User:Zhenra-Khal/Soldier - Project Atrea (3.5e Class)
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The person to call when you go to war, the Soldier is a skilled warrior learned in a military role, be it Scout, Gunner, Cavalry, Infantry, Vanguard, Grenadier, Warmage, Medic, or Commander. 20 1 Good Good Poor Poor Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Alternate Magic, Invocations, Martial Maneuvers, Sneak Attack, Skirmish, Other Other
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Soldier[edit]
War exists. It is a part of human nature, and the nature of most other races. There has always been war, and likely always will be. And just like there have always been savage warriors filled with passion and determination, holy men devoted to expressing their faith with the sword, and hunters with a deep connection to the natural world, war will always need soldiers, in all their many forms. Men and women of tactical and practical expertise, from where to strike armor, to the choice timing and location for explosives,
Making a Soldier[edit]
Each soldier varies by their place within the army. Infantrymen, Vanguards and Commanders tend to stay on the front lines, while Scouts and Cavaliers will likely be among the enemy backline and flank, while Grenadiers and Gunners will prefer to remain behind, attacking from a range.
Abilities: Depending on role, you will want a high Strength and/or Dexterity. Frontline fighters such as Infantry, Vanguards and Commanders will want a decent Constitution, while Scouts and Gunners will prefer Dexterity and Wisdom. Commanders also need decent Charisma, to bolster allies and intimidate enemies, while Warmages and Medics need a good Intelligence for their respective skillsets.
Races: Any warlike race can produce fine Soldiers, but savage races, such as Orcs and Goblins, rarely have the patience or mental capacity for organized war. Those that do are a force to be reckoned with, however.
Alignment: Any, though trending towards Lawful. Any man can walk the path of war, but those with Chaotic hearts find it hard to follow orders or adhere to strategies.
Starting Gold: 5d10×10 gp (275 gp).
Starting Age: Moderate.
Level | Base Attack Bonus |
Saving Throws | Special | ManeuversToB | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | Maneuvers Known | Maneuvers Readied | Stances Known | ||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +0 | Veteran Bonus, Veteran's Talent, Primary Training, Chosen Discipline, Primary Ability I | 3 | 3 | 1 | |||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +0 | Secondary Training, Endurance, Secondary Ability I | 4 | 3 | 2 | |||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +1 | Veteran's Grace, Unhindered Stride, Primary Ability II | 5 | 3 | 2 | |||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +1 | Double Rush | 5 | 4 | 2 | |||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +1 | Signature Style (1st), Primary Ability III | 6 | 4 | 2 | |||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +2 | Veteran's Glory, Secondary Ability II | 6 | 4 | 3 | |||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +2 | Dual Boost | 7 | 5 | 3 | |||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +2 | Signature Style (2nd), Primary Ability IV | 7 | 5 | 3 | |||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +3 | Veteran's Will, Greater Unhindered Stride | 8 | 5 | 3 | |||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +3 | Counterstance, Primary Ability V, Secondary Ability III | 8 | 6 | 4 | |||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +3 | Signature Style (3rd) | 9 | 6 | 4 | |||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +4 | Veteran's Quickness, Primary Ability VI | 9 | 6 | 4 | |||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +4 | Twin Strike | 10 | 7 | 4 | |||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +4 | Signature Style (4th) | 10 | 7 | 5 | |||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +5 | Primary Ability VII | 11 | 7 | 5 | |||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Mirror Stance, Secondary Ability IV | 11 | 8 | 5 | |||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Signature Style (5th), Primary Ability VIII | 12 | 8 | 5 | |||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +6 | 12 | 8 | 6 | ||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +6 | 13 | 9 | 6 | ||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Signature Style (6th), Primary Ability IX, Secondary Ability V | 13 | 9 | 6 | |||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level.) |
Class Features[edit]
All of the following are class features of the Soldier.
Weapon and Armor Proficiency: Soldiers are proficient with light, and medium armor, and with shields, except tower shields. Soldiers are also proficient with all simple and martial weapons.
Maneuvers: At 1st, 2nd and every odd-numbered level thereafter, you gain a new maneuver known from the Diamond Mind, Iron Heart, and Broken Blade disciplines, or from any Disciplines granted by your Primary and Secondary training. You must meet a maneuver’s prerequisites to learn it. You add your full Soldier levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At every every 3rd level after 1st (4th, 7th, 10th, etc.), you gain an additional maneuver readied per day.
Recovering expended maneuvers is a Swift action, and recovers a number of maneuvers equal to your Veteran bonus. While you can't initiate a maneuver you just recovered in the same round in which you recovered it, you are free to act otherwise.
Stances Known: At 1st, 2nd and every 4th level thereafter (6th, 10th, etc.), you learn a new martial stance from Diamond Mind, Iron Heart, and Broken Blade disciplines, or from any Disciplines granted by your Primary and Secondary training. You must meet a stance’s prerequisite to learn it.
Veteran Bonus (Ex): As you gain levels in Soldier, you gain something known as a Veteran bonus, knowledge and skill derived from all the battles you've been through and survived over the years. The value of this bonus is equal to 1, plus 1 for every 5 BAB you have (+2 at BAB +5, +3 at BAB +10, etc.), though it cannot exceed 1/2 your Soldier level. At first this bonus is applied as a Dodge bonus to Armor Class, and to the Max Dex Bonus of any armor you're wearing while you're wearing it. Your Veteran Bonus determines a large portion of your class abilities.
Veteran's Talent (Ex): Beginning at 1st level, you gain the ability to add your Veteran bonus to one skill check per minute, though the skill must be one granted to you or augmented by your Primary Training.
Primary Training (Ex): At 1st level, you decide which type of Soldier you are - Gunner, Infantry, Scout, Cavalry, Grenadier, Warmage, Medic, Vanguard or Commander. Once made, this choice cannot be changed. This choice will grant you access to weapons, armor, skills, abilities and Martial Disciplines suited to your archetype.
Chosen Discipline (Ex): At 1st level, choose one Discipline available to you through this class, be it one granted at base or by your Primary Training. This is your Chosen Discipline. You become proficient with all weapons associated with this Discipline, and may add your Veteran bonus to your Initiator level for all purposes when related to this Discipline, including when you gain access to new levels of maneuvers, and any benefits dependent on Initiator Level.
Secondary Training (Ex):At 2nd level, you choose a second Soldier archetype (See above). You become proficient with the weapons and armor of this archetype, and their skills are added to your skill list, but you do not gain the ability to use your Veteran's Talent ability on these skills. Likewise, you gain the ability to choose maneuvers from the disciplines associated with this archetype, but your Initiator Level is reduced by a number equal to your Veteran Bonus (Minimum 1/2 your actual Initiator level) in relation to these maneuvers, including when you gain access to new levels of maneuvers. Finally, you gain any special abilities of your second archetype, but treat your Soldier level as if it were half its actual value when determining when you gain these abilities - Thus an ability listed as being gained at 3rd level would instead be gained at 6th level.
Endurance (Ex): At 2nd level, you gain Endurance as a bonus feat, even if you do not meet the prerequisites.
Unhindered Stride (Ex): Beginning at 3rd level, Medium armor you are proficient with no longer restricts your movement speed. At 9th level, this benefit extends to Heavy armor you are proficient with.
Veteran's Grace (Ex): Beginning at 3rd level, while you are not denied your Dexterity modifier, you may add your Veteran bonus to all Reflex saving throws.
Double Rush (Ex): Beginning at 4th level, whenever you initiate a Rush maneuver, you can initiate a second Rush as a free action. Both maneuvers are expended as normal, and you are fatigued for 2 rounds afterwards. This can only be done a number of times per hour equal to your Veteran bonus, and cannot be done while Fatigued.
Signature Style (Ex): Beginning at 5th level, you are treated as knowing all non-Stance maneuvers of 1st-level or lower of your chosen Discipline, and may expend a readied maneuver to initiate one of these Signature Moves instead. Every 3 levels after 5th, the level of maneuvers granted by this ability increases by 1 (2nd-level maneuvers at 8th level, 3rd-level at 11th, and so forth), up to a maximum of 6th-level maneuvers at 20th level.
Veteran's Glory (Ex): Beginning at 6th level, whenever you successfully land a Strike or use a Counter to prevent the harm it's designed to prevent, you heal a number of hit points equal to your Veteran bonus. This can only trigger once per maneuver, no matter how many attacks you Counter or how many attacks a single Strike gives you, and it can only trigger when used against an enemy of half your CR or higher.
Second Skin (Ex): Beginning at 6th level, when donning or removing armor, you can treat the armor as if it were one category lower (Thus a Breastplate, which usually takes 4 minutes, can be donned in 1 minute, as if it were leather armor. If the armor is already of the lowest category (Padded, leather, hide, studded leather, or chain shirt), you instead cut the time in half. If donned hastily, the Soldier may spend a move action at any time to shift the armor into place for awhile, negating the penalty for donning the armor hastily for 3 rounds. If you possess this class ability, you may help someone don armor while donning armor yourself, meaning that two beings who both possess this class ability could help each other don armor.
Dual Boost (Ex): Beginning at 7th level, whenever you initiate a Boost maneuver, you can initiate a second Boost as a free action. Both maneuvers are expended as normal, and you are fatigued for 4 rounds afterwards. This can only be done a number of times per hour equal to your Veteran bonus, and cannot be done while Fatigued.
Veteran's Will (Ex): Beginning at 9th level, while not denied your Dexterity modifier, you may add your Veteran bonus to all Will saving throws.
Counterstance (Ex): Beginning at 10th level, whenever you initiate a Counter maneuver, you may change your stance as part of the counter's action, even if it is not your turn.
Veteran's Quickness (Ex): Beginning at 12th level, whenever you are not denied your Dexterity modifier, you may add your Veteran bonus to all Initiative rolls.
Twin Strike (Ex): Beginning at 13th level, whenever you initiate a Strike maneuver, you can initiate a second Strike as a free action, so long as both Strikes have the same initiation time (Standard attack, full attack, or swift action). Both maneuvers are expended as normal, and you are fatigued for 6 rounds afterwards. This can only be done a number of times per hour equal to your Veteran bonus, and cannot be done while Fatigued.
Mirror Stance (Ex): Beginning at 16th level, you may use any two Stances you know at the same time. Whenever you use a Swift action to change one stance, you may change them both with the same action.
Soldier Archetypes[edit]
These are the archetypes you will choose from as a Soldier at 1st and 2nd levels.
Infantry[edit]
Veteran Infantry: The _, _ and _ skills are added to your class skill list, and benefit from your Veteran Talent if this is your Primary archetype.
Infantry Training: <Weapons and armor granted>
Infantry Warfare: You gain access to the _, _ and _ disciplines.
Ground Troop: For every +1 of your Veteran bonus, you gain a +10ft increase to your ground movement speed. You can also ignore 2 squares of difficult terrain per round per point of your Veteran bonus, and gain a Dodge bonus equal to 1/2 your Soldier level against attacks of opportunity provoked as a part of movement. Additionally, the bonus you gain from flanking, and grant to an ally who is flanking with you, is increased by your Veteran bonus.
Forward As One: Beginning at 3rd level, when you move, you can reduce your speed to allow a willing, adjacent ally to move with you. For every 5ft sacrificed, that ally gets to move 5ft in a direction of their choosing. You may use this on a number of allies at once equal to your Veteran bonus, but must sacrifice movement speed separately for each ally. You cannot grant your allies more movement than you leave yourself - Thus, you can only "loan out" a total of half of your movement speed at a time.
Over Any Terrain: Beginning at 5th level, the Infantry Soldier gains Climb, Swim and Jump speeds equal to half their land speed, and can grant these modes of movement to nearby allies with Forward As One. When you aren't granting movement to your allies with Forward As One or Into The Breach, you can ignore a number of squares of difficult terrain per round equal to your Veteran bonus.
Strike As One: Beginning at 8th level, as a full-round action, you may make a single melee attack at a target within your reach, and grant a willing ally (Within their reach of both you and the target of your attack) a single attack at their highest BAB against the target you're attacking. You may grant this extra attack to a number of allies at once equal to your Veteran bonus; For every "extra" ally slot you can't fill due to no allies within range, you and your allies gain a +1 bonus on attack an damage rolls when using this class feature - Thus if you can grant it to four allies, but only have one ally within range, you and that ally would both gain a +3 bonus on attack and damage rolls
Into The Breach: Beginning at 10th level, when you take a move action, you can choose a number of willing, adjacent targets to take the same move action as well. This is a free action on their part, and they move the same distance you do, even though teleportation. If you're using a Rush maneuver, they also gain the maneuver's effects as if they were also initiating it.
Seize The Opportunity: When you make an attack of opportunity, if you have more than one attack of opportunity per round, you may grant a number willing, adjacent targets equal to your Veteran bonus the ability to make an attack of opportunity alongside you. More or less, you expend one of your attacks of opportunity to grant them that attack of opportunity, without consuming their AoO for the round. Additionally, when you drop a target (Usually by killing it) that has a CR equal to at least half your own, you recover one of your attacks of opportunity for the round.
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Thousandfold Strike: When you make a full attack
Gunner[edit]
Veteran Gunner: The _, _ and _ skills are added to your class skill list, and benefit from your Veteran Talent if this is your Primary archetype.
Gunner Training: <Weapons and armor granted>
Gunner Warfare: You gain access to the _, _ and _ disciplines.
Combat Archery: You provoke no attacks of opportunity for firing a projectile weapon in melee range. While within 30ft of your target, you may add your Veteran bonus to ranged attack rolls, and your ranged weapons deal an additional +1x their base damage - So a longbow would deal 2d8 damage, a Shortbow 2d6, and so far.
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Cavalier[edit]
Veteran <Name>: The _, _ and _ skills are added to your class skill list, and benefit from your Veteran Talent if this is your Primary archetype.
<Name> Training: <Weapons and armor granted>
<Name> Warfare: You gain access to the _, _ and _ disciplines.
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Scout[edit]
Veteran <Name>: The _, _ and _ skills are added to your class skill list, and benefit from your Veteran Talent if this is your Primary archetype.
<Name> Training: <Weapons and armor granted>
<Name> Warfare: You gain access to the _, _ and _ disciplines.
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Warmage[edit]
Veteran <Name>: The _, _ and _ skills are added to your class skill list, and benefit from your Veteran Talent if this is your Primary archetype.
<Name> Training: <Weapons and armor granted>
<Name> Warfare: You gain access to the _, _ and _ disciplines.
War Magic:
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Vanguard[edit]
Veteran <Name>: The _, _ and _ skills are added to your class skill list, and benefit from your Veteran Talent if this is your Primary archetype.
<Name> Training: <Weapons and armor granted>
<Name> Warfare: You gain access to the _, _ and _ disciplines.
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Grenadier[edit]
Veteran <Name>: The _, _ and _ skills are added to your class skill list, and benefit from your Veteran Talent if this is your Primary archetype.
<Name> Training: <Weapons and armor granted>
<Name> Warfare: You gain access to the _, _ and _ disciplines.
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Medic[edit]
Veteran <Name>: The _, _ and _ skills are added to your class skill list, and benefit from your Veteran Talent if this is your Primary archetype.
<Name> Training: <Weapons and armor granted>
<Name> Warfare: You gain access to the _, _ and _ disciplines.
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Commander[edit]
Veteran <Name>: The _, _ and _ skills are added to your class skill list, and benefit from your Veteran Talent if this is your Primary archetype.
<Name> Training: <Weapons and armor granted>
<Name> Warfare: You gain access to the _, _ and _ disciplines.
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