Morphamagus
2010-06-02, 10:14 PM
I'll be running a game in the fall, and due to the campaign setting I've decided to rework the classes that I'll be allowing.
It certainly seems a bit overpowered, but that was for two reasons: One, the fighter always seemed like it got a short stick to me. Two, there will be no dedicated spellcasting classes so I figure the other classes could use some help on the damage and crazy ability side of things.
If you have any suggestions on moving things around or changing some abilities let me know.
GAME RULE INFORMATION
Soldiers have the following game statistics.
Abilities: Strength is especially important for soldiers because it improves their melee attack and damage rolls. Constitution is important for giving soldiers lots of hit points, which they need in their many battles. Dexterity is important for soldiers that want to be good archers or who want to access certain Dexterity-oriented feats, but the heavy armor that soldiers usually wear reduces the benefit of a high Dexterity score.
Alignment: Any
Hit Die: d10
Class Skills
The soldier’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty)(Int),Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
Skill points at 1st level: (4 + Int modifier) x 4
Skill points at each additional level: (4 + Int modifier)
SOLDIER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Melee Style, Ranged Style
2nd|
+2|
+3|
+0|
+0|Bonus Feat, Infantry Training
3rd|
+3|
+3|
+1|
+1|
4th|
+4|
+4|
+1|
+1|Bonus Feat
5th|
+5|
+4|
+1|
+1|Improved Melee Style
6th|
+6/+1|
+5|
+2|
+2|Bonus Feat
7th|
+7/+2|
+5|
+2|
+2|Sergeant's Valor
8th|
+8/+3|
+6|
+2|
+2|Bonus Feat
9th|
+9/+4|
+6|
+3|
+3|
10th|
+10/+5|
+7|
+3|
+3|Bonus Feat
11th|
+11/+6/+1|
+7|
+3|
+3|Greater Melee Style
12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat
13th|
+13/+8/+3|
+8|
+4|
+4|Captain's Resolve
14th|
+14/+9/+4|
+9|
+4|
+4|Bonus Feat
15th|
+15/+10/+5|
+9|
+5|
+5|
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Melee Style Mastery
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus Feat
19th|
+19/+14/+9/+4|
+11|
+6|
+6|General's Heart
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Feat[/table]
Class Features
All of the following are class features of the soldier.
Weapon and Armor Proficiency: A soldier is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 2nd level, a soldier gets a bonus combat-oriented feat. The soldier gains an additional bonus feat at every two soldier levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A soldier must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Melee Style (Ex): At 1st level a soldier picks from three melee styles to train in: sword and board, pole arm, or heavy blows. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. A soldier gains any feats granted by these abilities, even if he does not meet the normal prerequisites.
Sword and BoardA soldier must be equipped with a one-handed weapon and a shield for this melee style.Gain the Improved Shield Bash feat. In addition all allies adjacent to you, of one size category larger than you or smaller, gain a +1 shield bonus to AC when you are wielding a light or heavy shield. This bonus increases to +2 at 6th level, +3 at 11th level, up to +4 at 16th level. If wielding a tower shield, you instead confer 20% cover per point of bonus.
Pole ArmA soldier must be wielding a pole arm for this melee style. A pole arm is any two-handed weapon with reach, or similar style at the DM's discretion.Gain the Combat Reflexes feat. In addition, you threaten and may attack any square within your reach.
Heavy BlowsA soldier must be wielding either a one-handed weapon in two hands or a two-handed weapon (but not a double weapon) to benefit from this melee style.Gain the Monkey Grip feat. In addition, you may add double your strength modifier to damage rolls instead of one and a half.
Ranged Style (Ex): At 1st level a soldier also chooses one of three ranged styles: archer, crossbowman, and thrower. Unlike the Melee Style, this choice has no further development beyond first level.
Archer Gain the Point Blank Shot feat. In addition, you may treat your strength score as two higher for purposes of using composite bows.
CrossbowmanGain the Rapid Reload feat. In addition, you may fire a heavy crossbow from one hand at only a -2 penalty (instead of the normal -4).
ThrowerGain the Quick Draw feat. In addition, you may use either your strength or dexterity modifier for attack rolls using thrown weapons (including slings).
Infantry Training (Ex): At 2nd level, a soldier's training grants him a +4 morale bonus to saves against charms, compulsions, and fear effects.
Improved Melee Style (Ex): At 5th level a soldier has trained in his chosen melee style enough to gain additional abilities.
Sword and BoardGain the Agile Shield Fighter feat. You also may apply your shield bonus as a bonus to your reflex saves. In addition, gain an additional +1 bonus to AC when wielding a light or heavy shield. This bonus increases to +2 at 9th level, +3 at 13th level, up to +4 at 17th level.
Pole ArmGain the Improved Trip feat. You may use pole arms that deal piercing damge for trip attempts. In addition, when you ready any pole arm against a charge you deal x2 damage on a hit, or x3 on a critical hit.
Heavy BlowsGain the Improved Sunder feat. You also gain a +2 bonus to disarm attempts and to rolls to avoid being disarmed.
Sergeant's Valor (Ex): At 7th level a soldier's combat experienced has hardened him, making him immune to fear effects. Any ally who can see or hear the soldier gains a +4 morale bonus against fear effects.
Greater Melee Style (Ex): At 11th a soldier's melee training begins to reach perfection, and he gains further abilities in his chosen style.
Sword and BoardGain the Shield Ward feat. In addition you gain the Stunning Fist Feat, but use your shield bash in place of an unarmed strike and you use your Strength modifier to determine the save DC. You may treat your soldier levels as monk levels for the purposes of this feat.
Pole ArmWhile wielding a pole arm, whenever you hit with an attack of opportunity against an opponent moving through a square you threaten you may end that movement and may make a trip attempt as a free action.
Heavy BlowsGain the Improved Critical feat. In addition, on a critical hit you may attempt a sunder attempt as a free action with a +2 bonus to hit and to damage.
Captain's Resolve (Ex): At 13th level a soldier's dedication is so strong that, if he fails a save against any charm or compulsion he may attempt another save at the beginning of his next turn at the same DC. He only gets this one extra chance to suceed on his saving throw.
Melee Style Mastery (Ex): At 17th level a soldier has fully mastered his chosen melee style, and he learns the ultimate expression of its form.
Sword and BoardGain the Greater Two-Weapon Fighting feat. In addition, when making a shield bash attack you may add one and one-half your Strength modifier to the damage roll. Adjacent allies may apply you full shield bonus to AC in place of their own, and as a bonus to Reflex saves.
Pole ArmYou may make an attack of opportunity against any creature that enters a square you threaten (normally you may only gain an attack of opportunity when a creature leaves a square you threaten), however a single movement only provokes one attack. You also may extend your reach by 5' for one attack during a full attack action.
Heavy BlowsWhen wielding a two-handed melee weapon (but not a double weapon) without reach, your critical hit multiplier is increased by 1. You may also, as a full attack action, make a single attack and if you hit you deal double damage.
General's Heart (Ex): At 19th level a soldier has become so adept at guiding his allies through battle that the soldier and any ally that can see or hear the soldier gains a +4 bonus to saves against all enchantments.
It certainly seems a bit overpowered, but that was for two reasons: One, the fighter always seemed like it got a short stick to me. Two, there will be no dedicated spellcasting classes so I figure the other classes could use some help on the damage and crazy ability side of things.
If you have any suggestions on moving things around or changing some abilities let me know.
GAME RULE INFORMATION
Soldiers have the following game statistics.
Abilities: Strength is especially important for soldiers because it improves their melee attack and damage rolls. Constitution is important for giving soldiers lots of hit points, which they need in their many battles. Dexterity is important for soldiers that want to be good archers or who want to access certain Dexterity-oriented feats, but the heavy armor that soldiers usually wear reduces the benefit of a high Dexterity score.
Alignment: Any
Hit Die: d10
Class Skills
The soldier’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty)(Int),Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
Skill points at 1st level: (4 + Int modifier) x 4
Skill points at each additional level: (4 + Int modifier)
SOLDIER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Melee Style, Ranged Style
2nd|
+2|
+3|
+0|
+0|Bonus Feat, Infantry Training
3rd|
+3|
+3|
+1|
+1|
4th|
+4|
+4|
+1|
+1|Bonus Feat
5th|
+5|
+4|
+1|
+1|Improved Melee Style
6th|
+6/+1|
+5|
+2|
+2|Bonus Feat
7th|
+7/+2|
+5|
+2|
+2|Sergeant's Valor
8th|
+8/+3|
+6|
+2|
+2|Bonus Feat
9th|
+9/+4|
+6|
+3|
+3|
10th|
+10/+5|
+7|
+3|
+3|Bonus Feat
11th|
+11/+6/+1|
+7|
+3|
+3|Greater Melee Style
12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat
13th|
+13/+8/+3|
+8|
+4|
+4|Captain's Resolve
14th|
+14/+9/+4|
+9|
+4|
+4|Bonus Feat
15th|
+15/+10/+5|
+9|
+5|
+5|
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Melee Style Mastery
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus Feat
19th|
+19/+14/+9/+4|
+11|
+6|
+6|General's Heart
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Feat[/table]
Class Features
All of the following are class features of the soldier.
Weapon and Armor Proficiency: A soldier is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 2nd level, a soldier gets a bonus combat-oriented feat. The soldier gains an additional bonus feat at every two soldier levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A soldier must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Melee Style (Ex): At 1st level a soldier picks from three melee styles to train in: sword and board, pole arm, or heavy blows. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. A soldier gains any feats granted by these abilities, even if he does not meet the normal prerequisites.
Sword and BoardA soldier must be equipped with a one-handed weapon and a shield for this melee style.Gain the Improved Shield Bash feat. In addition all allies adjacent to you, of one size category larger than you or smaller, gain a +1 shield bonus to AC when you are wielding a light or heavy shield. This bonus increases to +2 at 6th level, +3 at 11th level, up to +4 at 16th level. If wielding a tower shield, you instead confer 20% cover per point of bonus.
Pole ArmA soldier must be wielding a pole arm for this melee style. A pole arm is any two-handed weapon with reach, or similar style at the DM's discretion.Gain the Combat Reflexes feat. In addition, you threaten and may attack any square within your reach.
Heavy BlowsA soldier must be wielding either a one-handed weapon in two hands or a two-handed weapon (but not a double weapon) to benefit from this melee style.Gain the Monkey Grip feat. In addition, you may add double your strength modifier to damage rolls instead of one and a half.
Ranged Style (Ex): At 1st level a soldier also chooses one of three ranged styles: archer, crossbowman, and thrower. Unlike the Melee Style, this choice has no further development beyond first level.
Archer Gain the Point Blank Shot feat. In addition, you may treat your strength score as two higher for purposes of using composite bows.
CrossbowmanGain the Rapid Reload feat. In addition, you may fire a heavy crossbow from one hand at only a -2 penalty (instead of the normal -4).
ThrowerGain the Quick Draw feat. In addition, you may use either your strength or dexterity modifier for attack rolls using thrown weapons (including slings).
Infantry Training (Ex): At 2nd level, a soldier's training grants him a +4 morale bonus to saves against charms, compulsions, and fear effects.
Improved Melee Style (Ex): At 5th level a soldier has trained in his chosen melee style enough to gain additional abilities.
Sword and BoardGain the Agile Shield Fighter feat. You also may apply your shield bonus as a bonus to your reflex saves. In addition, gain an additional +1 bonus to AC when wielding a light or heavy shield. This bonus increases to +2 at 9th level, +3 at 13th level, up to +4 at 17th level.
Pole ArmGain the Improved Trip feat. You may use pole arms that deal piercing damge for trip attempts. In addition, when you ready any pole arm against a charge you deal x2 damage on a hit, or x3 on a critical hit.
Heavy BlowsGain the Improved Sunder feat. You also gain a +2 bonus to disarm attempts and to rolls to avoid being disarmed.
Sergeant's Valor (Ex): At 7th level a soldier's combat experienced has hardened him, making him immune to fear effects. Any ally who can see or hear the soldier gains a +4 morale bonus against fear effects.
Greater Melee Style (Ex): At 11th a soldier's melee training begins to reach perfection, and he gains further abilities in his chosen style.
Sword and BoardGain the Shield Ward feat. In addition you gain the Stunning Fist Feat, but use your shield bash in place of an unarmed strike and you use your Strength modifier to determine the save DC. You may treat your soldier levels as monk levels for the purposes of this feat.
Pole ArmWhile wielding a pole arm, whenever you hit with an attack of opportunity against an opponent moving through a square you threaten you may end that movement and may make a trip attempt as a free action.
Heavy BlowsGain the Improved Critical feat. In addition, on a critical hit you may attempt a sunder attempt as a free action with a +2 bonus to hit and to damage.
Captain's Resolve (Ex): At 13th level a soldier's dedication is so strong that, if he fails a save against any charm or compulsion he may attempt another save at the beginning of his next turn at the same DC. He only gets this one extra chance to suceed on his saving throw.
Melee Style Mastery (Ex): At 17th level a soldier has fully mastered his chosen melee style, and he learns the ultimate expression of its form.
Sword and BoardGain the Greater Two-Weapon Fighting feat. In addition, when making a shield bash attack you may add one and one-half your Strength modifier to the damage roll. Adjacent allies may apply you full shield bonus to AC in place of their own, and as a bonus to Reflex saves.
Pole ArmYou may make an attack of opportunity against any creature that enters a square you threaten (normally you may only gain an attack of opportunity when a creature leaves a square you threaten), however a single movement only provokes one attack. You also may extend your reach by 5' for one attack during a full attack action.
Heavy BlowsWhen wielding a two-handed melee weapon (but not a double weapon) without reach, your critical hit multiplier is increased by 1. You may also, as a full attack action, make a single attack and if you hit you deal double damage.
General's Heart (Ex): At 19th level a soldier has become so adept at guiding his allies through battle that the soldier and any ally that can see or hear the soldier gains a +4 bonus to saves against all enchantments.