Soldier
| Hero Level | Attack Bonus | Class Features |
| 1 | 1 | Defense Bonus, Starting Feats, talents, skills |
| 2 | 2 | Bonus Feat |
| 3 | 3 | Talent : Train Skill |
| 4 | 4 | Bonus Feat : Attribute + |
| 5 | 5 | Talent |
| 6 | 6 | Bonus Feat |
| 7 | 7 | Talent : Train Skill |
| 8 | 8 | Bonus Feat : Attribute + |
| 9 | 9 | Talent |
| 10 | 10 | Bonus Feat |
| 11 | 11 | Talent : Train Skill |
| 12 | 12 | Bonus Feat : Attribute + |
| 13 | 13 | Talent |
| 14 | 14 | Bonus Feat |
| 15 | 15 | Talent : Train Skill |
| 16 | 16 | Bonus Feat : Attribute + |
| 17 | 17 | Talent |
| 18 | 18 | Bonus Feat |
| 19 | 19 | Talent : Train Skill |
| 20 | 20 | Bonus Feat : Attribute + |
Class Skills : train in 3 + Int modifier
| Climb | Endurance | Initiative | Knowledge (tactics) | Knowledge (technology) |
| Mechanics(all) | Perception | Pilot | Swim | Treat Injury(all) |
Each level you can distribute 4 + Int modifier in skill ranks to any available skill.
- You may not have a higher training or skill ranking than your character level
Hit Points : level 1 receive 30 hitpoints + constitution modifier
- further levels gain 1d10 + con modifier
The Force : Receive 5 points.
Class Features
- Defensive bonus : at level 1 gain + 1 to Reflex Defense, and +2 to Fortitude Defense
Starting Feat: at level 1 gain these Feats
- Armor Proficiency (light) & (medium)
- Weapon Proficiency (pistol) & (rifles) & (simple Weapon)
- Second Wind
Armor Specialist: Maximize the benefits while reducing some of the drawbacks of wearing armor. (must be proficient with the armor type)
- Armored Defense : add 1 + 1/2 your armor bonus to your Reflex Defense
- Armor Master : maximize dex bonus of armor improves by +1
- Prerequisite : Armored Defense
- Improved Armored Defense : Add your full armor bonus to your Reflex Defense
- Prerequisite : Armored Defense
- Juggernaut : Your armor does not reduce your speed or distance while running
- Prerequisite : Armored Defense
- Second Skin: When wearing armor your Reflex Defense and equipment bonus increase by + 1
- Prerequisite : Armored Defense
Brawler: Up close and personal combat
- Expert Grappler: gain +2 on grapple checks
- Gun Club: You may use a ranged weapon as a melee weapon. Weapon is treated as a club (otherwise -5 penalty on attack rolls for using improvised weapons)
- Melee Smash: Deal +1 more damage with melee attacks
- Stunning Strike: When you damage an opponent with melee attack your opponent move -1 step along the condition track if your damage = or exceeds targets damage threshold
- Prerequisite : Melee Smash
- Unbalance Opponent: You may attempt to knock an opponent to the ground with a melee strike (Strength check vs strength)
- Prerequisite : Melee Smash
Commando
- Battle Analysis: As a swift action you can make a DC 15 knowledge (tactics) to know which opponents are weaker and which are stronger and by about how much.
- Cover fire: When you make a ranged attack, all allies within 6 squares gain a +1 bonus to reflex defense.
- Prerequisite : Battle Analysis
- Demolitionist: When you use mechanics to place an explosive the explosion deals +2 dice damage
- Draw Fire: You may convince enemies to focus their attacks on you, make a persuasion check compare to will defense they will change targets to you.
- Harms Way: once per round you may spend a swift action to shield an ally from attacks taking any damage they would have received. (You may choose to not shield if you do so before the attack is made)
- Prerequisite : Trained in Initiative skill
- Indomitable: Once per day as a swift action you may move +5 on the condition track
Weapon Specialist: Highly trained at using a specific weapons (you must choose what type when taking this talent)
- Devastating Attack: Whenever you make a successful attack, treat your target's damage threshold as if it were 5 points lower when determining the result of the attack
- Penetrating Attack: Whenever you make a successful attack, treat your target's damage resistance as if it were 5 points lower when determining the result of the attack
- Weapon Specialization: Gain a +2 bonus on damage rolls
- Marksman: Gain a +2 bonus on attack rolls
- Elite Marksman : Use full round to Gain 1 die more damage on successful attack
- Prerequisite: Weapon Specialization, Marksman
Combat medic: trained as a medic during combat situations. Can not heal wounds that would require a medical center (ex. severed limb)
- Triage : You successful diagnose an injury and provide basic aid to help stop further trauma as a swift action you can apply triage once a battle to an ally moving them +1 on the condition track (must be adjacent)
- Prerequisite: Requires medkit
- Care Under Fire: Can heal an ally for a small amount of health. Instead of a full round treat injury can be done as a standard action. (-5 if you are treating yourself)
- Prerequisite: Triage, Treat Injury skill, requires medkit
- Tactical Field Care: Stabilizing and providing care for an ally. Heals an ally for a fair amount of health if given the proper time.
- Field care takes 2 full rounds from both you and the ally to administer, in addition neither you or your ally can be attacked during that time or the field care fails. (-5 if you are treating yourself)
- Make a DC20 treat injury check if successful heal constitution bonus of target(minimum 1) x soldiers level.
- Prerequisite: Care under fire, requires surgery kit.
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