Ashtagon
2010-04-22, 04:25 PM
The Soldier Base Class
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Martial prowess
2nd|+2|+3|+0|+0|Bonus feat
3rd|+3|+3|+1|+1|Soldier talent
4th|+4|+4|+1|+1|Bonus feat
5th|+5|+4|+1|+1|Soldier talent
6th|+6/+1|+5|+2|+2|Bonus feat
7th|+7/+2|+5|+2|+2|Soldier talent
8th|+8/+3|+6|+2|+2|Bonus feat
9th|+9/+4|+6|+3|+3|Soldier talent
10th|+10/+5|+7|+3|+3|Bonus feat
11th|+11/+6/+1|+7|+3|+3|Soldier talent
12th|+12/+7/+2|+8|+4|+4|Bonus feat
13th|+13/+8/+3|+8|+4|+4|Soldier talent
14th|+14/+9/+4|+9|+4|+4|Bonus feat
15th|+15/+10/+5|+9|+5|+5|Soldier talent
16th|+16/+11/+6/+1|+10|+5|+5|Bonus feat
17th|+17/+12/+7/+2|+10|+5|+5|Soldier talent
18th|+18/+13/+8/+3|+11|+6|+6|Bonus feat
19th|+19/+14/+9/+4|+11|+6|+6|Soldier talent
20th|+20/+15/+10/+5|+12|+6|+6|Bonus feat
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills
The soldier's class skills (and the key ability for each skill) are Climb (Str), Craft (weapon-smith) (Int), Craft (armour-smith) (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (architecture & engineering) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Perform (oratory) (Cha), Profession (siege engineer) (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
Weapon and Armour Proficiency: A soldier is proficient with all simple and martial weapons, light, medium, and heavy armour, and shields (but not tower shields).
Bonus Feat: These bonus feats must be chosen from among those feats designated as fighter bonus feats. The character must meet their prerequisites as normal.
Soldier Talent: At every odd-numbered level starting at 3rd, the soldier can select one soldier talent, from the following list.
Armiger I (Ex): You gain a +1 competence bonus to AC when wearing medium or heavy armour. This same competence bonus is also applied to reducing the armour skill check penalty and the maximum Dexterity bonus of the armour.
Armiger II (Ex): You gain a +2 competence bonus to AC when wearing heavy armour. This same competence bonus is also applied to reducing the armour skill check penalty and the maximum Dexterity bonus of the armour. Requires armiger I.
Armiger III (Ex): You gain a +3 competence bonus to AC when wearing heavy armour, +2 when wearing medium armour, or +1 when wearing light armour. This same competence bonus is also applied to reducing the armour skill check penalty and the maximum Dexterity bonus of the armour. Requires armiger I and armiger II.
None Shall Pass (Ex): Add half your class level (round down, minimum +1) to the Tumble DC for enemies who try to Tumble past you without provoking an attack of opportunity.
None Shall Leave (Ex): You gain a +2 bonus on attack rolls when you make an attack of opportunity.
Quo Vadis (Ex): Any time you hit an enemy with an attack of opportunity, he must succeed on a Will save (DC 10 + 1/2 your soldier level + your Charisma modifier), or lose the remainder of his movement. Requires none shall pass or none shall leave. In order to be affected, the target must have an Intelligence of 3+ and be able to hear (but not necessarily understand) you.
Strike Hard (Ex): The damage multiplier on critical hits is increased by +1. Requires soldier level 5th.
Strike Harder (Ex): The damage multiplier on critical hits is increased by +2. This bonus replaces that from the strike hard class feature. Requires strike hard, soldier level 11th.
Squad Leader (Ex): As a swift action, you can grant a +2 competence bonus to any ally within 30 feet who can hear and understand you. This bonus can be applied to a single melee attack roll, melee damage roll, or skill check. Requires soldier level 7th.
Commander (Ex): Add +1 to your Leadership score. Requires soldier level 7th and Leadership feat. This can be taken multiple times.
Inspire Courage (Ex): As a standard action, a soldier with 3 or more ranks in Perform (oratory) skill can use a rousing speech to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear and understand the soldier speak. The effect lasts for as long as the ally hears the soldier speak and for five rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects, and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six soldier levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Weapon Training (Ex): Choose a single class of melee weapons (eg. Swords, maces, or axes). You gain a +1 bonus on attack and damage rolls with this class of weapon. This can be taken multiple times. Each time it is taken, either choose an additional class of weapons, or add an additional +1 bonus to a previously chosen class of weapons.
Martial Prowess (Ex): A soldier has a martial prowess point pool to spend on powering his soldier abilities. He has a number of uses per day equal to 3 + 1 per 3 class levels. These martial prowess ability is replenished by a full night's rest. Only one martial prowess point can be spent in a single round. Using martial prowess is a swift action unless otherwise noted below. A single point can be spent to perform any of the following actions:
Although there are ten different martial prowess abilities, a character does not gain access to all of them immediately. At 1st level, you can choose three different martial prowess abilities that are known to you. You gain one additional known ability at each level, until you know all ten at 8th level.
Second Chance:Allow a single re-roll of a failed saving throw, one round after the initial roll was failed. This can’t be used to negate hit point or ability score damage, but could be used to throw off the effects of a charm spell, a hold person, or even a flesh to stone effect. It could also be used to avoid the secondary damage from poison.
Striker: As an immediate action (ie. even when it is not his turn), allow the fighter to make a single attack at his full base attack bonus. This does not affect his ability to make an attack of opportunity. It counts as an attack of opportunity for purposes of the quo vadis soldier talent.
Guardian:As an immediate action when an adjacent ally is attacked, allow the soldier to instantly take the place of that ally, and take that attack in place of the ally. The ally moves to a space of the soldier’s choice that is within 5 feet of his original location (including the fighter's original location, if desired). The attack is then resolved against the soldier as normal.
Rally: As a standard action, remove any or all of the following status effects from himself and a number of allies within 30 feet equal to 3 + his Charisma modifier: cowering, dazed, fascinated, frightened, fatigued, panicked, shaken. The soldier can perform this action even if affected by one of these conditions. Allies must be able to hear the soldier speak and must understand his words in order to benefit from this ability.
Muscle: Gain a +2 insight bonus on attack and damage rolls to sunder, as well as Strength-related skill checks. This bonus lasts for 3 + his Strength modifier rounds, and increases by +2 points for every full three soldier levels (+4 at 3rd level, +6 at 6th level, +8 at 9th level, etc).
Reach: Allow the soldier to extend his reach by 5 feet for a number of rounds equal to 3 + his Dexterity bonus (minimum one round).
Toughness: Give the soldier DR 1/- for a number of rounds equal to 3 + his Constitution modifier (minimum one round). This DR increases by +1 point for every full three soldier levels (DR 2/- at 3rd level, 3/- at 6th level, 4/- at 9th level, etc).
Power: Gain a +1 insight bonus on attack and damage rolls. This bonus lasts for 3 + his Intelligence modifier rounds, and increases by +1 point for every full three soldier levels (+2 at 3rd level, +3 at 6th level, +4 at 9th level, etc).
Shield: Allow the soldier to grant his shield bonus (along with any enhancement bonus his shield may have) to all adjacent allies, for a number of rounds equal to 3 + his Wisdom bonus (minimum one round).
Stalwart: Grant the soldier an all allies who can hear and understand him within 30 feet a +1 morale bonus on Will saves. This bonus lasts for 3 + his Charisma modifier rounds, and increases by +1 point for every full three soldier levels (+2 at 3rd level, +3 at 6th level, +4 at 9th level, etc).
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Martial prowess
2nd|+2|+3|+0|+0|Bonus feat
3rd|+3|+3|+1|+1|Soldier talent
4th|+4|+4|+1|+1|Bonus feat
5th|+5|+4|+1|+1|Soldier talent
6th|+6/+1|+5|+2|+2|Bonus feat
7th|+7/+2|+5|+2|+2|Soldier talent
8th|+8/+3|+6|+2|+2|Bonus feat
9th|+9/+4|+6|+3|+3|Soldier talent
10th|+10/+5|+7|+3|+3|Bonus feat
11th|+11/+6/+1|+7|+3|+3|Soldier talent
12th|+12/+7/+2|+8|+4|+4|Bonus feat
13th|+13/+8/+3|+8|+4|+4|Soldier talent
14th|+14/+9/+4|+9|+4|+4|Bonus feat
15th|+15/+10/+5|+9|+5|+5|Soldier talent
16th|+16/+11/+6/+1|+10|+5|+5|Bonus feat
17th|+17/+12/+7/+2|+10|+5|+5|Soldier talent
18th|+18/+13/+8/+3|+11|+6|+6|Bonus feat
19th|+19/+14/+9/+4|+11|+6|+6|Soldier talent
20th|+20/+15/+10/+5|+12|+6|+6|Bonus feat
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills
The soldier's class skills (and the key ability for each skill) are Climb (Str), Craft (weapon-smith) (Int), Craft (armour-smith) (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (architecture & engineering) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Perform (oratory) (Cha), Profession (siege engineer) (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
Weapon and Armour Proficiency: A soldier is proficient with all simple and martial weapons, light, medium, and heavy armour, and shields (but not tower shields).
Bonus Feat: These bonus feats must be chosen from among those feats designated as fighter bonus feats. The character must meet their prerequisites as normal.
Soldier Talent: At every odd-numbered level starting at 3rd, the soldier can select one soldier talent, from the following list.
Armiger I (Ex): You gain a +1 competence bonus to AC when wearing medium or heavy armour. This same competence bonus is also applied to reducing the armour skill check penalty and the maximum Dexterity bonus of the armour.
Armiger II (Ex): You gain a +2 competence bonus to AC when wearing heavy armour. This same competence bonus is also applied to reducing the armour skill check penalty and the maximum Dexterity bonus of the armour. Requires armiger I.
Armiger III (Ex): You gain a +3 competence bonus to AC when wearing heavy armour, +2 when wearing medium armour, or +1 when wearing light armour. This same competence bonus is also applied to reducing the armour skill check penalty and the maximum Dexterity bonus of the armour. Requires armiger I and armiger II.
None Shall Pass (Ex): Add half your class level (round down, minimum +1) to the Tumble DC for enemies who try to Tumble past you without provoking an attack of opportunity.
None Shall Leave (Ex): You gain a +2 bonus on attack rolls when you make an attack of opportunity.
Quo Vadis (Ex): Any time you hit an enemy with an attack of opportunity, he must succeed on a Will save (DC 10 + 1/2 your soldier level + your Charisma modifier), or lose the remainder of his movement. Requires none shall pass or none shall leave. In order to be affected, the target must have an Intelligence of 3+ and be able to hear (but not necessarily understand) you.
Strike Hard (Ex): The damage multiplier on critical hits is increased by +1. Requires soldier level 5th.
Strike Harder (Ex): The damage multiplier on critical hits is increased by +2. This bonus replaces that from the strike hard class feature. Requires strike hard, soldier level 11th.
Squad Leader (Ex): As a swift action, you can grant a +2 competence bonus to any ally within 30 feet who can hear and understand you. This bonus can be applied to a single melee attack roll, melee damage roll, or skill check. Requires soldier level 7th.
Commander (Ex): Add +1 to your Leadership score. Requires soldier level 7th and Leadership feat. This can be taken multiple times.
Inspire Courage (Ex): As a standard action, a soldier with 3 or more ranks in Perform (oratory) skill can use a rousing speech to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear and understand the soldier speak. The effect lasts for as long as the ally hears the soldier speak and for five rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects, and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six soldier levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Weapon Training (Ex): Choose a single class of melee weapons (eg. Swords, maces, or axes). You gain a +1 bonus on attack and damage rolls with this class of weapon. This can be taken multiple times. Each time it is taken, either choose an additional class of weapons, or add an additional +1 bonus to a previously chosen class of weapons.
Martial Prowess (Ex): A soldier has a martial prowess point pool to spend on powering his soldier abilities. He has a number of uses per day equal to 3 + 1 per 3 class levels. These martial prowess ability is replenished by a full night's rest. Only one martial prowess point can be spent in a single round. Using martial prowess is a swift action unless otherwise noted below. A single point can be spent to perform any of the following actions:
Although there are ten different martial prowess abilities, a character does not gain access to all of them immediately. At 1st level, you can choose three different martial prowess abilities that are known to you. You gain one additional known ability at each level, until you know all ten at 8th level.
Second Chance:Allow a single re-roll of a failed saving throw, one round after the initial roll was failed. This can’t be used to negate hit point or ability score damage, but could be used to throw off the effects of a charm spell, a hold person, or even a flesh to stone effect. It could also be used to avoid the secondary damage from poison.
Striker: As an immediate action (ie. even when it is not his turn), allow the fighter to make a single attack at his full base attack bonus. This does not affect his ability to make an attack of opportunity. It counts as an attack of opportunity for purposes of the quo vadis soldier talent.
Guardian:As an immediate action when an adjacent ally is attacked, allow the soldier to instantly take the place of that ally, and take that attack in place of the ally. The ally moves to a space of the soldier’s choice that is within 5 feet of his original location (including the fighter's original location, if desired). The attack is then resolved against the soldier as normal.
Rally: As a standard action, remove any or all of the following status effects from himself and a number of allies within 30 feet equal to 3 + his Charisma modifier: cowering, dazed, fascinated, frightened, fatigued, panicked, shaken. The soldier can perform this action even if affected by one of these conditions. Allies must be able to hear the soldier speak and must understand his words in order to benefit from this ability.
Muscle: Gain a +2 insight bonus on attack and damage rolls to sunder, as well as Strength-related skill checks. This bonus lasts for 3 + his Strength modifier rounds, and increases by +2 points for every full three soldier levels (+4 at 3rd level, +6 at 6th level, +8 at 9th level, etc).
Reach: Allow the soldier to extend his reach by 5 feet for a number of rounds equal to 3 + his Dexterity bonus (minimum one round).
Toughness: Give the soldier DR 1/- for a number of rounds equal to 3 + his Constitution modifier (minimum one round). This DR increases by +1 point for every full three soldier levels (DR 2/- at 3rd level, 3/- at 6th level, 4/- at 9th level, etc).
Power: Gain a +1 insight bonus on attack and damage rolls. This bonus lasts for 3 + his Intelligence modifier rounds, and increases by +1 point for every full three soldier levels (+2 at 3rd level, +3 at 6th level, +4 at 9th level, etc).
Shield: Allow the soldier to grant his shield bonus (along with any enhancement bonus his shield may have) to all adjacent allies, for a number of rounds equal to 3 + his Wisdom bonus (minimum one round).
Stalwart: Grant the soldier an all allies who can hear and understand him within 30 feet a +1 morale bonus on Will saves. This bonus lasts for 3 + his Charisma modifier rounds, and increases by +1 point for every full three soldier levels (+2 at 3rd level, +3 at 6th level, +4 at 9th level, etc).