Soldier

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 +
Soldiers start with  3d4 x 250 credits to start

Class Skills : train in 3 + Int modifier
Climb Endurance Initiative Knowledge (tactics) Knowledge (technology)
Mechanics(all) Perception Pilot Swim Treat Injury(all)
Abilities : Soldiers use ranged weapons for the most part so Dexterity is the most important ability score,  followed by Strength and Constitution.  Int and Wis are used in many of the skill a soldier will use.




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
Talents : At first level learn 2 talents and every odd level you may choose 1 from any of the following talent trees but you must meet the prerequisites of any chosen talent.

Armor Specialist: Maximize the benefits while reducing some of the drawbacks of wearing armor. (must be proficient with the armor type)
  1. Armored Defense :  add 1 + 1/2 your armor bonus to your Reflex Defense
  2. Armor Master : maximize dex bonus of armor improves by +1
    1. Prerequisite : Armored Defense
  3. Improved Armored Defense : Add your full armor bonus to your Reflex Defense
    1. Prerequisite : Armored Defense
  4. Juggernaut : Your armor does not reduce your speed or distance while running
    1. Prerequisite : Armored Defense
  5. Second Skin: When wearing armor your Reflex Defense and equipment bonus increase by + 1
    1. Prerequisite : Armored Defense

Brawler: Up close and personal combat
  1. Expert Grappler: gain +2 on grapple checks
  2. 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)
  3. Melee Smash: Deal +1 more damage with melee attacks
  4. 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
    1. Prerequisite : Melee Smash
  5. Unbalance Opponent: You may attempt to knock an opponent to the ground with a melee strike (Strength check vs strength)
    1. Prerequisite : Melee Smash

Commando
  1. 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.
  2. Cover fire: When you make a ranged attack, all allies within 6 squares gain a +1 bonus to reflex defense.
    1. Prerequisite : Battle Analysis
  3. Demolitionist: When you use mechanics to place an explosive the explosion deals +2  dice damage
  4. 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.
  5. 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)
    1. Prerequisite : Trained in Initiative skill
  6. 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)
  1. 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
  2. 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
  3. Weapon Specialization: Gain a +2 bonus on damage rolls
  4. Marksman: Gain a +2 bonus on attack rolls
  5. Elite Marksman : Use full round to Gain 1 die more damage on successful attack
    1. 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)
  1. 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)
    1. Prerequisite: Requires medkit
  2. 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)
    1. Prerequisite: Triage, Treat Injury skill, requires medkit
  3. Tactical Field Care: Stabilizing and providing care for an ally.  Heals an ally for a fair amount of health if given the proper time.
    1. 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)
    2. Make a DC20 treat injury check if successful heal constitution bonus of target(minimum 1) x soldiers level.
    3. Prerequisite: Care under fire, requires surgery kit.

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