The phalanx warrior uses information from the Player's Handbook 2 and Complete Warrior. It uses the standard nonelite stat array and owns up to 72 gp of equipment, conforming to the 3d4×10 gp outlined in the Dungeon Master's Guide.

Phalanx Warrior    CR 1/2

Male or Female Human Warrior 1

LN Medium Humanoid (Human)

Init +0, Senses Listen +0; Spot +0

Languages Common

AC 20, touch 10, flat-footed 20

hp 5 (1d8+1 HD)

Fort +3, Ref +1, Will +0

Spd 20 ft.

Melee Sickle +2 (1d6+1)

Base Atk +1; Grp +2

Atk Options Trip +1, may drop sickle to avoid trip on counterattack (defend trip +1)

Combat Gear 2 sickles, heavy shield (light or wooden), scale mail

Abilities Str 13 (+1), Dex 11 (+0), Con 12 (+1), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)

Feats Phalanx fighting, shield specialization

Skills Climb +1, Jump +1

The information listed above assumes the phalanx warrior is adjacent to at least one other character with the feat Phalanx Fighting and using a light weapon. If this is not the case, adjust the abilities accordingly.

Combat Edit

Phalanx warriors are never found alone unless totally unprepared for the fight. These warriors are found adjacent to other phalanx warriors so they can reap the full rewards of their feats, readying actions to all move on the same initiative count.

The sickles are used to trip opponents before striking at them. The warrior drops the first sickle if they fail their trip attempt, and pick it up after nearby enemies have been dispatched. The team waits for everyone to pick up dropped weapons before moving; the phalanx's primary weapon is its formation. If a phalanx fighter falls, the formation adjusts to fill the hole.

Phalanxes can pose a significant threat to martial characters even a few levels above the warriors due to their high AC. They try to avoid wizards and sorcerors due to their vulnerabilities to area effect spells. If they do find themselves within range of a caster, they either charge the caster or hustle out of range, whichever can be accomplished faster.