Soldier

From Cf

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The '''soldier''' is a trained combatant who uses superior equipment, advanced tactics, great physical strength and stamina, as well as personal prowess to excel on the battlefield.
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The '''soldier''' is a trained combatant who uses superior equipment, advanced tactics, great physical strength and stamina, as well as personal prowess, to excel on the field of battle.
== Role ==
== Role ==
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The soldier is first and foremost a warrior. His extensive training provide him with the skills he needs to survice in battle, as well as the required physicality to do so. The soldier puts great value in his equipment, ranging from clothing and footwear, to weapons and armor. His primary role in an adventuring party is to engage their foes in combat, as well as protecting weaker party members from physical harm. The solder will typically take command in tactical situations, employing the strength of his allies where they are most useful.
+
The soldier is first and foremost a fighter. His extensive training provide him with the skills he needs to survice in battle, as well as the required physicality. The soldier puts great value in his equipment, ranging from clothing and footwear, to weapons and armor. His primary role in an adventuring party is to engage their foes in combat, as well as protecting weaker party members from physical harm. The solder will typically take command in tactical situations, employing the strength of his allies where they are most useful.
== Abilities ==
== Abilities ==
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Strength, Dexterity and Constitution are the soldier's most important abilities. Strength is an important factor in all close-quarter combat, and it lets him carry his heavy equipment with less effort. Dexterity provides him with hand-to-eye coordination for ranged combat, as well as lightning reflexes for initiative and defense. Furthermore, the soldier is in need of a strong Constitution score to increase his hit points, and let him push his body beyond normal limits. Soldiers who wish to have a career in command, might also find it useful to have decent scores in Intelligence and Charisma.
+
Strength, Dexterity and Constitution are the soldier's most important abilities. Strength is an important factor in all close-quarter combat, and allows him to carry his heavy equipment with less effort. Dexterity provides him with hand-to-eye coordination for ranged combat, as well as lightning reflexes for initiative and defense. Furthermore, the soldier is in need of a strong Constitution score to increase his hit points, and let him push his body beyond normal limits. Soldiers who wish to have a career in command, also find it useful to have decent scores in Intelligence and Charisma.
== Game Rules ==
== Game Rules ==
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=== Endurance ===
=== Endurance ===
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A scout gains [[Endurance]] as a bonus feat at 3rd level.
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A soldier gains [[Endurance]] as a bonus feat at 3rd level.
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=== Run ===
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=== Tactical Aid ===
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A scout gains [[Run]] as a bonus feat at 3rd level.
+
As a full-round action, the Soldier provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half of the Soldier’s level, rounded down. This bonus increases to +2 at 10th level, +3 at 15th level and +4 at 20th level.
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=== Evasion ===
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=== Camouflage ===
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At 5th level and higher, a scout can avoid certain special attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.
+
A soldier of 7th level or higher can use the [[Hide]] skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
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=== Uncanny Dodge ===
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=== Action Boost ===
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Starting at 6th level, a scout can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a scout already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.  
+
This ability, gained at 9th level, allows a solider to spend 2 action points on a single action in a round. A soldier can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he does so before the Gamemaster reveals the result of the action.
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=== Fast Movement ===
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=== Adrenaline Rush ===
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A scout’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the scout’s speed because of any load carried or armor worn.  
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At 11th level, a soldier can temporarily increase one of his physical ability scores (Strength, Dexterity, or Constitution). The soldier spends 1 action point and gets to increase the selected ability score by 4 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the soldier is fatigued for 1d4+1 rounds.
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=== Camouflage ===
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=== Improved Adrenaline Rush ===
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A scout of 12th level or higher can use the [[Hide]] skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
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At 17th level, a soldier can temporarily increase two physical ability scores.
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=== Improved Uncanny Dodge ===
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=== Aura of Courage ===
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A scout of 15th level or higher can no longer be flanked. This defense denies another creature the ability to sneak attack the character by flanking her, unless the attacker has at least four more class levels in the class giving him the sneak attack ability than the target does.  
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At 19th level, a soldier is immune to fear (psionic or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.  
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If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum class level required to flank the character.  
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This ability functions while the paladin is conscious, but not if she is unconscious or dead.
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=== Improved Evasion ===
 
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This ability works like evasion, except that while the scout still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless scout does not gain the benefit of improved evasion.
 
{| border="1"
{| border="1"
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!Level !!Base Attack Bonus !!Fort Save !!Ref Save !!Will Save !!Special !!Defense Modifier
!Level !!Base Attack Bonus !!Fort Save !!Ref Save !!Will Save !!Special !!Defense Modifier
|-
|-
-
|1 ||+1 ||+2 ||+2 ||+0 ||Alertness, Stealthy ||+0
+
|1 ||+1 ||+2 ||+2 ||+0 ||Bonus Feat ||+0
|-
|-
-
|2 ||+2 ||+3 ||+3 ||+0 ||Sneak Attack +1d6, Track ||+0
+
|2 ||+2 ||+3 ||+3 ||+0 ||Bonus Feat ||+0
|-
|-
-
|3 ||+3 ||+3 ||+3 ||+1 ||Endurance, Run, Trapfinding ||+1
+
|3 ||+3 ||+3 ||+3 ||+1 ||Endurance ||+1
|-
|-
-
|4 ||+4 ||+4 ||+4 ||+1 ||Trap Sense +1 ||+2
+
|4 ||+4 ||+4 ||+4 ||+1 ||Bonus Feat ||+2
|-
|-
-
|5 ||+5 ||+4 ||+4 ||+1 ||Evasion, Sneak Attack + 2d6 ||+2
+
|5 ||+5 ||+4 ||+4 ||+1 ||Tactical Aid +1 ||+2
|-
|-
-
|6 ||+6/+1 ||+5 ||+5 ||+2 ||Uncanny Dodge ||+3
+
|6 ||+6/+1 ||+5 ||+5 ||+2 ||Bonus Feat ||+3
|-
|-
-
|7 ||+7/+2 ||+5 ||+5 ||+2 ||Fast Movement, Trap Sense +2 ||+4
+
|7 ||+7/+2 ||+5 ||+5 ||+2 ||Camouflage ||+4
|-
|-
-
|8 ||+8/+3 ||+6 ||+6 ||+2 ||Sneak Attack +3d6 ||+4
+
|8 ||+8/+3 ||+6 ||+6 ||+2 ||Bonus Feat ||+4
|-
|-
-
|9 ||+9/+4 ||+6 ||+6 ||+3 ||Swift Track ||+5
+
|9 ||+9/+4 ||+6 ||+6 ||+3 ||Action Boost ||+5
|-
|-
-
|10 ||+10/+5 ||+7 ||+7 ||+3 ||Trap Sense +3 ||+6
+
|10 ||+10/+5 ||+7 ||+7 ||+3 ||Bonus Feat, Tactical Aid +2 ||+6
|-
|-
-
|11 ||+11/+6/+1 ||+7 ||+7 ||+3 ||Sneak Attack +4d6 ||+6
+
|11 ||+11/+6/+1 ||+7 ||+7 ||+3 ||Adrenaline Rush ||+6
|-
|-
-
|12 ||+12/+7/+2 ||+8 ||+8 ||+4 ||Camouflage ||+7
+
|12 ||+12/+7/+2 ||+8 ||+8 ||+4 ||Bonus Feat ||+7
|-
|-
-
|13 ||+13/+8/+3 ||+8 ||+8 ||+4 ||Trap Sense +4 ||+8
+
|13 ||+13/+8/+3 ||+8 ||+8 ||+4 ||Tactical Aid +2 ||+8
|-
|-
-
|14 ||+14/+9/+4 ||+9 ||+9 ||+4 ||Sneak attack +5d6 ||+8
+
|14 ||+14/+9/+4 ||+9 ||+9 ||+4 ||Bonus Feat ||+8
|-
|-
-
|15 ||+15/+10/+5 ||+9 ||+9 ||+5 ||Improved Uncanny Dodge ||+9
+
|15 ||+15/+10/+5 ||+9 ||+9 ||+5 ||Tactical Aid +3 ||+9
|-
|-
-
|16 ||+16/+11/+6/+1 ||+10 ||+10 ||+5 ||Trap Sense +5 ||+10
+
|16 ||+16/+11/+6/+1 ||+10 ||+10 ||+5 ||Bonus Feat ||+10
|-
|-
-
|17 ||+17/+12/+7/+2 ||+10 ||+10 ||+5 ||Sneak Attack +6d6 ||+10
+
|17 ||+17/+12/+7/+2 ||+10 ||+10 ||+5 ||Improved Adrenaline Rush ||+10
|-
|-
-
|18 ||+18/+13/+8/+3 ||+11 ||+11 ||+6 ||Improved Evasion ||+11
+
|18 ||+18/+13/+8/+3 ||+11 ||+11 ||+6 ||Bonus Feat ||+11
|-
|-
-
|19 ||+19/+14/+9/+4 ||+11 ||+11 ||+6 ||Hide in Plain Sight, Trap Sense +6 ||+12
+
|19 ||+19/+14/+9/+4 ||+11 ||+11 ||+6 ||Aura of Courage ||+12
|-
|-
-
|20 ||+20/+15/+10/+5 ||+12 ||+12 ||+6 ||Sneak Attack +7d6 ||+12
+
|20 ||+20/+15/+10/+5 ||+12 ||+12 ||+6 ||Bonus Feat, Tactical Aid +4 ||+12
|}
|}
[[Category:Classes]]
[[Category:Classes]]

Revision as of 09:50, 7 March 2007

The soldier is a trained combatant who uses superior equipment, advanced tactics, great physical strength and stamina, as well as personal prowess, to excel on the field of battle.

Contents

Role

The soldier is first and foremost a fighter. His extensive training provide him with the skills he needs to survice in battle, as well as the required physicality. The soldier puts great value in his equipment, ranging from clothing and footwear, to weapons and armor. His primary role in an adventuring party is to engage their foes in combat, as well as protecting weaker party members from physical harm. The solder will typically take command in tactical situations, employing the strength of his allies where they are most useful.

Abilities

Strength, Dexterity and Constitution are the soldier's most important abilities. Strength is an important factor in all close-quarter combat, and allows him to carry his heavy equipment with less effort. Dexterity provides him with hand-to-eye coordination for ranged combat, as well as lightning reflexes for initiative and defense. Furthermore, the soldier is in need of a strong Constitution score to increase his hit points, and let him push his body beyond normal limits. Soldiers who wish to have a career in command, also find it useful to have decent scores in Intelligence and Charisma.

Game Rules

Hit Die

d10

Class Skills

The scout’s class skills (and the key ability for each skill) are:

Skill Points

  • First level: (4 + Int. modifier) x4.
  • Additional levels: 4 + Int. modifier.

Class Features

All of the following are class features of the soldier.

Weapon and Armor Proficiency

A soldier has the following weapon and armor proficiency feats:

Endurance

A soldier gains Endurance as a bonus feat at 3rd level.

Tactical Aid

As a full-round action, the Soldier provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half of the Soldier’s level, rounded down. This bonus increases to +2 at 10th level, +3 at 15th level and +4 at 20th level.

Camouflage

A soldier of 7th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Action Boost

This ability, gained at 9th level, allows a solider to spend 2 action points on a single action in a round. A soldier can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he does so before the Gamemaster reveals the result of the action.

Adrenaline Rush

At 11th level, a soldier can temporarily increase one of his physical ability scores (Strength, Dexterity, or Constitution). The soldier spends 1 action point and gets to increase the selected ability score by 4 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the soldier is fatigued for 1d4+1 rounds.

Improved Adrenaline Rush

At 17th level, a soldier can temporarily increase two physical ability scores.

Aura of Courage

At 19th level, a soldier is immune to fear (psionic or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.


Table: The Soldier:
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Modifier
1 +1 +2 +2 +0 Bonus Feat +0
2 +2 +3 +3 +0 Bonus Feat +0
3 +3 +3 +3 +1 Endurance +1
4 +4 +4 +4 +1 Bonus Feat +2
5 +5 +4 +4 +1 Tactical Aid +1 +2
6 +6/+1 +5 +5 +2 Bonus Feat +3
7 +7/+2 +5 +5 +2 Camouflage +4
8 +8/+3 +6 +6 +2 Bonus Feat +4
9 +9/+4 +6 +6 +3 Action Boost +5
10 +10/+5 +7 +7 +3 Bonus Feat, Tactical Aid +2 +6
11 +11/+6/+1 +7 +7 +3 Adrenaline Rush +6
12 +12/+7/+2 +8 +8 +4 Bonus Feat +7
13 +13/+8/+3 +8 +8 +4 Tactical Aid +2 +8
14 +14/+9/+4 +9 +9 +4 Bonus Feat +8
15 +15/+10/+5 +9 +9 +5 Tactical Aid +3 +9
16 +16/+11/+6/+1 +10 +10 +5 Bonus Feat +10
17 +17/+12/+7/+2 +10 +10 +5 Improved Adrenaline Rush +10
18 +18/+13/+8/+3 +11 +11 +6 Bonus Feat +11
19 +19/+14/+9/+4 +11 +11 +6 Aura of Courage +12
20 +20/+15/+10/+5 +12 +12 +6 Bonus Feat, Tactical Aid +4 +12
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