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theperfect25
2019-01-28, 07:12 PM
Trainee

Description: The Trainee is a blank slate, merely a commoner going out into the world of battle and adventure. Though times may be rough for a Trainee, they always persevere to get stronger through their constant training with weapons and experience.

Starting gold: 3d6x10 (average: 105gp)

Starting age: simple

Health: d6


level
BAB
Fort
Ref
Will
Special


1
0
0
0
0
Proficiency, Weapon Training


2
1
0
0
0
Weapon advantage


3
1
1
1
1
Training Talent


4
2
1
1
1
Vulnerability


5
2
1
1
1
Training Talent


6
4
2
2
2
Class Specialization


7
5
2
2
2
Training Talent


8
6/1
2
2
2
Specialization ability


9
6/1
3
3
3
Training Talent


10
7/2
3
3
3
Specialization ability


11
8/3
3
3
3
Training Talent


12
9/4
4
4
4
Specialization ability


13
9/4
4
4
4
Training Talent


14
14/9/4
4
4
4
Advance class specialization


15
15/10/5
5
5
5
Training Talent


16
16/11/6/1
5
5
5
Advance specialization ability


17
17/12/7/2
5
5
5
Training Talent, improved rally


18
18/13/8/3
6
6
6
Advance specialization ability


19
19/14/9/4
6
6
6
Training Talent, weapon mastery


20
20/15/10/5
6
6
6
Advance specialization ability




Class skills: (2+int, x4 first level.)
Acrobatics, Bluff, Climb, craft, diplomacy, Heal, knowledge nobility, perception, Profession, Sense Motive, Survival.

Main class features

Proficiencies
Unlike normal classes, a Trainee does not gain proficiencies like normal classes. A trainee begins with being proficient with one categories of weapons chosen from the list below.



Weapon Group
Weapon examples


Spear
short spear, pike, trident, halberd


Axe
battle axe, throwing axe


Sword
Dagger, short sword, machete, cutlass


Bow
shortbow, crossbow, longbow


Thrown
javalin, throwing knives, Shuriken, sling, dart


Brawl
Gauntlets, unarmed, quarterstaff


Hammer
club, mace, sap, warhammer


The Trainee gains proficiency in all simple weapons in the categories that they choose. A Trainee may not take feats or gain the benefits of class features that give them more proficiencies beyond this class.
The Trainee is also proficient in all light armor.


Weapon training:
A Trainees training is never done or finished. They are constantly learning and improving themselves in the wake of combat. All Trainees gain proficiency with the weapons that they wield, either to become better and stronger wielders of that one weapon, or to learn how to wield more complicated and dangerous weapons.
Whenever a Trainee uses a weapon that they are proficient in to make an attack on an enemy, if the attack defeats the enemy, the weapon they used gains proficiency experience equal to the CR of the creature defeated. However a Trainee cannot receive experience for any creature with a Cr less than their own Trainee level -4. Whenever an individual receives experience equal to its current proficiency level x 10, the trainee finds the weapon easier to use and gains a proficiency level for that individual weapon. Whenever an individual weapon gains a proficiency level, their weapons current experience goes to zero and their weapon gains the benefit of their current weapon proficiency. (see below)
A Trainee can only receive the max benefits of proficiency level 4 with any weapon they have until they rank up and choose a specialization class. Any weapon a specialization class is proficient in may be brought to a max proficiency level of 8. This is further increased to 12 when they choose a master class to go into.



Proficiency level
Benefit


1
Proficient in weapon


2
Weapon focus with weapon


3
Quick draw with weapon


4
Weapon specialization with weapon


5
Increase critical threat range of weapon by 1


6
Greater weapon focus with weapon


7
Improved quick draw with weapon


8
Greater weapon specialization with weapon


9
Increase critical modifier by 1


10
Greater weapon specialization with weapon


11
Improved critical feat with weapon


12
Superior weapon focus with weapon




Weapon advantage:
Starting at level 2, When using a weapon that the Trainee is proficient in, they gain an attack and damage bonus of 1 to any target the weapon has an advantage to. This bonus increases by 1 at level 3 and every three levels after, to a max of +7 at level 18.
Spear - advantage towards any target wielding a sword, animal, or target riding an animal.
Axe - advantage towards any target wielding a spear or plant
Hammer - advantage towards any target wielding heavy armor or construct
Sword - advantage towards any target wielding a spear or aberrations
Bow - advantage towards any target that is flying or wearing light to medium armor
Thrown - advantage to any target wearing no armor or if target is flat-footed
Brawl - advantage to any target that is not wielding a weapon or wielding a Brawl weapon


Training talent:
The Trainee has learned how to further their expertise in combat, starting at level 3 and every 2 levels afterwards the Trainee may choose a Training talent and gain its benefits.


Talent
Benefit


Medium armor
The Trainee gains medium armor proficiency


Heavy armor
The Trainee gains Heavy armor proficiency, the talent requires Medium armor before taking.


proficient
The Trainee may choose a new category of weapon and gain simple proficiencies with all weapons in that category.


Proficient: Martial
The Trainee may choose one category of weapon that they have simple proficiency, they may now use martial weapons of that category.


Proficient: Exotic
The Trainee may choose one category of weapon that they have Martial proficiency in, they may now use all exotic weapons of that category.


Mount
A Trainee gains the service of a loyal and trusty steed to carry them into battle. This mount functions as a level 1 druid’s animal companion. The creature must be one that is capable of riding and is suitable as a mount. The Trainee also gains Ride as a class skill.


Skilled
The Trainee gains 1 skill point per level and can choose one skill to become a class skill. This talent can be taken multiple times.


Speedy
The Trainee slowly increases their endurance and speed on the battle. Gaining a 5ft move speed to their basic movement.


Toughened
The Trainee may add 1 to their HP pool for every HD they have, this bonus continues as the Trainee levels up. This ability stacks with itself if taken multiple times.


Proficient: Shield
The Trainee gains proficiency with all shields.




Vulnerability:
A Trainee knows that they will be wounded…. A lot. So starting at level 4, they have started to prepare special salves and potions to be able to heal themselves quickly. By spending a full round action that provokes attack of opportunity, a Trainee may apply these remedies to themselves healing themselves 1d6 HP per level of Trainee that they have. A Trainee can do this once a day at level 4 and gains an additional usage per day every 4 levels after 4.


Class Specialized:
Starting at level 6 a Trainee has learned how to specialize their combat expertise to further their strengthen themselves. When reaching this level a Trainee may choose a specialization in which they meet the prerequisite for. Once chosen, the Trainees BAB progression is then changed to a ¾ scale progression.The specialization chosen also changes the Trainees Hit Dice they use to determine how much health they gain at level up changes, and also gives a +3 bonus to their favored saves.

A specialized class gives their own unique class features which you gain at their respected level. If a Trainee does not meet the prerequisite of any specialization, they do not gain the benefits of any specialization and may choose to take a specialization at a further level when they meet the prerequisites.





Class: Archer




Prerequisite:
Proficient: Martial - Bow




New HD:
D8
Bonus Save:
Reflex




Main feature


Focus By taking a move action to calm oneself, the archer may add 1d8 damage to the next attack they do with a bow. This is increased by 1d8 at level 8 and every 4 levels afterwards.




Lvl 8:
The focus on bows has enabled the Trainee to gain a better understanding of how they work. They may add one to the proficiency experience a bow gains when defeating an enemy


Lvl 10:
The Trainee no longer provokes attack of opportunity when firing their bow.



Lvl 12:
When the Trainee Focuses, they may predict their opponents movements to a near prescience level. If the last action in a round that the Trainee did was Focus, then they may do a single attack of opportunity to any target that moves within bow range for 1 round.







Class: Ninja




Prerequisite:
Proficient: Martial - Thrown




New HD:
D8
Bonus Save:
Reflex and will




Main feature


Gain the ability to sneak attack with any thrown weapon, dealing 1d6 points of damage to anyone flat-footed or fighting a different target. This sneak attack damage is increased by 1d6 at level 8 and every 4 levels afterwards.




Lvl 8:
The focus on thrown weapons has enabled the Trainee to gain a better understanding of how they work. They may add one to the proficiency experience a thrown weapon gains when defeating an enemy.


Lvl 10:
Gain the trapfinding and uncanny dodge ability like a Rogue of equal to level.



Lvl 12:
The Trainee gains the poison use ability and increases all poisons DC by 2 when used with a thrown weapon.




Class: Lancer




Prerequisite:
Proficient: Martial - Spear




New HD:
D10
Bonus Save:
Reflex




Main feature


When the lancer has plenty of space around them, they flourish in combat. When there is no obstacle or creature adjacent to them, they may add a d6 damage to all attacks made with a spear. This increases by a d6 at level 8 and every 4 levels afterwards.




Lvl 8:
The focus on Spear weapons has enabled the Trainee to gain a better understanding of how they work. They may add one to the proficiency experience a speargains when defeating an enemy.


Lvl 10:
When the trainee may lunge with their spear,. When attacking they may choose to increase their reach by 5ft. When they do and attack, they must make a 5ft movement towards their target before rolling to hit.



Lvl 12:
All spaces within the Trainees reach are considered hindering terrain for movement purposes.




Class: Myrmidon




Prerequisite:
Proficient: Martial - Sword




New HD:
D8
Bonus Save:
Reflex




Main feature


A Myrmidon is always ready with a strong riposte against those who harm them. The Trainee may add 1d6 damage to sword damage, to any target that damaged the Trainee the previous turn. This damage is increased by 1d6 at level 8 and every 4 levels afterwards.




Lvl 8:
The focus on sword weapons has enabled the Trainee to gain a better understanding of how they work. They may add one to the proficiency experience a sword gains when defeating an enemy.


Lvl 10:
the trainee has learned how to patiently wait for their time to strike. During the first turn of combat, the Trainee gains a +5 dodge bonus to all attacks until the next turn.



Lvl 12:
If an enemy misses the Trainee with an attack by 10 or more, the Trainee gains a vantage over the enemy and may make an attack of opportunity against the target.




Class: Fighter




Prerequisite:
Proficient: Martial - Axe




New HD:
D10
Bonus Save:
Fort




Main feature


A fighter uses their burly might to make single well placed strikes with their axe’s. When making a single attack to a target, the fighter may add 1d6 to their axe damage. This damage is increased by 1d6 at level 8 and every 4 levels afterwards.




Lvl 8:
The focus on Axe weapons has enabled the Trainee to gain a better understanding of how they work. They may add one to the proficiency experience an axe gains when defeating an enemy.


Lvl 10:
A fighter has a sturdy grip on their weapons at all times, when wielding an axe weapon they may add 1.5x their strength mod to all single handed attacks instead of just their normal strength mod. When wielding a two handed axe, they may add 2x their Strength mod instead of 1.5x.



Lvl 12:
When making an attack with an axe, the Trainee may choose to push their target 5ft away from the Trainee after damaging them.




Class: Cavalier




Prerequisite:
Proficient: Martial - spear, Mount




New HD:
D10
Bonus Save:
Reflex




Main feature


The mount of a cavalier is their strongest asset and companion. The mount functions as a druid’s animal companion, using half the Trainees level as their effective druid level.




Lvl 8:
The focus on mounted combat has enabled the Trainee to gain a better understanding of how to better their understanding of weapons. They may add one to the proficiency experience of any weapon gains when defeating an enemy while they are mounted.


Lvl 10:
Whenever the Trainee rides their mount, they may choose a single adjacent ally as a free action once per round. That ally gains a 50% cover bonus to all ranged attacks.



Lvl 12:
Once per round the Trainee’s mount may given a 30ft free movement per combat round.




Class: Savage




Prerequisite:
Proficient: Martial - Axe, Proficient: Martial - Brawl




New HD:
D10
Bonus Save:
Fortitude




Main feature


A Savage gains the rage ability with a barbarian level equal to half their Trainee level.




Lvl 8:
The Trainee has learned how to master their weapons in the heat of battle. Whenever the Trainee defeats an enemy while in rage, the weapon that they use gains an additional experience to its proficiency.


Lvl 10:
The trainee has learned how to use anything as a weapon, they may use any improvised weapons as if they were part of the brawl proficiency.



Lvl 12:
The Trainee moves through the battlefield like a wrecking ball. Their reckless movements and strength give them a +4 to all CMB checks and Manueveres.




Class: Knight




Prerequisite:
Proficient: Martial - Spear, Proficient: medium armor




New HD:
D12
Bonus Save:
Fortitude




Main feature


A knight is a master of their armor, they temper and repair it constantly to make sure it is impenetrable. When the knight wears medium or heavy armor they may add a +2 bonus to their AC. This bonus increases by 1 at level 8 and every 4 levels afterwards.




Lvl 8:
A knight is a bastion of defense and further learns how to protect themselves from oncoming threats. Whenever the Trainee defeats an enemy that has not dealt damage to the Trainee, their weapon gains an additional point of experience to their mastery.


Lvl 10:
When the Trainee is in hindering terrain, they may add a +2 misc bonus to their ac. This bonus is doubled if you and the target are in hindering terrain.



Lvl 12:
When the Trainee sets their spear, ready for a charge, they deal 3x damage instead of the normal 2x damage.




Rally:
Starting at level 7, as a movement equivalent action, a Trainee may choose to inspire an ally within 10ft of them. When they do, that ally gains a bonus to their to hit equal to the trainees weapon advantage bonus.


Advanced class Specialization:
Starting at level 14 a Trainee may further specialize themselves to gain an advantage in battle. When reaching this level a Trainee may choose an advanced specialization in which they meet the prerequisite for. Once chosen, the Trainees BAB progression is then changed to a full progression.The specialization chosen also gives a further +3 bonus to their favored saves.

A specialized class gives their own unique class features which you gain at their respected level. If a Trainee does not meet the prerequisite of any specialization, they do not gain the benefits of any specialization and may choose to take a specialization at a further level when they meet the prerequisites.




Class: Sniper




Prerequisite:
Proficient: Exotic - Bow


Bonus Save:
Reflex



Main feature
A Sniper can pinpoint even the smallest of vulnerabilities at a range. when using a bow the Trainee ignores all miss chances that are less than 100% and double the effective range of all bows they use.


Lvl 16:

Bows are naturally more dangerous in the hands of a sniper, as their constant use has trained them to be deadly in their use. Any bow wielded by the Trainee is considered to be a size category larger for damage purposes and gain a +3 circumstance bonus to all damage.

Lvl 18:

Whenever the Trainee uses their Rally ability they may choose to either give their allies a bonus to attack or may choose to give them a 30ft free movement.

Lvl 20:

The Sniper is a master at striking down enemies from afar. When they fire a bow as a standard action they may add a +1 to their bow damage for every 20ft they are from the enemy.





Class: Bow Knight




Prerequisite:
Proficient: Martial - Bow, Proficient: Martial - Spear, Mount


Bonus Save:
Reflex



Main feature
A bow knight does not take any penalties to hit when wielding a bow or spear while on their own mount.


Lvl 16:

The trainee is considered to be at a weapon advantage towards any target that is wielding any ranged weapon.

Lvl 18:

Whenever the Trainee uses their Rally ability, any ally affected that is using a bow, may add the bonus to hit also to their damage.

Lvl 20:

The Bow knight has become a master at weaving in and avoiding their enemies as they ready their attacks. The Bow knight may choose to take a 15 on all Ride checks while on their chosen mount.





Class: Master Ninja




Prerequisite:
Proficient: Exotic- Thrown, Proficient: Exotic- Sword


Bonus Save:
Reflex, Will



Main feature
The Master Ninja has learned how to critical any creature, living or dead, going passed any immunity to critical damage, as well as any attack that hits a flat-footed has its critical multiplier increased by 1.


Lvl 16:

The trainee is considered to be at a weapon advantage towards any target that is wielding any thrown or light weapon.

Lvl 18:

Whenever the Trainee uses their Rally ability they may choose to either give their allies a bonus to attack or may choose to give them the bonus to damage instead.

Lvl 20:

The Master Ninja has mastered the act of a lethal blow. Any target that is dealt a critical hit from a Master Ninja must roll a fortitude save equal to the non-multiplied damage dealt or be instantly slain as if brought to negative their Constitution in HP.





Class: General




Prerequisite:
Proficient: Martial - Spear, Proficient: Heavy armor, Proficient: Shields


Bonus Save:
Fortitude



Main feature
A General shrugs of attacks and continues to march into battle as an unmovable monument. Once per round, a general may choose to half the damage they recieve from any attack or spell.


Lvl 16:

Whenever the Trainee attacks and damages an enemy with a weapon they are proficient in, that enemy reduces their ac by two until the Generals next turn.

Lvl 18:

Whenever the Trainee uses their Rally ability they may choose to either give their allies a bonus to attack or activate it as a move-equivalent action to give them a bonus to AC instead.

Lvl 20:

A general is a master of Defense and at shrugging off any damage that comes their way. When the general takes a full round defense, once per round they may choose to ignore all damage from a single attack instead of take half damage.





Class: Paladin




Prerequisite:
Proficient: Martial - Spear, Proficient: Martial - Sword, Proficient: medium armor, Mount


Bonus Save:
Fortitude. Will



Main feature
In the beginning of every combat, the Paladin may choose an ally and become their protector. As long as the Paladin is adjacent to that ally, the ally gain an ac bonus equal to the paladins weapon advantage bonus.


Lvl 16:

The trainee is an inspiration to their allies with their fearless look in battle. The Trainee gains a bonus to all fear saves equal to their weapon advantage bonus, and becomes immune to all non-magical fear effects.

Lvl 18:

Whenever the Trainee uses their Rally ability they may choose to either give their allies a bonus to attack or activate it as a move-equivalent action to have a single ally perform a free charge attack.

Lvl 20:

he paladin is a master of fighting side by side with their charge. As long as the Trainee is adjacent to the ally that they have chosen to be protector for, they gain a free movement whenever their ally moves, and once per round they may make a free attack when their ally attacks.





Class: Hero




Prerequisite:
Proficient: Martial - Sword, Proficient: Martial - Axe, Proficient: Martial - Spear


Bonus Save:
Fortitude, Reflex



Main feature
Whenever a Hero strikes an enemy while having weapon advantage over them, they gain 3 temporary HP. These temporary hit points last for 1 minute or until combat is finished.


Lvl 16:

Whenever the Trainee attacks an enemy using the same type of weapon, and they are proficient in that weapon, the hero gains weapon advantage towards them.

Lvl 18:

Whenever the Trainee uses their Rally ability they may choose to either give their allies a bonus to attack or activate it as a move-equivalent action to give them a bonus to all reflex saves instead.

Lvl 20:

A hero is the master of weapons, whenever the Trainee is attacked by someone whom they have weapon advantage over, they only received half damage from any weapon attack that deals damage.





Class: Great Knight




Prerequisite:
Proficient: Martial - Axe, Proficient: Martial - sword, Proficient: Heavy armor, Mount


Bonus Save:
Fortitude



Main feature
The Great Knight is a warrior to protect their allies. Once per round when an adjacent ally is attacked by an enemy, the Trainee may force the enemy to attack them instead.


Lvl 16:

Whenever the Trainee attacks and damages an enemy with a weapon they are proficient in, that enemy reduces their ac by two until the Great knights next turn.

Lvl 18:

Give ally Whenever the Trainee uses their Rally ability they may choose to either give their allies a bonus to attack or activate it as a move-equivalent action to give them a bonus to AC instead.

Lvl 20:

The Great knight is a master of Defending while on the defensive. The Trainee gains a 5DR/- to anyone they have a weapon advantage against. This DR is increased by 1 every time they attack and damage someone they have weapon advantage against. This DR restarts at the end of any encounter.





Class: Berserker




Prerequisite:
Proficient: Martial - Axe, Proficient: Martial - Brawl, Toughened


Bonus Save:
Fortitude, Reflex



Main feature
A Berserker is never dissuaded by combat, only getting more aggressive as the blood begins to flow. For every 5 HP a Berserker is missing they gain a +1 Morale bonus to damage to all attacks.


Lvl 16:

The trainee is considered to be at a weapon advantage towards any target that is wielding any axe weapon

Lvl 18:

Whenever the Trainee uses their Rally ability they may choose to either give their allies a bonus to attack or activate it as a move-equivalent action to give their allies a sudden burst of strength. Giving a +6 morale bonus to their strength for one round.

Lvl 20:

The Berserker is a master of their anger in the likes of combat. Every time they take take damage from an attack in combat they gain an additional +2 misc bonus to all melee weapon attacks until the encounter is over, or they are healed.





Class: Sword Master




Prerequisite:
Proficient: Exotic- sword, Speedy


Bonus Save:
Reflex



Main feature
Whenever a Sword Master makes a critical hit on a attack, they may perform an additional attack with a sword weapon using the same BAB.


Lvl 16:

The trainee is considered to be at a weapon advantage towards any target that is wielding any sword weapon.

Lvl 18:

Give ally Whenever the Trainee uses their Rally ability they may choose to either give their allies a bonus to attack or activate it as a move-equivalent action to give them a bonus to all critical confirmation rolls.

Lvl 20:

The Sword Masters blade is as sharp as their mastery of its use. Whenever a Sword Master rolls a critical hit with a sword weapon, they automatically confirm their critical without rolling.





Class: Spear Master




Prerequisite:
Proficient: Exotic- Spear


Bonus Save:
Reflex



Main feature
The Spear master uses deadly force to to any enemy in their reach. The Trainee does not provoke attacks of opportunity from adjacent enemies and once per round when the trainee hits with a Spear weapon, they may perform a bull rush attack as a free action on the target that they hit.


Lvl 16:

The trainee is considered to be at a weapon advantage towards any target that is wielding any spear weapon.

Lvl 18:

Give ally Whenever the Trainee uses their Rally ability they may choose to either give their allies a bonus to attack or they may choose an enemy instead of an ally and reduce their movement by half.

Lvl 20:

The Spear Master is a master and keeping others at bay with their deadly pinpoint thrusts. When the Trainee succeeds on a Bull Rush attack, they may deal weapon damage to the target and deal an additional d8 damage for every 5ft that they are pushed back.





Improved Rally:
Starting at level 15, the rally ability may be used as a swift action instead of a move action and can target either one person within 30 ft or two people that are adjacent.


Weapon Mastery:
Starting at level 17, any weapon used by the Trainee in which they have gained lvl 12 weapon proficiency in has become so adept in its use that they can maximize its potential on enemies. When this weapon is used on an enemy in which it has a weapon advantage on, the Trainee doubles the attack and damage bonus they gain from weapon advantage.


Notes: This is a class based off of the video game Fire Emblem by Nintendo. The Class is suppose to reflect the growth of the Trainee or the villager classes, while at the same time give a customization fighter class. -theperfect25

theperfect25
2019-01-29, 02:39 PM
Finished the Class as planned. Let me know what you think.

Swaoeaeieu
2019-01-30, 05:14 AM
I think this is a very well made class that translates the Fire Emblem class almost perfectly.

however, i dont really see the point of it as a Pathfinder class. you can allready make a good archer, or a mounted knight, or a swordsmaster. This class is an awesome chassis and the paths it can take are good additions. But in the end it is a class with all its archetypes built in as class features, and i cant see many unique things in here that other, published classes couldnt accomplish.

It would be a great class for a campaign where every player starts off as a trainee in the army, and can then still create their own unique character, but that is something that can also be fluffed with all other classes imo.

As i said, its a great job, i just dont see a reason beyond fluff to play it :s sorry.

theperfect25
2019-01-31, 11:15 AM
I made the class because I liked the perspective of being able to train towards something while be fully customizable. In my own opinion of the class I like the idea of having this perspective of weapon advantages and having to read an opponent and choose a weapon for the job. While at the same time having multiple weapons that you are rewarded for using more and more.

Another Idea that I set out is that a player can choose to be incredibly flexible with his class customization and do a few wonderful combos with the difference of choosing a main class and an advanced class. Their is no restriction to go from an archer base class to then go to a Hero advanced class. or go into ninja base class and then to a bow knight as an advanced class.
-Theperfect25