Soldier
From Cf
m |
m |
||
Line 20: | Line 20: | ||
*[[Jump]] (Str) | *[[Jump]] (Str) | ||
*[[Listen]] (Wis) | *[[Listen]] (Wis) | ||
- | *[[Move | + | *[[Move Silently]] (Dex) |
*[[Repair]] (Wis) | *[[Repair]] (Wis) | ||
*[[Ride]] (Dex) | *[[Ride]] (Dex) | ||
Line 39: | Line 39: | ||
*[[Simple Weapons]] | *[[Simple Weapons]] | ||
*[[Personal Firearms]] | *[[Personal Firearms]] | ||
- | *[[Light Armor]] | + | *[[Armor Proficiency Light || Light Armor]] |
*[[Medium Armor]] | *[[Medium Armor]] | ||
*[[Heavy Armor]] | *[[Heavy Armor]] |
Revision as of 08:27, 10 August 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 soldier’s class skills (and the key ability for each skill) are:
- Climb (Str)
- Demolitions (Int)
- Drive (Dex)
- Hide (Dex)
- Jump (Str)
- Listen (Wis)
- Move Silently (Dex)
- Repair (Wis)
- Ride (Dex)
- Spot (Wis)
- Survival (Wis)
- Swim (Str)
- Treat Injury (Wis)
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 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 soldier is conscious, but not if he is unconscious or dead.
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 |