Soldier

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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.

Contents

Role

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.

Abilities

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.

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 scout gains Endurance as a bonus feat at 3rd level.

Run

A scout gains Run as a bonus feat at 3rd level.

Evasion

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.

Uncanny Dodge

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.

Fast Movement

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.

Camouflage

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.

Improved Uncanny Dodge

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.

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.

Improved Evasion

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.

Table: The Soldier:
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Modifier
1 +1 +2 +2 +0 Alertness, Stealthy +0
2 +2 +3 +3 +0 Sneak Attack +1d6, Track +0
3 +3 +3 +3 +1 Endurance, Run, Trapfinding +1
4 +4 +4 +4 +1 Trap Sense +1 +2
5 +5 +4 +4 +1 Evasion, Sneak Attack + 2d6 +2
6 +6/+1 +5 +5 +2 Uncanny Dodge +3
7 +7/+2 +5 +5 +2 Fast Movement, Trap Sense +2 +4
8 +8/+3 +6 +6 +2 Sneak Attack +3d6 +4
9 +9/+4 +6 +6 +3 Swift Track +5
10 +10/+5 +7 +7 +3 Trap Sense +3 +6
11 +11/+6/+1 +7 +7 +3 Sneak Attack +4d6 +6
12 +12/+7/+2 +8 +8 +4 Camouflage +7
13 +13/+8/+3 +8 +8 +4 Trap Sense +4 +8
14 +14/+9/+4 +9 +9 +4 Sneak attack +5d6 +8
15 +15/+10/+5 +9 +9 +5 Improved Uncanny Dodge +9
16 +16/+11/+6/+1 +10 +10 +5 Trap Sense +5 +10
17 +17/+12/+7/+2 +10 +10 +5 Sneak Attack +6d6 +10
18 +18/+13/+8/+3 +11 +11 +6 Improved Evasion +11
19 +19/+14/+9/+4 +11 +11 +6 Hide in Plain Sight, Trap Sense +6 +12
20 +20/+15/+10/+5 +12 +12 +6 Sneak Attack +7d6 +12
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