View Full Version : D&D 3.x Class The Soldier (3.5 competent mundane, PEACH)

2017-01-26, 02:22 PM
The thing that always gets me about fighter-types is that apart from not being any good at fighting, they simply don't get enough skill ranks to be competent at actual soldiery. They can't scout out enemy locations, move over practically any terrain, and actually talk to people effectively, the way that real soldiers can. Fighters in 3.5 are less actual soldiers and more a sort of trial-by-combat champion who only fights duels, rather than real battles or wars. Ranger is a lot closer to a real soldier, but reliant on magic to help them and ultimately not very good at fighting.

So let's have a real soldier, shall we?

The Soldier

Doctrine Bonus
2nd+2+3+3+0Deadly Force 1d6
3rd+3+3+3+1Cover Mastery
4th+4+4+4+1Doctrine Special Ability
5th+5+4+4+1Night Eyes
6th+6/+1+5+5+2Deadly Force 2d6
8th+8/+3+6+6+2Doctrine Special Ability
10th+10/+5+7+7+3Deadly Force 3d6
11th+11/+6/+1+7+7+3Improved Cover Mastery
12th+12/+7/+2+8+8+4Doctrine Special Ability
13th+13/+8/+3+8+8+4Improved Night Eyes
14th+14/+9/+4+9+9+4Deadly Force 4d6
15th+15/+10/+5+9+9+5Improved Evasion
16th+16/+11/+6/+1+10+10+5Doctrine Special Ability
17th+17/+12/+7/+2+10+10+5Improved Vigilance
18th+18/+13/+8/+3+11+11+6Deadly Force 5d6
19th+19/+14/+9/+4+11+11+6Eternal Warrior
20th+20/+15/+10/+5+12+12+6Doctrine Special Ability

Alignment: Any
Hit Die: 1d10

Class Skills:
The class skills of the soldier (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowlege (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) 4
Skill Points at Each Additional Level: 8 + Int modifier

Weapon and Armour Proficiency
The soldier is proficient in all simple and martial weapons, and all kinds of armour and shields.

Doctrine (Ex)
At first level, the soldier chooses a single doctrine to represent his area of expertise. This includes a set of skills which are always treated as trained, and to which the soldier gains a bonus equal to 1, plus 1 per three levels. Profession (Soldier) is always one of these skills, and therefore isn't listed individually. He also gains this bonus to attack rolls with the doctrine's weapons, and is proficient with those weapons even if they aren't simple or martial. Finally, the doctrine gives the soldier an additional special ability at every fourth level.

Deadly Force (Ex)
At second level, the soldier gains a bonus to damage with doctrine weapons equal to 1d6, plus 1d6 per four levels after second. This is not precision damage, and is multiplied on a successful critical hit. Damage dealt by this ability is true damage, which is a damage type that cannot be prevented, resisted or mitigated by any means, even if the base weapon would have done no damage (but so long as it would have hit).

Cover Mastery (Ex)
From third level, the soldier gains double the normal bonus from cover, and enemies have an extra 20% chance to miss him so long as he has concealment from them.

Night Eyes (Ex)
From fifth level, the soldier gains low-light vision, which stacks with any low-light vision he may have naturally.

Evasion (Ex)
From 7th level, when the soldier would be entitled to a reflex save for half damage, he is entitled to a reflex save for no damage instead.

Vigilance (Ex)
From 9th level, the soldier gets his discipline bonus on initiative checks, as well as checks to prevent being surprised (usually spot or listen checks).

Improved Cover Mastery (Ex)
From 11th level, instead of the usual effects of cover mastery, the soldier gets triple the normal effect of cover, and enemies have an extra 40% chance to miss him as long as he has concealment from them.

Improved Night Eyes (Ex)
From 13th level, as well as the usual effects of night eyes, the soldier gets darkvision 30 feet, which stacks with any existing darkvision as normal.

Improved Evasion (Ex)
From 15th level, as well as the usual effects of evasion, when the soldier fails a save against an ability which allows a reflex save for no damage due to the effects of evasion, he takes half damage.

Improved Vigilance (Ex)
From 17th level, instead of the usual effects of vigilance, the soldier always goes first, and can't be surprised. If there's a surprise round, he acts in it. If he is fighting in a combat with someone else who always goes first, he rolls initiative with his doctrine bonus, and that character rolls initiative normally.

Eternal Warrior (Ex)
From 19th level, the soldier is almost impossible to kill. He gets dr 10/-, resistance to everything 10, and fast healing 10. He's immune to death effects and mind-affecting abilities.


Archer Doctrine
Skills: Climb, Craft (Bowmaking), Hide, Knowledge (Geography), Knowledge (Nature), Move Silently, Spot, Survival
Weapons: Heavy Crossbow, Light Crossbow, Longbow, Shortbow
4th: The archer gets an ability much like the cleave feat, except that it works with projectile weapons instead. That is, when the archer deals enough damage with a projectile weapon to make the enemy drop, she can attack once again but only once per round.
8th: The archer's range increment with a projectile weapon doubles.
12th: The archer's 4th-level ablity can be used more than once per round.
16th: The archer threatens whatever area she would threaten with a reach weapon whenever she wields a projectile weapon. She can make attacks of opportunity with her projectile weapon and doesn't suffer attacks of opportunity for making attacks with it.
20th: The archer ignores cover and concealment (except total cover or concealment) with her projectile attacks. She makes all projectile weapon attacks that she's entitled to at her full base attack bonus.

Cavalry Doctrine
Skills: Handle Animal, Heal, Intimidate, Knowledge (Geography), Knowledge (Nature), Listen, Ride, Spot
Weapons: Javelin, Lance, Longsword, Shortbow
4th: Cavalry deal double damage when they charge from horseback, which stacks with the bonus from using a lance and having the Spirited Charge feat.
8th: Cavalry confer the trample ability to their mount, which deals 2d6 points of damage when the mount is large. This is in addition to other abilities which grant the trample ability to their mounts.
12th: Cavalry suffer no penalties for shooting from a moving mount.
16th: When they or their mount are attacked, cavalry can choose which one takes the hit.
20th: The speed of the cavalry's mount is doubled.

Command Doctrine
Skills: Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (Geography), Knowledge (History), Knowledge (Local), Sense Motive
Weapons: Longspear, Rapier, Short Sword, Spear
4th: The commander grants his charisma modifier to the damage rolls of each ally within 30 feet as a morale bonus.
8th: The fourth-level ability also applies to skill checks.
12th: The fourth-level ability also applies to attack rolls.
16th: The fourth-level ability also applies to ability checks, including initiative checks.
20th: The fourth-level ability also applies to saving throws. Its range becomes 60 feet.

Demolition Doctrine
Skills: Climb, Craft (Alchemy)*, Craft (Trapmaking), Disable Device, Knowledge (Architecture and Engineering), Listen, Spot, Survival
Weapons: Alchemist's Fire, Heavy Pick, Ram, Warhammer
4th: The demolisher treats objects as having half their real hardness when she attacks them. Also, she can produce one dose of alchemist's fire a day with no ingredients, plus another one per day per four levels after fourth.
8th: The demolisher can rig Alchemist's Fire as a trap with a proximity trigger. The search DC to find the trap and the disable device DC to do anything about it is equal to the demolisher's craft (Trapmaking) roll result. The trap deals full damage to the creature who sets it off (never miss), and splash damage to adjacent creatures.
12th: The demolisher gets a +5 bonus to strength checks made to break objects.
16th: The demolisher gets resistance to fire 10 and the benefits of the Controlled Immolation feat (even if she doesn't meet the prerequisites).
20th: The demolisher ignores the hardness, damage reduction and resistances of other creatures and objects.

*A member of the Demolition Doctrine can use the craft (alchemy) skill without being a spellcaster.

Engineer Doctrine
Skills: Craft (Buildings), Craft (Siege Engines), Disable Device, Knowledge (Architecture and Engineering), Knowledge (Local), Profession (Siege Engineer), Survival, Use Rope
Weapons: Glaive, Handaxe, Light Hammer, Light Pick
4th: The engineer takes four-fifths of the normal time to craft items.
8th: The engineer can repair items with an appropriate craft check, even with no materials. Doing so requires that the engineer be within 5 feet of the item to be repaired, and restores hit points equal to half the craft check result per round. The engineer can repair items which have been broken, but not which have been completely destroyed. The engineer cannot repair constructs which are creatures.
12th: The engineer takes three-fifths of the normal time to craft items.
16th: The engineer can damage items the same way he can repair them. He chooses with each roll whether to damage or repair the items. Attended items can't be damaged in this way (buildings, structures, and stationary vehicles aren't considered "Attended" for this purpose).
20th: The engineer takes two-fifths of the normal time to craft items.

Infantry Doctrine
Skills: Climb, Gather Information, Knowledge (Geography), Knowledge (Local), Listen, Sense Motive, Spot, Survival
Weapons: Battleaxe, Greatsword, Guisarme, Scythe
4th: Infantry get a competence bonus to their armour class equal to a quarter of their level.
8th: Infantry get a competence bonus to damage rolls equal to half their level. They also make an extra melee attack per round at their full base attack bonus.
12th: Infantry get a competence bonus to skill checks equal to a quarter of their level. They can also take 10 when stress or distractions (not the nature of the skill itself) would normally prevent doing so.
16th: Infantry get a competence bonus to attack rolls and ability checks equal to a quarter of their level. They also ignore cover and concealment (except total cover and concealment) with their melee attacks.
20th: Infantry get a competence bonus to all saving throws equal to a quarter of their level. They can also save to negate any effect which would have a partial effect on a successful saving throw, such as fireball or slay living.

Mariner Doctrine
Skills: Balance, Climb, Craft (Ships), Jump, Knoweldge (Architecture and Engineering), Knowledge (Nature), Profession (Sailor), Use Rope
Weapons: Light Crossbow, Scimitar, Throwing Axe, Trident
4th: The mariner can throw a grappling hook twice as far as normal. If she can throw it far enough to hit a creature, she can take a grapple check to pull the creature 10 feet towards her and deal 2d6 damage to that creature.
8th: The mariner can charge across uneven terrain and can even jump during her charge.
12th: The mariner takes no penalty to attacks or defences while climbing, swimming or balancing.
16th: The mariner gets a 15 ft swim speed (or a 15 ft bonus to her swim speed if she already has one).
20th: The mariner is never flat-footed and gets a 15 ft climc speed (or a 15 ft bonus to her climb speed if she already has one).

Medic Doctrine
Skills: Diplomacy, Gather Information, Heal, Knowledge (Nature), Listen, Search, Spot, Survival
Weapons: Dagger, Handaxe, Longsword, Sling
4th: The medic can heal creatures of actual hit point damage with a heal check. Once per hour per creature, the medic can heal damage equal to half a successful heal check result.
8th: The medic can cure ability damage. To do so, he takes a heal check, DC 15, and can restore up to one lost ability point, plus one for each five points by which he succeeds. He can attempt this once per hour per creature, independent of healing them for hit point damage.
12th: The medic can give a creature a second chance to take a fortitude save against a spell or effect with a DC 25 heal check, or a second chance to take a will save against that effect with a DC 25 diplomacy check. He can only use this on each instance of a spell or effect once, and it is ineffective if the failed save was reflex (or some kind of abnormal saving throw) or if the ability never allowed a save.
16th: The medic can restore lost levels, one at a time, with a successful DC 35 heal check. He can attempt this once per hour per creature.
20th: The medic's abilities work once per ten minutes per creature person where they would normally work once per hour per creature.

Siege Doctrine
Skills: Craft (Siege Engines), Disable Device, Hide, Knowledge (Architecture and Engineering), Knowledge (Geography), Profession (Siege Engineer), Spot, Use Rope
Weapons: Ballista, Greatclub, Heavy Catapult, Light Catapult
4th: The besieger can aim a catapult in half the normal time, and only requires one profession (siege engineer) check to reload it, rather than two. She can also reload a ballista with just one full-round action.
8th: The besieger's attacks with a catapult don't allow a reflex save for half damage.
12th: The besieger adds her level to her damage dealt with siege weapons. She gets a +4 bonus to strength checks taken to reload a catapult.
16th: The besieger's attacks with siege weapons deal splash damage, just like a ranged splash weapon does.
20th: The besieger can reload a ballista as a free action, allowing her to make full attacks with it. She can reload a light catapult as a move action by taking a DC 15 profession (siege engineer) check and a DC 10 strength check, and a heavy catapult as a full action by taking a DC 15 profession (siege engineer) check and a DC 15 strength check.

Sniper Doctrine
Skills: Climb, Hide, Knowledge (Local), Listen, Move Silently, Spot, Survival, Swim
Weapons: Dart, Heavy Crossbow, Javelin, Longbow
4th: The sniper deals an extra 1d6 points of damage per 4 levels while attacking a creature who is unaware of her. This extra damage, unlike sneak attack damage, only works against creatures who are not within 30 feet. It is otherwise equivalent to a rogue's sneak attack.
8th: The sniper reduces the penalty to hide checks while taking the snipe action by her level.
12th: The sniper can make a death attack, just like the assassin ability of the same name except that the DC is 10 + half the sniper's class level + the sniper's dexterity modifier and the attack must be a ranged attack from at least 30 feet rather than a sneak attack with a melee weapon.
16th: The sniper can hide in plain sight, just like the ranger ability and the shadowdancer ability of the same name (that is, either shadows or natural terrain will hide the sniper).
20th: The sniper only requires one round of study to make a death attack.

2017-01-26, 02:24 PM
Why no Mettle? Seems like it would fit.

2017-01-26, 02:30 PM
Why no Mettle? Seems like it would fit.

I will admit that I never really liked Mettle as an ability. Because the majority of the results of you passing your fortitude or will saves are something to make the caster feel as though they didn't waste their entire action failing to bypass your saves, it seems a little unfair to take them away. Infantry doctrine, however, does offer it.

2017-01-26, 02:40 PM
If I could marry a class

2017-01-26, 05:03 PM
This is good. I feel like some of the doctrines are a bit weak though - Mariner in particular has weak 16th and 20th level abilities. Swim speeds are situational at the best of times and at level 20 a climb speed won't make much of a difference. Siege doctrine is also wonky but I feel like no one would consider using it unless it's actually relevant, so it works. Demolition and Engineer doctrines could use a bit of help at high levels.

Infantry, Archer, Command, Medic, and Sniper are all really good and I would not hesitate to play those in most games. Calvary requires some work outside the class itself due to lack of a special mount, but Wild Cohort or just making friends with a Griffon can solve that. Overall, a lot of good and fun options here.