boomwolf
2011-01-01, 10:28 AM
The solider, born to fill the role of the tank in a homebrew setting I am working on (named "Elemental Ruin"), combining points from fighter (lots of fighter feats), paladin (divine grace, courage), knight (defensive abilities) an a tiny bit of Swashbuckler (for the charge), complete with a bunch of whole-new abilities to form a new, melee fighting machine focused on being hardy and protective.
As this IS a replacement melee character, I am not afraid on stepping on toes there, as there will be no knights, paladins, fighters or swashbucklers in there, so please PEACH accordingly, what interests me in not if this makes them unplayable, but how playable THIS is.
And so, with no further comments: the Solider!
The Soldier
Hit Die: d12
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Bonus Feat
2nd|+2|+3|+0|+0|Bulwark of Defense
3rd|+3|+3|+1|+1|Bonus Feat
4th|+4|+4|+1|+1|Retaliation 1d6
5th|+5|+4|+1|+1|Armor Mastery (medium), Divine Grace
6th|+6/+1|+5|+2|+2|Bonus Feat, Shield Ally
7th|+7/+2|+5|+2|+2|Aura of Courage
8th|+8/+3|+6|+2|+2|Retaliation 2d6
9th|+9/+4|+6|+3|+3|Bonus Feat
10th|+10/+5|+7|+3|+3|Armor Mastery (heavy), Improved Shield Ally
11th|+11/+6/+1|+7|+3|+3|Vigilant Defender
12th|+12/+7/+2|+8|+4|+4|Retaliation 3d6, Bonus Feat
13th|+13/+8/+3|+8|+4|+4|Lack of Unluck
14th|+14/+9/+4|+9|+4|+4|Unhindered Charge
15th|+15/+10/+5|+9|+5|+5|Bonus Feat
16th|+16/+11/+6/+1|+10|+5|+5|Retaliation 4d6
17th|+17/+12/+7/+2|+10|+5|+5|Aura of Fear
18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat
19th|+19/+14/+9/+4|+11|+6|+6|To the Death
20th|+20/+15/+10/+5|+12|+6|+6|Retaliation 5d6, And Beyond
[/table]
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), Swim (Str) an Taunt (http://www.giantitp.com/forums/showpost.php?p=7613406&postcount=15) (Cha).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Bonus Feat
At first level the solier gains a bonus feat chosen from the bonus fighter feat list, he gains an aiidional such feat at third level, and any thir level after that (6, 9, 12, 15, 18)
Bulwark of Defense (Ex)
When a soldier reaches second level he is skilled enough to pose a serous threat to those around him, making every opponent who begins his turn in the soldier's threaten area treats all squares threatened by the solider as difficult terrain.
Retaliation (Ex)
A forth level solider is an expert at making himself a priority target in combat. if an opponent spends his turn preforming any kind of hostile action (attacking, casting hostile spells, demoralization attempts, etc...) without attacking the solider (targeting him with spells or abilities, or including him in an area of effect counts as attacking him for that matter) will take an additional 1d6 damage from any attack dealt by the soldier as he has the time to position himself for a devastating attack. this damage increase to 2d6 at level 8, 3d6 at 12, 4d6 at 16 and finally 5d6 at 20.
Creatures who are immune to critical hits does not receive this extra damage.
Armor Mastery (Ex)
Starting at fifth level the soldier is able to wear his armor as second skin, ignoring the normal speed reduction for medium armor. at level 10 he ignores the speed reduction to heavy armor as well.
Divine Grace (Su)
The confidence and force of personality of the fifth level soldier allows him to preform well under pressure, making his reflexes sharper, his fortitude hardier and his will unbreakable. he gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Shield Ally (Ex)
Starting at 6th level, as an immediate action, the soldier can choose to take some of the damage that would be dealt to an adjacent ally. each time this ally takes HP damage from an attack (be it physical of magical) until next turn the soldier takes half that damage instead of the ally.
Aura of Courage (Su)
Starting at seventh level, the inhuman confidence of the soldier radiates around him, giving him a moral bonus on saving throws against fear equal to twice his Charisma bonus (if any), and a moral bonus on saving throws against fear to all allies within 5 ft. for class level of him equal to his Charisma bonus (if any).
This ability functions while the solider is conscious, but not if she is unconscious or dead.
Improved Shield Ally (Ex)
At 10th level the soldier's ability to defend others improves, he may choose to take all damage instead of only half.
Vigilant Defender (Ex)
An eleventh level soldier is an expert at standing his ground to prevent others from passing him. if an opponents attempts to tumble through his threatened area without provoking attacks of opportunity the DC for the check is increased by the soldier's class level.
Lack of Unluck (Ex)
As any soldier of 13th level will tell you, there is no such thing as luck, only skill. his training and spirit allows him to push his boy and mind further then what most humans can making him no longer automatically fail at a result of a natural 1 on saving throws, although he might still fail if the result fails to equal or beat the DC.
Unhindered Charge (Ex)
A 14th level solider learns not only to protect, but to attack as if nothing is in his way. he may charge across difficult terrain that normally slows advancement or even people blocking the path. he might still need to make appropriate skill checks (like jumping over a hole in the ground, balancing on a beam, or tumbling around people.)
Aura of Fear (Su)
A 17th level solider acknowledge not only the power of courage, but also the power of fear. whenever the soldier attacks or charges creatures within a radius of 5 feet per class level subject to the aura if they have fewer HD than the soldier. A potentially affected creature that succeeds on a Will save (DC 15 + twice the soldier’s Cha modifier) remains immune to that soldier’s Aura of Fear for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
To the Death (Su)
A 19th level solider also learns the value of true devotion to a fight, he may, as a free action, declare out loud that his fight is "To the Death", from that moment on he is under magical compulsion of his own making forced to continue fighting until he either wins or becomes unable to fight, he may not make any attempt to escape or surrender, an actively harm any attempt made to force him to do so by others, be it enemies or allies. this compulsion is unbreakable even by divine interference, an only ends if the soldier is either victorious or successfully forced stop fighting.
While under the effects of this compulsion the soldier revives a moral bonus to AC, attack rolls, damage rolls and any skill checks that are related to the fight equal to his charisma modifier.
And Beyond (Su)
A level 20 solider knows not only the value of death, but also of life. if he is reduced to 0 hit points or lower (even below -10) by any effect that will leave his boy roughly intact he may focus his will to shrug off death an continue fighting, by making a will save each round (DC is 20+2 for each round passed in this condition) you keep going until you fail a save, then you fall down unconscious (or dead if below -10 hp)
You can be healed during this time, even if you were below -10 at some point, as long you lasted enough rounds so that you healed above it you survive at the end, although if during any time an effect destroys your boy (such as a denigration effect) this ability cannot help you, an you die normally.
Thoughts on crunch? I believe fluff in rather obvious given that this is to "basic" melee combatant of the setting.
As this IS a replacement melee character, I am not afraid on stepping on toes there, as there will be no knights, paladins, fighters or swashbucklers in there, so please PEACH accordingly, what interests me in not if this makes them unplayable, but how playable THIS is.
And so, with no further comments: the Solider!
The Soldier
Hit Die: d12
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Bonus Feat
2nd|+2|+3|+0|+0|Bulwark of Defense
3rd|+3|+3|+1|+1|Bonus Feat
4th|+4|+4|+1|+1|Retaliation 1d6
5th|+5|+4|+1|+1|Armor Mastery (medium), Divine Grace
6th|+6/+1|+5|+2|+2|Bonus Feat, Shield Ally
7th|+7/+2|+5|+2|+2|Aura of Courage
8th|+8/+3|+6|+2|+2|Retaliation 2d6
9th|+9/+4|+6|+3|+3|Bonus Feat
10th|+10/+5|+7|+3|+3|Armor Mastery (heavy), Improved Shield Ally
11th|+11/+6/+1|+7|+3|+3|Vigilant Defender
12th|+12/+7/+2|+8|+4|+4|Retaliation 3d6, Bonus Feat
13th|+13/+8/+3|+8|+4|+4|Lack of Unluck
14th|+14/+9/+4|+9|+4|+4|Unhindered Charge
15th|+15/+10/+5|+9|+5|+5|Bonus Feat
16th|+16/+11/+6/+1|+10|+5|+5|Retaliation 4d6
17th|+17/+12/+7/+2|+10|+5|+5|Aura of Fear
18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat
19th|+19/+14/+9/+4|+11|+6|+6|To the Death
20th|+20/+15/+10/+5|+12|+6|+6|Retaliation 5d6, And Beyond
[/table]
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), Swim (Str) an Taunt (http://www.giantitp.com/forums/showpost.php?p=7613406&postcount=15) (Cha).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Bonus Feat
At first level the solier gains a bonus feat chosen from the bonus fighter feat list, he gains an aiidional such feat at third level, and any thir level after that (6, 9, 12, 15, 18)
Bulwark of Defense (Ex)
When a soldier reaches second level he is skilled enough to pose a serous threat to those around him, making every opponent who begins his turn in the soldier's threaten area treats all squares threatened by the solider as difficult terrain.
Retaliation (Ex)
A forth level solider is an expert at making himself a priority target in combat. if an opponent spends his turn preforming any kind of hostile action (attacking, casting hostile spells, demoralization attempts, etc...) without attacking the solider (targeting him with spells or abilities, or including him in an area of effect counts as attacking him for that matter) will take an additional 1d6 damage from any attack dealt by the soldier as he has the time to position himself for a devastating attack. this damage increase to 2d6 at level 8, 3d6 at 12, 4d6 at 16 and finally 5d6 at 20.
Creatures who are immune to critical hits does not receive this extra damage.
Armor Mastery (Ex)
Starting at fifth level the soldier is able to wear his armor as second skin, ignoring the normal speed reduction for medium armor. at level 10 he ignores the speed reduction to heavy armor as well.
Divine Grace (Su)
The confidence and force of personality of the fifth level soldier allows him to preform well under pressure, making his reflexes sharper, his fortitude hardier and his will unbreakable. he gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Shield Ally (Ex)
Starting at 6th level, as an immediate action, the soldier can choose to take some of the damage that would be dealt to an adjacent ally. each time this ally takes HP damage from an attack (be it physical of magical) until next turn the soldier takes half that damage instead of the ally.
Aura of Courage (Su)
Starting at seventh level, the inhuman confidence of the soldier radiates around him, giving him a moral bonus on saving throws against fear equal to twice his Charisma bonus (if any), and a moral bonus on saving throws against fear to all allies within 5 ft. for class level of him equal to his Charisma bonus (if any).
This ability functions while the solider is conscious, but not if she is unconscious or dead.
Improved Shield Ally (Ex)
At 10th level the soldier's ability to defend others improves, he may choose to take all damage instead of only half.
Vigilant Defender (Ex)
An eleventh level soldier is an expert at standing his ground to prevent others from passing him. if an opponents attempts to tumble through his threatened area without provoking attacks of opportunity the DC for the check is increased by the soldier's class level.
Lack of Unluck (Ex)
As any soldier of 13th level will tell you, there is no such thing as luck, only skill. his training and spirit allows him to push his boy and mind further then what most humans can making him no longer automatically fail at a result of a natural 1 on saving throws, although he might still fail if the result fails to equal or beat the DC.
Unhindered Charge (Ex)
A 14th level solider learns not only to protect, but to attack as if nothing is in his way. he may charge across difficult terrain that normally slows advancement or even people blocking the path. he might still need to make appropriate skill checks (like jumping over a hole in the ground, balancing on a beam, or tumbling around people.)
Aura of Fear (Su)
A 17th level solider acknowledge not only the power of courage, but also the power of fear. whenever the soldier attacks or charges creatures within a radius of 5 feet per class level subject to the aura if they have fewer HD than the soldier. A potentially affected creature that succeeds on a Will save (DC 15 + twice the soldier’s Cha modifier) remains immune to that soldier’s Aura of Fear for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
To the Death (Su)
A 19th level solider also learns the value of true devotion to a fight, he may, as a free action, declare out loud that his fight is "To the Death", from that moment on he is under magical compulsion of his own making forced to continue fighting until he either wins or becomes unable to fight, he may not make any attempt to escape or surrender, an actively harm any attempt made to force him to do so by others, be it enemies or allies. this compulsion is unbreakable even by divine interference, an only ends if the soldier is either victorious or successfully forced stop fighting.
While under the effects of this compulsion the soldier revives a moral bonus to AC, attack rolls, damage rolls and any skill checks that are related to the fight equal to his charisma modifier.
And Beyond (Su)
A level 20 solider knows not only the value of death, but also of life. if he is reduced to 0 hit points or lower (even below -10) by any effect that will leave his boy roughly intact he may focus his will to shrug off death an continue fighting, by making a will save each round (DC is 20+2 for each round passed in this condition) you keep going until you fail a save, then you fall down unconscious (or dead if below -10 hp)
You can be healed during this time, even if you were below -10 at some point, as long you lasted enough rounds so that you healed above it you survive at the end, although if during any time an effect destroys your boy (such as a denigration effect) this ability cannot help you, an you die normally.
Thoughts on crunch? I believe fluff in rather obvious given that this is to "basic" melee combatant of the setting.