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View Full Version : [3.5; ToB II] New base class: Soldier [PEACH]



playswithfire
2010-10-10, 10:23 AM
This is the fourth and final completed adept class from my attempt at a follow-on to ToB (http://www.giantitp.com/forums/showthread.php?p=8691736). Looking for any comments. It's designed to be a second ToB-style replacement for the fighter and, with the adaptation in the third section, the psychic warrior.


HIT DIE : d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|+1|
2|
0|
0|Bonus feat|
4|
2|
1

2nd|+2|
3|
0|
0|Extended Boost(2 rounds)|
5|
2|
2

3rd|+3|
3|
1|
1| |
5|
3|
2

4th|+4|
4|
1|
1|Bonus feat|
6|
3|
2

5th|+5|
4|
1|
1| |
6|
3|
3

6th|+6/+1|
5|
2|
2|Focused Strike|
6|
4|
3

7th|+7/+2|
5|
2|
2| |
7|
4|
3

8th|+8/+3|
6|
2|
2|Bonus feat|
7|
4|
3

9th|+9/+4|
6|
3|
3| |
8|
5|
3

10th|+10/+5|
7|
3|
3| |
8|
5|
4

11th|+11/+6/+1|
7|
3|
3|Bonus feat|
8|
5|
4

12th|+12/+7/+2|
8|
4|
4| |
9|
6|
4

13th|+13/+8/+3|
8|
4|
4|Extended Boost(stance)|
9|
6|
4

14th|+14/+9/+4|
9|
4|
4| |
10|
6|
4

15th|+15/+10/+5|
9|
5|
5|Bonus feat|
10|
7|
4

16th|+16/+11/+6/+1|
10|
5|
5| |
10|
7|
5

17th|+17/+12/+7/+2|
10|
5|
5| |
11|
7|
5

18th|+18/+13/+8/+3|
11|
6|
6|Bonus feat|
11|
8|
5

19th|+19/+14/+9/+4|
11|
6|
6| |
12|
8|
5

20th|+20/+15/+10/+5|
12|
6|
6|Double Strike|
12|
8|
5

[/table]
Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Profession, Sense Motive, Sleight of Hand, Spot, Tumble, Use Rope

SOLDIER
No conflict ever goes as expected, from the warfare between armies down to the tavern brawl between two drunks. Everyone you go up against will do something you didn't know they could. The only way to ensure victory is to prepare for everything you can. And get lucky.
-- Jondara, a soldier
MAKING A SOLDIERA soldier is a front-line melee character who makes up for having the fewest maneuvers known by having the most readied among martial adepts with full base attack bonus. He also gets more benefit from each maneuver than the average adept through better action economy with his strikes and the ability to prolong his boosts. As such, a soldier is a desirable ally in any combat action.
Abilities: The only truly necessary ability scores for a soldier are Strength and Constitution, which allow him to damage his enemies and survive their counter-attacks. A good Dexterity score is helpful if he favors lighter armors or wishes to fight with two lighter weapons. Wisdom improves his Will save and Intelligence gives him more skill points, but neither of these constitutes a priority. Charisma is only useful for its associated skills or to better roleplay the soldier as a leader of men.
Races: All races have soldiers, but the most well-represented are the Dwarves and Humans, both of whom favor the Crashing Wave and Giant's Grip disciplines. Gnome and Halfling soldiers make the most use of Setting Sun, leveraging their enemies' own strength against them. Orc and half-orcs with levels in the soldier class prefer the Iron Heart maneuvers while the rare half-elves and even rarer elves are best suited to the Diamond Mind discipline.
Alignment: A soldier can be of any alignment as every cause has a need of those who will fight for it. It is likely, however, that higher ranked soldiers in large armies tend more towards Law as they need to maintain discipline.
Starting Gold: 4d4x10 gp (100 gp)
Starting Age: As fighterCLASS FEATURESWeapon and Armor Profiency: As a soldier, you are proficient with all simple weapons, all martial melee weapons, and one exotic melee weapon of your choice and all armor (heavy, medium, and light) and shields (including tower shields).
Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are four of Crashing Wave, Defanged Cobra, Diamond Mind, Giant's Grip, Iron Heart, and Setting Sun. Upon reaching 4th level and every even-numbered soldier level thereafter, you can choose to learn a new maneuver in place of one you already know. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready two of your four maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You may recover all expended maneuvers as a single move action which must be followed by a melee attack or a standard action to do nothing.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 10th, and 16th, you can choose additional stances.
Bonus Feats: At 1st, 4th, 8th, 11th, 15th, and 18th level, a soldier gains a bonus feat. This feat must either be a fighter bonus feat or a sublime feat. The soldier must meet all prerequisites for the feat as usual.
Extended Boost (Ex): Beginning at second level, when initiating a boost, a soldier may attempt a Fortitude save, DC 15+boost level. If he succeeds, the boost lasts an additional round. If he fails, the boost does not work but is still expended. The soldier may not initiate another boost or recover expended maneuvers while under the effects of the boost.
Beginning at 13th level, he may, when initiating a boost, choose to replace the effects of his current stance with that of the boost. This effect automatically ends if the soldier changes his stance, if he initiates another boost, or after a number of rounds equal to his Constitution bonus. If he remains under the effect of the boost for longer than three rounds, he is fatigued when the stance ends. A soldier may not refresh a boost while using it as his stance.
Focused Strike (Ex): A soldier of at least 5th level can initiate any standard action strike he knows as a full round action. If he does, the DC to avoid the maneuver, if any, is increased by 2 and the maneuver's damage, if any, is increased by half.
Double Strike (Ex): At twentieth level, a soldier can initiate two standard action strikes as a full round action. Additionally, when using his Focused Strike ability, the DC is increased by 4 and the maneuver deals 2 times the damage rather than 1.5.
Sidebar: Sublime Feats
A sublime feat is any feat whose prerequisites include knowledge of one or more martial maneuvers or stances. This includes most feats from both Tome of Battle and this sequel.SOLDIERS IN THE GAMESoldiers cover a wide range of characters from mindless front-line grunts who know nothing but the headlong charge to the cagey tactician who plans out continent-spanning conflicts, the only unifying characteristic being a zeal for battle. As such, they can easily be inserted into a game world at almost any point, whether as town guards, bar room brawlers or a band of highwaymen harassing travelers. Evil soldiers can serve as recurring antagonists serving either an unfriendly nation or their own interests while those of good alignment can be hired as additional protection. soldiers may also serve as teachers of the sublime way for PCs who wish to multiclass, as this is one of the few professions where they can enjoy self-employment in a village.
That said, a soldier is most at home on the battlefield in whatever role his choice of feats and disciplines have best prepared him for. If they are not currently serving, it can be assumed that most soldiers will have served in large military organizations at some point in their history, even if they now serve only their own interests. The goals of that organization and the manner in which the soldier both joined and, if he did, left its service will form significant portions of the character's personality.
ADAPTATION
Some soldiers train their minds as well as their bodies for combat and learn an array of psionic powers. To create a psychic soldier, reduce the soldier's Base Attack Bonus to 3/4 BAB, hid hit die to d8 and skills per level to 4+INT. A pychic soldier can only choose two disciplines (three if he has the psionic subtype) instead of four and his bonus feats must now either be psionic feats or sublime feats. At every even level, he learns a power from the psychic warrior power list of a level up to the maximum learnable by a psychic warrior of his initiator level. A psychic soldier uses his initiator level as his manifester level for all level-based effects when manifesting powers and their DCs are Constitution-based. He gains power points equal to (CON bonus * initiator level)/3 which can be used to augment powers. Powers cost no power points to manifest, but are considered to cost their standard cost for a psychic warrior when determining to what extent the power can be augmented. At 4th level and every four levels thereafter, he can unlearn a power instead of unlearning a maneuver and can learn a new power instead of a new maneuver. Powers are readied and refreshed as maneuvers, but a power can not be refreshed while its effect is active.

monkman
2010-10-10, 10:26 AM
little probleme, it says

Class Skills (6 + Int modifier per level, x4 at 1st level):
and then it says

Intelligence aids his meager 4 skill points per level

playswithfire
2010-10-10, 10:27 AM
little probleme, it says

and then it says

Thanks. I think I originally wrote it as 4, but people who commented on the rough draft pointed out that one of the main problems with the fighter was his lack of skill points and decent skills. I'll reword the intelligence section.