Dienekes
2009-01-30, 03:12 AM
This is my first ever real homebrew. And I want all of you folks to tear it up as best you can. What works? What sucks? What's broken and what makes little to no sense.
The Soldier is essentially my answer to an attempt at mixing a Fighter and a Marshall class. I wanted him to be more based around the idea of the rugged veteran who leads through example than the Charisma based Marshall as well as giving it abilities that shrink the gap between martial and magic characters.
Soldier
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat, Combat Tactic
2nd|
+2|
+3|
+0|
+0|Tactics Per Round +1
3rd|
+3|
+3|
+1|
+1|Combat Tactic, Shield Training +1
4th|
+4|
+4|
+1|
+1|Bonus Feat
5th|
+5|
+4|
+1|
+1|Tactics Per Round +2, Combat Tactic
6th|
+6/+1|
+5|
+2|
+2|Shield Training +2
7th|
+7/+2|
+5|
+2|
+2|Combat Tactic
8th|
+8/+3|
+6|
+2|
+2|Bonus Feat, Tactics Per Round +3
9th|
+9/+4|
+6|
+3|
+3|Combat Tactic, Shield Training +3
10th|
+10/+5|
+7|
+3|
+3|Brothers in Arms
11th|
+11/+6/+1|
+7|
+3|
+3|Tactics Per Round +4, Combat Tactic
12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat, Shield Training +4
13th|
+13/+8/+3|
+8|
+4|
+4|Combat Tactic
14th|
+14/+9/+4|
+9|
+4|
+4|Tactics Per Round +5
15th|
+15/+10/+5|
+9|
+5|
+5|Combat Tactic, Shield Training +5
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Tactics Per Round +6, Combat Tactic
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Shield Training +6
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Combat Tactic
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Feat, Tactics Per Round +7[/table]
Alignment: Any.
Hit Die: d10.
Class Skills
The Soldier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (architecture) (Int), Knowledge (geography) (Int), Jump (Str), Profession (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
Class Features
The following are class features of the soldier.
Weapon and Armor Proficiency: A soldier is proficient with all simple weapons and martial weapons. As well as with all armor and shields (including tower shields)
Bonus Feat: Receive at 1, 4, 8, 12, 16, 20
Combat Tactic: Every odd level a soldier may pick a Combat Tactic from the list below. At first level the soldier can only have one Combat Tactic in effect at any given time. The exact rules are different for each individual tactic.
The List of Tactics
Ambush: Initiated as a free action during a surprise round all attackers’ gain +2 to attack. The effect lasts until the end of the surprise round. The tactic is considered in use for 2 full rounds.
Attrition: As a free action all allies within 30 feet of the soldier gain +4 to attack and -2 to AC. The effect lasts for a number of rounds equivalent to your Wisdom modifier.
Bonus Feat: a soldier gain a combat feat that he qualifies for in place of a Combat Tactic.
Hit and Run: As a standard action, you and all allies within 20 feet may take a 10 foot step as if it were a 5 foot step, not provoking an attack of opportunity, even after performing a full round action. The effect lasts for 4 rounds.
Meat Shield: As a free action. All allies within 10 ft + 5 per point of Wisdom Modifier who attempt the Aid Another action grants their ally +5 AC instead of the normal +2. The effect lasts for 2 x your Wisdom modifier.
Pincer Movement: As a standard action if you and at least 1 other ally are flanking an opponent one of the two of you receive +1d4 to their damage. The effect lasts for a number of rounds equivalent to your Wisdom Modifier.
Shield Wall: As a standard action, if there are at least 2 allies adjacent to you all adjacent allies gain +3 to their AC. The effect lasts for a number of rounds equivalent to your Wisdom modifier
Skirmish: As a standard action, all allies within 50 feet of the soldier add their Wisdom bonus to their AC as a dodge bonus. The effect lasts 5 rounds.
Flying Wedge: As a standard action you and all allies adjacent to you gain +4 to attack and +1d4 to damage. A soldier must be level 9 to get this tactic. The effect lasts for 2 rounds.
Guerrilla Combat: All allies within 50 feet of the soldier gain a bonus to their hide and move silently checks equal to their Wisdom modifiers. A soldier must be level 9 to get this tactic. The effects last for 5 minutes.
Hammer and Anvil: As a standard action if you and at least 1 other ally are flanking an opponent one of the two of you receive +2d4 to their damage and +2 to attack. A soldier must be level 9 to get this tactic. The bonuses do not stack with Pincer Movement. The effect lasts for a number of rounds equivalent to your Wisdom Modifier.
Misdirection: As a standard action. At the start of all allies, within 30 feet, turns they may make a feint check as a free action. A soldier must be level 9 to get this tactic.
Pepperpotting: As a free action, you and all allies in 50 feet using a ranged weapon or magic attack add your Wisdom bonus to their AC and hide skill (does not stack with Guerrilla Combat). A soldier must be level 9 to get this tactic. The effects last for 2 minutes.
Phalanx: As a standard action, if there are at least 2 allies adjacent to you, both with shields, all allies adjacent to you or any ally adjacent to you gain +4 AC, +8 against ranged attacks. A soldier must be level 9 to get this tactic. The bonuses do not stack with Shield Wall. The effects last for a number of rounds equal to your Wisdom modifier.
Turtling: As a free action you or any one ally within 30 feet of you may take a move action. A soldier must be level 9 to get this tactic. While the effect instantaneous it counts as an ongoing tactic for 3 rounds.
Encirclement: As a standard action if you and at least 1 other ally are flanking an opponent one of the two of you receive +4d4 to their damage and +4 to attack. A soldier must be level 15 to get this tactic. The bonuses do not stack with Pincer Movement or Hammer and Anvil. The effect lasts for a number of rounds equivalent to 2 x your Wisdom Modifier.
Lay Siege: All siege weapons being used within 25 feet +5 per point of Wisdom modifier the soldier has gain +10 to hit and deals double damage against fortifications. A soldier must be level 15 to get this tactic.
Overruning: As a standard action, delivering Coup de Graces are a free action to any ally within 25 feet of the soldier. A soldier must be level 15 to get this tactic. The effect lasts for a number of rounds equivalent to your Wisdom Modifier.
Testudo: As a standard action, if there are at least 2 allies adjacent to you, both with shields, all allies adjacent to you or any ally adjacent to you gain +6 AC, +10 against ranged attacks. A soldier must be level 15 to get this tactic. The bonuses do not stack with Phalanx or Shield Wall. The effects last for a number of rounds equal to your Wisdom modifier.
Tactics Per Round: At first level a soldier can only have 1 Combat Tactic working at any given time. At level 2 and every 3 levels after the amount of Combat Tactics that can be working at any given time improves by +1 to a maximum of +7 (or 8 full tactics) at level 20.
Shield Training: A soldier has been trained on how to catch spells with their shields. At third level a soldier can add +1 to their Reflex Save for saves against magic as long as they are using a shield. This improves by +1 every three levels thereafter.
Brothers in Arms: At 10th level. If a soldier should ever be controlled or forced to make an action of physical force against someone they would consider to be a comrade they can make a resist check of Will Save + 5. This is only to resist the action, it does not free the soldier from the spell.
Well that's it. I'm hoping if I get enough positive feedback to make more tactics to choose from.
Now my questions are, about the Shield Training and Brothers in Arms they are essentially there to make wizards and other powerful magic users not be able to completely destroy them. I don't think Shield Training was too powerful as the type of magic it defends against is generally considered one of the weaker options and Brothers in Arms is very limited in when it works. So what do you think, too much anti-magic, too little to be able to stand up against any half decent magic opponent?
Also the tactics, are they too confusing with the different lengths for each one? Do you think they aren't strong enough, or too strong?
Well, hope you folk like it. Now go tear it apart.
The Soldier is essentially my answer to an attempt at mixing a Fighter and a Marshall class. I wanted him to be more based around the idea of the rugged veteran who leads through example than the Charisma based Marshall as well as giving it abilities that shrink the gap between martial and magic characters.
Soldier
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat, Combat Tactic
2nd|
+2|
+3|
+0|
+0|Tactics Per Round +1
3rd|
+3|
+3|
+1|
+1|Combat Tactic, Shield Training +1
4th|
+4|
+4|
+1|
+1|Bonus Feat
5th|
+5|
+4|
+1|
+1|Tactics Per Round +2, Combat Tactic
6th|
+6/+1|
+5|
+2|
+2|Shield Training +2
7th|
+7/+2|
+5|
+2|
+2|Combat Tactic
8th|
+8/+3|
+6|
+2|
+2|Bonus Feat, Tactics Per Round +3
9th|
+9/+4|
+6|
+3|
+3|Combat Tactic, Shield Training +3
10th|
+10/+5|
+7|
+3|
+3|Brothers in Arms
11th|
+11/+6/+1|
+7|
+3|
+3|Tactics Per Round +4, Combat Tactic
12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat, Shield Training +4
13th|
+13/+8/+3|
+8|
+4|
+4|Combat Tactic
14th|
+14/+9/+4|
+9|
+4|
+4|Tactics Per Round +5
15th|
+15/+10/+5|
+9|
+5|
+5|Combat Tactic, Shield Training +5
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Tactics Per Round +6, Combat Tactic
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Shield Training +6
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Combat Tactic
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Feat, Tactics Per Round +7[/table]
Alignment: Any.
Hit Die: d10.
Class Skills
The Soldier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (architecture) (Int), Knowledge (geography) (Int), Jump (Str), Profession (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
Class Features
The following are class features of the soldier.
Weapon and Armor Proficiency: A soldier is proficient with all simple weapons and martial weapons. As well as with all armor and shields (including tower shields)
Bonus Feat: Receive at 1, 4, 8, 12, 16, 20
Combat Tactic: Every odd level a soldier may pick a Combat Tactic from the list below. At first level the soldier can only have one Combat Tactic in effect at any given time. The exact rules are different for each individual tactic.
The List of Tactics
Ambush: Initiated as a free action during a surprise round all attackers’ gain +2 to attack. The effect lasts until the end of the surprise round. The tactic is considered in use for 2 full rounds.
Attrition: As a free action all allies within 30 feet of the soldier gain +4 to attack and -2 to AC. The effect lasts for a number of rounds equivalent to your Wisdom modifier.
Bonus Feat: a soldier gain a combat feat that he qualifies for in place of a Combat Tactic.
Hit and Run: As a standard action, you and all allies within 20 feet may take a 10 foot step as if it were a 5 foot step, not provoking an attack of opportunity, even after performing a full round action. The effect lasts for 4 rounds.
Meat Shield: As a free action. All allies within 10 ft + 5 per point of Wisdom Modifier who attempt the Aid Another action grants their ally +5 AC instead of the normal +2. The effect lasts for 2 x your Wisdom modifier.
Pincer Movement: As a standard action if you and at least 1 other ally are flanking an opponent one of the two of you receive +1d4 to their damage. The effect lasts for a number of rounds equivalent to your Wisdom Modifier.
Shield Wall: As a standard action, if there are at least 2 allies adjacent to you all adjacent allies gain +3 to their AC. The effect lasts for a number of rounds equivalent to your Wisdom modifier
Skirmish: As a standard action, all allies within 50 feet of the soldier add their Wisdom bonus to their AC as a dodge bonus. The effect lasts 5 rounds.
Flying Wedge: As a standard action you and all allies adjacent to you gain +4 to attack and +1d4 to damage. A soldier must be level 9 to get this tactic. The effect lasts for 2 rounds.
Guerrilla Combat: All allies within 50 feet of the soldier gain a bonus to their hide and move silently checks equal to their Wisdom modifiers. A soldier must be level 9 to get this tactic. The effects last for 5 minutes.
Hammer and Anvil: As a standard action if you and at least 1 other ally are flanking an opponent one of the two of you receive +2d4 to their damage and +2 to attack. A soldier must be level 9 to get this tactic. The bonuses do not stack with Pincer Movement. The effect lasts for a number of rounds equivalent to your Wisdom Modifier.
Misdirection: As a standard action. At the start of all allies, within 30 feet, turns they may make a feint check as a free action. A soldier must be level 9 to get this tactic.
Pepperpotting: As a free action, you and all allies in 50 feet using a ranged weapon or magic attack add your Wisdom bonus to their AC and hide skill (does not stack with Guerrilla Combat). A soldier must be level 9 to get this tactic. The effects last for 2 minutes.
Phalanx: As a standard action, if there are at least 2 allies adjacent to you, both with shields, all allies adjacent to you or any ally adjacent to you gain +4 AC, +8 against ranged attacks. A soldier must be level 9 to get this tactic. The bonuses do not stack with Shield Wall. The effects last for a number of rounds equal to your Wisdom modifier.
Turtling: As a free action you or any one ally within 30 feet of you may take a move action. A soldier must be level 9 to get this tactic. While the effect instantaneous it counts as an ongoing tactic for 3 rounds.
Encirclement: As a standard action if you and at least 1 other ally are flanking an opponent one of the two of you receive +4d4 to their damage and +4 to attack. A soldier must be level 15 to get this tactic. The bonuses do not stack with Pincer Movement or Hammer and Anvil. The effect lasts for a number of rounds equivalent to 2 x your Wisdom Modifier.
Lay Siege: All siege weapons being used within 25 feet +5 per point of Wisdom modifier the soldier has gain +10 to hit and deals double damage against fortifications. A soldier must be level 15 to get this tactic.
Overruning: As a standard action, delivering Coup de Graces are a free action to any ally within 25 feet of the soldier. A soldier must be level 15 to get this tactic. The effect lasts for a number of rounds equivalent to your Wisdom Modifier.
Testudo: As a standard action, if there are at least 2 allies adjacent to you, both with shields, all allies adjacent to you or any ally adjacent to you gain +6 AC, +10 against ranged attacks. A soldier must be level 15 to get this tactic. The bonuses do not stack with Phalanx or Shield Wall. The effects last for a number of rounds equal to your Wisdom modifier.
Tactics Per Round: At first level a soldier can only have 1 Combat Tactic working at any given time. At level 2 and every 3 levels after the amount of Combat Tactics that can be working at any given time improves by +1 to a maximum of +7 (or 8 full tactics) at level 20.
Shield Training: A soldier has been trained on how to catch spells with their shields. At third level a soldier can add +1 to their Reflex Save for saves against magic as long as they are using a shield. This improves by +1 every three levels thereafter.
Brothers in Arms: At 10th level. If a soldier should ever be controlled or forced to make an action of physical force against someone they would consider to be a comrade they can make a resist check of Will Save + 5. This is only to resist the action, it does not free the soldier from the spell.
Well that's it. I'm hoping if I get enough positive feedback to make more tactics to choose from.
Now my questions are, about the Shield Training and Brothers in Arms they are essentially there to make wizards and other powerful magic users not be able to completely destroy them. I don't think Shield Training was too powerful as the type of magic it defends against is generally considered one of the weaker options and Brothers in Arms is very limited in when it works. So what do you think, too much anti-magic, too little to be able to stand up against any half decent magic opponent?
Also the tactics, are they too confusing with the different lengths for each one? Do you think they aren't strong enough, or too strong?
Well, hope you folk like it. Now go tear it apart.