the General personally leads them. This bonus stacks with any modifiers from Charisma or proficiencies. *7th Level: Generals gain a +4 to saving throws against fear effects and any NPCs they personally lead also gain a +4 to save if the General passed their throw. *9th Level: Generals gain Profession (Governor). If they have a stronghold they gain (1d4+1)x10 0th-level and 1d6 1st-level Military and/or Civil Officers as followers. *11th Level: Generals automatically gain another choice from: Manual of Arms or Military Strategy. *13th Level: Generals are masters of their domain: increase the Land Value of their personal domain by +1 while they rule it. ''Proficiency list'': Alertness, Animal Training, Berskergang, Blind Fighting, Combat Reflexes, Diplomacy, Endurance, Intimidation, Land Surveying, Leadership, Manual of Arms, Might, Military Strategy, Running, Seafaring, Siege Engineering, Survival, Wakefulness, Weapon Mastery {| {{table}} | align="center" style="background:#f0f0f0;"|'''General''' || align="center" style="background:#f0f0f0;"|'''Wood''' | align="center" style="background:#f0f0f0;"|'''Fire''' | align="center" style="background:#f0f0f0;"|'''Earth''' | align="center" style="background:#f0f0f0;"|'''Metal''' | align="center" style="background:#f0f0f0;"|'''Water''' | align="center" style="background:#f0f0f0;"|'''Attack''' | align="center" style="background:#f0f0f0;"|'''AC''' |- align="center" | '''Normal'''||15||16||18||17||17||10||0 |- align="center" style="background:#f0f0f0;" | '''1'''||14||15||17||16||16||10||0 |- align="center" | '''2-3'''||13||14||16||15||15||9||0 |- align="center" style="background:#f0f0f0;" | '''4'''||12||13||15||14||14||8||1 |- align="center" | '''5-6'''||11||12||14||13||13||7||1 |- align="center" style="background:#f0f0f0;" | '''7'''||10||11||13||12||12||6||2 |- align="center" | '''8-9'''||9||10||12||11||11||5||2 |- align="center" style="background:#f0f0f0;" | '''10'''||8||9||11||10||10||4||3 |- align="center" | '''11-12'''||7||8||10||9||9||3||3 |- align="center" style="background:#f0f0f0;" | '''13'''||6||7||9||8||8||2||4 |- align="center" | '''14'''||5||6||8||7||7||1||4 |- | |}
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