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| Xarcon03-27-07, 04:59 AM | AVALANCHE SOLDIER V.2 Please note this class is the same as "Animana's" Shinra Soldier version found HERE (http://boards1.wizards.com/showthread.php?t=706356) with the exception of a few things to make this class a little bit stronger and cheaper to use for people who like those campaigns, therefore i give most credit to Animana ;), there will also be a list of changes from Animana's SOLDIER at the end of this post displaying the edits shortly and i will also make an alternate materia master as i have done here http://img244.imageshack.us/img244/8118/newzackkhwipbyaremkebl5.jpg "Don't misunderstand. Those who sacrifice themselves for their jobs aren't pros ... just fools." After Eberron took her power back, it left the world in a very poor state. There was mass chaos as all magic stopped working and heroes could no longer protect their villages. In the old Warforged factories, the Balonian kingdom did experiments to make normal humans into extraordinary fighters. The Balonians then used a troop of these fighters to administer peace quickly throughout the land. This group of fighters became known as SOLDIER. Almost every SOLDIER uses a sword of their own design. Their sword is normally more recognizable than the actual SOLDIER member unless they attain the highest ranks. They're proficient with light and medium armours, preferring to keep their mobility. They've been trained to be able to withstand most types of attacks. That, combined with their combat prowess, makes them excellent in the front ranks of any battle. MAKING A SOLDIER A low level SOLDIER should try to stay with a healer at all times. They'll be taking plenty of damage to use their special Limit Break ability. With a d10 HD, they can take damage, but they should be careful not to take too much. Much like a Barbarian, you have a burning fire inside of you that's a fighting beast waiting to get out. Unlike a Barbarian, however, you've trained to hold it in until it can be manifested in it's most powerful form. This is the powerful Limit Break ability. As a SOLDIER levels up, they gain more powerful Limit Breaks and useful dodge bonuses. They'll also gain the ability to protect nearby allies to gain more damage for their Limits. This is dually beneficial, as you'll be protecting weaker members of the party as well as fuelling your potent abilities. Abilities: You benefit from a high Constitution for more hit points. The more damage you take the more you can use your Limit Breaks. Strength is also important to deal more damage. Wisdom will boost your No Thought ability in later levels, so you may want to plan ahead. Dexterity gets you more AC. Races: Humans were the majority of SOLDIER, but there were a few of each type of race. Rarely were gnomes or halflings used. Alignment: SOLDIER members were trained to be lawful, but after peace began to settle upon the land, many SOLDIER members began to stray from the organization. Starting Gold: 5d4x10gp (125 gp) Starting Age: As paladin (PH 109) Class Skills The SOLDIER's class skills (and the key ability for each skill) are.... Balance (DEX), Concentration (CON), Craft (Weapon smithing) (INT), Intimidate (CHA), Jump (STR), Ride (DEX), Sense Motive (WIS), Spot (WIS), Survival (WIS), Tumble (DEX) Skills Per Day at 1st Level : (4 + int)x4 Skills Per Day at Each Additional Level : 4 + int Hit Dice: d10 BAB Fort Ref Will Abilities Limits Known Highest Limit 1. +1 +2 +0 +2 Exotic Sword, Limit Gauge, SOLDIER Rank 1 1 2. +2 +3 +0 +3 Uncanny Dodge 2 1 3. +3 +3 +1 +3 Protect Ally 3 1 4. +4 +4 +1 +4 Extra Trait, Mettle 4 2 5. +5 +4 +1 +4 Fast Healing 1, Soldier Grade 5 2 6. +6 +5 +2 +5 Weapon Specialization 6 2 7. +7 +5 +2 +5 No Thought 7 3 8. +8 +6 +2 +6 Extra Trait 8 3 9. +9 +6 +3 +6 Improved Uncanny Dodge 9 3 10.+10 +7 +3 +7 Fast Healing 2 10 4 11.+11 +7 +3 +7 Soldier Grade 11 4 12.+12 +8 +4 +8 Extra Trait 12 4 13.+13 +8 +4 +8 Battle sense 13 5 14.+14 +9 +4 +9 Greater Weapon Specialization 14 5 15.+15 +9 +5 +9 Fast Healing 3 15 5 16.+16 +10 +5 +10 Extra Trait 16 6 17.+17 +10 +5 +10 Soldier Grade 17 6 18.+18 +11 +6 +11 Deadly Precision 18 6 19.+19 +11 +6 +11 Lifestreams Essence 19 6 20.+20 +12 +6 +12 Berserk, Extra Trait, Fast Healing 4 20 6Weapon Proficiencies: SOLDIER members are proficient with all simple weapons and all slashing martial weapons. They're also proficient with all light and medium armors, but no shields. Exotic Sword: Each SOLDIER begins with a sword unique to them. You may design this sword however you like. Your sword is considered a masterwork two-handed weapon. The base damage is 1d10 (Med) with a critical range of 19-20/x2. Your sword is an exotic weapon in anyone elses hands, but you gain proficiency with it when you create it. You may choose one of the following traits when you create your sword. You may recreate your sword with more traits as you gain levels. No trait may be placed on a sword more than once and no Exotic Sword may be enchanted. Infusions work on the Exotic Sword normally, but cannot be made permanent by any means. • Abyssal Bloodiron : Your sword is made out of Bloodiron and gains all of the benefits (Planar Handbook p.69 or see spoiler at end of post). If you choose this trait you cannot use the Adamantine, Alchemical Silver, Cold Iron, or Wraithiron traits. This cannot be used with the Keen trait. • Adamantine : Your sword is made out of Adamantine and gains all of the benefits (DMG 283). If you choose this trait you cannot use the Abyssal Bloodiron, Alchemical Silver, Cold Iron, or Wraithiron traits. • Alchemical Silver : Your sword is made out of Alchemical Silver and gains all of the benefits (DMG 284). If you choose this trait you cannot use the Abyssal Bloodiron, Adamantine, Cold Iron, or Wraithiron traits. • Aurorum : Your blade gleams with hues of pink and indigo. If your weapon is sundered, you can repair it simply by holding the broken pieces together (a full round action). The repair is flawless and seamless. • Balanced : The blade is exceptionally balanced, allowing you to hold the blade in one hand instead of two. • Bewitched : A slight magical aura surrounds your blade. It counts as magical for the purpose of overcoming damage reduction. • Black* : Your blade seems to absorb light. It counts as evil for the purposes of overcoming damage reduction. • Blessed : When smiting with this weapon, you deal an extra 1d4 damage. • Bonded : While wielding this weapon, you gain a +1 bonus to caster checks and you gain the effects of the still spell feat. • Bouyant : While this sword is in your possession, you gain a +5 bonus to swim checks. • Broad : You can use your sword to help you defend yourself thanks to it's width. When wielding your sword, you gain a +2 shield bonus to AC. • Byeshk: Your weapon is made of the Byeshk material. This weapon now overcomes the DR of the daelkyr of Eberron. • Calculated : The blade of your sword was measured and cut exactly according to plan. This weapon is considered lawful for purposes of overcoming damage reduction. This cannot be taken with the Irregular trait. • Channelling : You can store a spell or power of third level or lower in your blade until your blade makes contact with a target. The spell or power must be cast or manifested into the blade as a full round action and it takes effect when you strike your target. The spell or power must have a range of touch. • Cold Iron : Your sword is made out of Cold Iron and gains all of the benefits (DMG 284). If you choose this trait you cannot use the Abyssal Bloodiron, Adamantine, Alchemical Silver, or Wraithiron traits. • Corrupted : Your sword is able to store poison. You can pour a vial of poison onto your blade which absorbs it and takes on its coloration. The poison is released upon a successful strike for three attacks of your choice. After three poison uses the blade returns to normal and another poison can be absorbed. If you wish, you can switch poisons, the former poison dissolves and is wasted. This can be used with the Covert trait, through each bolt counts as 1 use. A Fragmentable sword holds 1 use in each blade. An Oversized or Dual bladed sword can hold two vials of poison (same poison) which can be used for six attacks. A Fragmentable and Oversized sword holds 3 uses in each blade. Only contact poisons can be used with the Hammer trait. • Covert : Your sword has a hollow in the middle of the sword which bolts can be shot out of. There is a trigger on the handle of the sword, essentially making it a light crossbow. Your sword can only hold clips of 5 bolts at a time. If your sword has the Oversized trait, it can hold 10 bolts and it works as a heavy crossbow. If you have the dual-bladed trait you may double how many bolts you store and may fire them from either end. Any applicable traits you have on your sword apply to your ammunition. You cannot use this trait with the fragmentable trait. • Cursed : If anyone other than you tries to hold the sword, they take 2d6 points of damage every round. • Crystal : Your sword has crystal shards imbedded in it that doubles the time that infusions affect it. • Dual-Bladed : Your sword has two blades attached to the handle. The second blade does the same base damage as the first. You are considered to have the Two Weapon Fighting feat when wielding this sword. • Eager : You gain a +2 bonus to initiative rolls as long as you hold your sword. You may also use the Quick Draw feat with your Exotic Sword. • Ferocious : Whenever you enter rage while holding this weapon, you gain an extra 4 STR. • Fluid : Light flows off your blade in a mesmerizing manner giving you a +2 bonus to feinting attempts. • Fragmentable : Your sword can be split into two smaller blades, each being considered a light one-handed weapon. The base damage for each is one die size lower than the normal base. If you choose the Oversized trait in addition to this trait, then the smaller blades are no longer light. You are considered to have the Two Weapon Fighting feat when weilding your fragmented blades. You cannot use this trait with the Hammer or Lance traits. • Greedy : Your sword can "absorb" an unlimited amount of coins that can be recalled at any point by the wielder. • Hammer : Your exotic weapon is a large two-handed hammer instead of a sword. You may only take this as your first trait. The damage and critical range are the same, but your weapon does bludgeoning damage as opposed to slashing. Also change your martial proficiencies from slashing to bludgeoning. If you take the keen trait, call it Impact, though it essentially works the same. • Heavy : Your sword has a heavier blade. You gain a +2 bonus on damage rolls. • Hooked : A hooked blade allows your sword to be used when making trip attempts. You can drop your sword to avoid being tripped. • Iconic : While this sword is visible, the wielder gains a +5 bonus to intimidate checks. • Impervious : Your weapon gains an extra 40 HP. • Incarnum : Incarnum flows through your blade. When you wield this weapon you gain an extra 2 points of essentia. • Inspiring : While this weapon is in the hands of a bard, all bardic music effects last for an extra round. You also gain a +2 bonus on bardic knowledge checks. • Irregular : It looks as though your blade is a large scrap of metal you found. It counts as chaotic for the purposes of overcoming damage reduction. This cannot be taken with the Calculated trait. • Keen : The blade of your sword can pierce even the best defenses. Your sword's critical range becomes 17-20/x2. • Lance : Your exotic weapon is a lance instead of a sword. You may only take this as your first trait. The damage is the same and the critical range changes to x3. Your weapon now does piercing damage as opposed to slashing and is a reach weapon. Also change your martial proficiencies from slashing to piercing. This is a reach weapon as described in the PHB. If you take the Reach trait, call it Short Haft and you may attack adjacent foes normally. You may not take the Dual-Bladed trait in addition to this one. • Legendary : Your sword is as legendary as you are and now overcomes Epic damage reduction. You may only take this trait once you're an epic-level SOLDIER. • Linked : You always know where your weapon is. Make a Concentration check (DC 15) to know the direction and distance. If your weapon is across the planes make a Knowledge(Planes) check (DC 15) to know which plane it's on. • Lucky : Your superstitions that this blade is lucky may be true. Once per session you may reroll a failed attack roll. • Merciful : You may deal nonlethal damage with your weapon without taking the normal -4 penalty to your attack roll. • Monastic : You may use this weapon as a monk weapon. • Oversized : Your sword is unusually larger than most swords. The base damage increases to 2d8 (Med). You are considered to have the Monkey Grip feat when wielding this weapon with the exception that you can also use it if you have the Dual-Bladed trait. You may not take this trait in addition to the Thin trait. (for information on Monkey Grip, see spoiler at end of post) • Penetrating : Your sword is able to pierce through most types of defense. You gain a +1 bonus to all attack rolls made with this weapon. • Psi-influenced : You may store your psionic focus within your sword. While psionically focused the sword counts as psionic for the purposes of overcoming damage reduction. You may not take this trait if you already have a Psicrystal. • Pure : While wielding this weapon, you gain an additional daily use of a turn undead attempt. This does not grant you the ability if you don't already have it. • Reach : Your swords reach increases by +5 feet. You may still attack adjacent opponents. • Serated : Your sword has serated edges. If you take this trait, all base damage die rolls are increased by one die size. • Shifting : If the wielder of this blade changes form, the sword changes with them. Their natural attacks count as having all the same applicable traits as the Exotic Sword. • Shining : Your weapon never tanishes and is immune to corrosive attacks, such as the attacks of a rust monster or similar effects. • Sneaky : When you deliver a successful sneak attack with this weapon, you deal an additional 1d6 points of damage. • Spiteful : Chose a type of creature when you create your sword with this trait. From now on, whenever striking a foe of that type you deal an extra 1d6 damage. This trait can be taken multiple times, each time adding 1d6 to the same creature or adding 1d6 to a different creature. • Sturdy : This trait increases the sword's hardness by 5. • Superior : This sword proves it's might against other weapons, providing a +2 bonus to all damage rolls when attempting to sunder a weapon. • Surging : You can draw up to 10 power points from your blade throughout a 24 hour period. This doesn't let you use more power points than you're allowed in any given round. • Thin : Your sword is thinner than most weapons it's size. You may apply the Weapon Finesse feat to this weapon. You cannot take this trait with the Oversized trait. • White* : Your sword is extraordinarily white. It counts as a good-aligned weapon for the purposes of overcoming damage reduction. • Wonky : You gain a +2 bonus to disarming attempts made with your sword. • Wraithiron : Your sword is made of wraithiron and gains all the benefits (see spoiler at end of post). If you choose this trait you cannot use the Adamantine, Alchemical Silver, Abyssal Bloodiron, or Cold Iron traits. If you lose your sword, you can attempt to remake it. It requires a Craft (Weaponmaking) check with a DC of 15 and costs 2500 gp. Only the SOLDIER who owned the weapon can build it. You can only recreate the same weapon you had before you lost it. *If you choose the black and white traits together (which can be done), the colours form a pattern of your choosing on the blade. Limit Gauge: SOLDIER members use their Limit Break ability by depleting their Limit Gauge. Your Limit Gauge begins at zero. As you take damage, you add whatever amount of damage you took to your Limit Gauge. For example, if Zack takes 14 damage, he would add that to whatever he already had in his Limit Gauge. The maximum amount that your Limit Gauge can go to is your level times 10, to a max of 200 at level 20. When you use your Limit Breaks, subtract the cost of the Limit Break from your total. For example, Zack uses a second level Limit Break, which costs 10 points. If he had 42 points before using it, he now has 32. You only count damage taken in battle towards your Limit Gauge, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall. SOLDIER Rank: Use the following charts to determine your SOLDIER Rank and the benefits you gain from your ranking. Criterion Adjustment Class level +1 per level Base Attack Bonus +5 or higher +1 Base Attack Bonus +10 or higher* +2 10 or more ranks in Intimidate +2 Has slain a creature with 10HD or more +2 Lawful alignment +1 Each successful SOLDIER mission +2 Charisma score is 13 or higher +1 Been with SOLDIER more than 10 years +2 Chaotic alignment -4 Evil alignment -4 Loses Exotic Sword -3 Charisma of 8 or lower -2 *Replaces the +1 bonus instead of in addition to Score Rank Payment* Benefits 10 or lower 5 100 gp/month 11 - 20 4 250 gp/month Free use of barracks 21 - 29 3 450 gp/month 10% discount when purchasing items from SOLDIER stores 30 - 39 2 700 gp/month Borrow one item of up to 15,000 gp from stores for 2d4 days 40 or more 1 1000 gp/month Statue built of you; +2 bonus to damage rolls with your Exotic Sword, and +2 to Diplomacy and Intimidate checks *You only recieve payment for months that you participated in SOLDIER missions. Limits Known: A SOLDIER member begins play knowing only one Limit Break. He learns another Limit Break every level. He can use any Limit Break he knows at any time as long as he can pay for it from his Limit Gauge. First level Limits cost 5 points, second level Limits cost 10, third level Limits cost 20, fourth level Limits cost 40, fifth level Limits cost 50, and sixth level limits cost 60. Highest Limit: SOLDIER members know only first level Limit Breaks when they begin play. They Gain access to level 2 Limit Breaks at level 4, 3rd at level 7, 4th at level 10, 5th at level 13 and 6th at level 16. When a SOLDIER member learns a new Limit Break, he can choose the highest level he knows or any Limit Break lower. Uncanny Dodge: Starting at second level, a SOLDIER member can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a SOLDIER member already has uncanny dodge from a different class (a SOLDIER with four levels in rogue, for example), he automatically gains improved uncanny dodge (see below) instead. Protect Ally: Starting at third level, as an immediate action, you can push an adjacent ally out of the way of an attack that targets them specifically in order to take the attack yourself. You use this after the enemy confirms a hit, but before damage is rolled. You push your ally into an adjacent square to them, and you move into their square. If the attack is an area effect, you cannot use this ability. Extra Trait: At fourth level, and every fourth level after (8th, 12th, 16th, and 20th), SOLDIER members can rebuild their Exotic Sword, adding an extra trait to it. At fourth level they get a second trait, eighth they gain a third, etc. You may not rechoose previous traits taken. The DC to craft your weapon is 12 + (# of traits x 3) and the cost is 2000 + (# of traits x 500). You do not have to choose a trait until you rebuild your weapon. Mettle: At fourth level and higher, a SOLDIER can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save, he instead can opt to completely negate the effect. An unconcious or sleeping SOLDIER does not gain the benefit of mettle. Fast Healing: At 5th level, after becoming accustomed to wounds and the healing process, the body has sped up the process. At the beginning of each of his turns, he heals 1 hit point. If he has taken both subdual and normal damage, he heals subdual damage first. Fast healing does not restore hit points lost from starvation, thirst or suffocation. At 10th level, 15th level and again at 20th level, he heals 1 more point of damage each round. Soldier Grade: At fifth level and every sixth level afterwards, as the soldier becomes accustomed to taking damage at an excessive rate to power his limit breaks while still fighting on, his body adapts physically granting him a +1 bonus to STR and CON. This bonus increases to +2 at level 11, +3 at level 17 etc. Weapon Specialization: You gain the Weapon Specialization feat for your sword for free, adding an extra 2 damage to all of your damage rolls with your sword. No Thought: At seventh level. a SOLDIER adds his wisdom modifier, if positive, to all attack and damage rolls with his Exotic Sword. This reflects his mastery with his sword. Improved Uncanny Dodge: A SOLDIER of ninth level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defence denies characters to sneak attack him by flanking him unless the attacker has at least four more HD than the target does. Battle Sense: In combat, SOLDIERs get a sense of how the battlefield works. They acquire special Battle Sense abilities. Starting from thirteenth level the SOLDIER gains faster battle responses and adds his WIS Modifier to his initiative rolls and also if there is a surprise round, and the SOLDIER is not aware, he may make a wisdom check against DC 15 in order to act during the surprise round, rolling initiative as if he were aware. Greater Weapon Specialization: At fourteenth level, you gain the Greater Weapon Specialization feat for free, adding another +2 to all damage rolls made with your sword. Deadly Precision: The SOLDIER has learned to use his exotic weapon like a surgical instrument. From eighteenth level the critical threat range is increased by 2 for that weapon only. This ability stacks with the exotic weapon keen trait. Lifestreams Essence: Once per day from nineteenth level the SOLDIER can perform any limit break without tapping into his limit gauge. The planet lends him some of its power by feeding his limit break directly from its Lifestream; this has no ill effect on the planet as the raw essence returns to the planet after the limit break has been completed. Berserk: Upon reaching level 20, a SOLDIER member doubles the amount of damage they receive when adding it to their Limit Gauge. For example, if Zack takes 54 damage from an attack, he adds 108 points to his Limit Gauge. PLAYING A SOLDIER As a SOLDIER you are driven to do your duty, whatever that duty may be. You're looked up to by most commoners. You are brave, but not foolish. You're well aware of your abilities and how far you can go before it's time to admit defeat, though it's not something you like to admit. Religion: The strict martial discipline and constant missions tend to leave little time for religion in a SOLDIER's life. Those who do pray tend to pray to St. Cuthbert, although Heironeous is common, too. Other Classes: You get along with all members of other classes. SOLDIERs look quite favourably to clerics who can constantly heal their wounds so that they can fill up their Limit Gauges without having to worry about being too low on HP. You also enjoy the company of magic users whose magic abilities can provide some good assistance. Other front line combat classes are always good company to help fell foes quickly. Combat: SOLDIERs stay in the front line, willing to take most of the attacks. You use your evasive abilities to avoid taking too much damage if you start to get low or if your Limit Gauge is full. You use your Limit Breaks to deal larger amounts of damage to end the battle more quickly. When in a party of spellcasters, your protect ally ability will keep them alive a bit longer while helping to fill your limit gauge. Their evasive abilities are also useful when facing multiple foes so you can better focus on one enemy. Advancement: If your focus is on Limit Breaks, you should continue through all 20 levels for the berserk ability. It will ensure that you can use Limits as often as you want. Otherwise, combat should be your main focus. Barbarian is always a good choice so you can rage. Fighter is also an excellent choice for the feats. SOLDIERS IN THE WORLD "Good... You fight like the SOLDIER you once claimed to be... You haven't lost your touch..." SOLDIERs have become a new security measure in Eberron, ensuring that peace is maintained. The class provides a new fighting method which proves to provide a challenge against foes. Their ability to use Limits can turn battles very quickly, especially the longer that a battle lasts. Daily Life: SOLDIERs are in constant training to improve their combat prowess. New soldiers tend to spend the first couple of weeks studying weapons in order to come up with the concept for their sword - something that they think will suit them better than anything else out there. After that, they're assisted in the construction of their sword by a higher ranking SOLDIER. When their sword is completed, their sent on missions for SOLDIER. Once they reach rank 2, their allowed more slack in what they do. They're allowed to go out into the world and do their own thing. If they opt to do that, then they are cut off from salary and must report back once a week. If there are important missions that must be done, higher ranking SOLDIER members will be summoned for those. Notables: The most famous SOLDIER member is Sephiroth. He joined SOLDIER when only a teenager and his power erupted incredibly quickly after that. He was the single most effective SOLDIER in protecting the major cities from large monster attacks. His sword, the Masamune, was as recognizable as he was. People everywhere feared and respected his name. During one of his missions, however, he disappeared without a trace. Organizations: SOLDIER is an organization itself. The main base is in Sharn, where there are hundreds of members and stores of powerful magical items. There are more bases throughout Eberron, but none as large as the one in Sharn. Occasionally, a SOLDIER member will decide to leave the organization. This isn't very uncommon and, surprisingly, isn't looked down upon by SOLDIER. Most SOLDIER members stay in the organization for about 10 years, though. There is a sister group that works alongside SOLDIER known as the Turks. This small but elite group scouts for potential SOLDIER members and protects as bodyguards for important members of the kingdom. NPC Reaction Common folk easily recognize most members of SOLDIER by the sword that they carry. Most people look up to and respect all members of SOLDIER for maintaining peace throughout the land when it was needed most. Lately, though, there are some rogue members of SOLDIER who have been causing mischief in the land in the name of SOLDIER. Those who are victims of these misdeeds tend to look at all members of SOLDIER with mistrust. Most adventurers also view SOLDIER members with respect because their fighting skills are known to be top notch. LIMIT BREAKS unless otherwise stated, all Limit Breaks are extraordinary abilities and are swift actions to activate. You can only use one Limit Break per round. Activating a Limit Break does not provoke attacks of opportunity. LEVEL 1 LIMITS Level 1 Limit Breaks cost 5 points out of your Limit Gauge reserves. Acidic Strike: Deal an extra 1d4 acid damage with each attack this round. Cold Strike: Deal an extra 1d4 cold damage with each attack this round. Dash: Triple your base movement rate for this round. Extend Strike: Double your weapon's reach for this round. Fire Strike: Deal an extra 1d4 fire damage with each attack this round. Refreshing Wind: As a standard action, you can heal yourself of 1d6 damage. Shoving Strike: As a standard action, you can attempt to push an opponent 30' away with a normal attack at your highest attack bonus. The opponent is allowed a Fortitude saving throw against DC (10 + 1/2 your character level + your STR modifier). Sonic Strike: Deal an extra 1d3 sonic damage with each attack this round. This extra damage ignores an object's hardness. Static Strike: Deal an extra 1d4 electric damage with each attack this round. Stunning Strike: As a standard action, you can attempt to stun your opponent in the form of an attack at your highest attack bonus. The DC for your stun attempt is (10 + 1/2 your class level + your WIS modifier) against their Fortitude save. If successful, the opponent is stunned for one round. LEVEL 2 LIMITS Level 2 Limit Breaks cost 10 points out of your Limit Gauge reserves. Battle Fortification: Gain 5 temporary hit points per level. These HP last for 1 round/level. When you take damage, it's taken from your temporary HP first. This does not heal damage you've taken already. You gain only half the points from damage taken from your temporary HP for your Limit Gauge (round down). If you have the Berserk class feature, you gain points on a one for one basis. Blade Beam: As a standard action, you send a beam from your sword to any opponent you have line of sight to within 30 feet. This counts as a ray attack. You use your highest base attack bonus and do normal damage for your sword. Blade Rush: You dash forward 15 feet in a straight line, hitting any enemies in the way. Any enemies you target must be along the line you rush past. You attack at your highest base attack bonus, rolling once for all attacks. You do your normal sword damage for the attack. After you rush past them, you backflip back to your original position in battle. This is a full action. Break: You ignore the first 10 points of any object's hardness that you attack in this round. Feral Attack: After making a charge this round, you can still make a full attack. Grand Sever: For this round, you gain the benefits of Cleave and Greater Cleave, even if you don't have the feats. Hasten: You gain the benefits of Haste (PH 239) for this round. Overpowering Strike: The first attack you do this round deals double damage. Rigorous Combatant: You gain a +4 insight bonus to all damage rolls for this round. Virulent Battler: Gain a +2 insight bonus to all attacks for this round. LEVEL 3 LIMITS Level 3 Limits cost 20 points out of your Limit Gauge reserves. Accelerated Assault: You can move then attack and keep moving. You can continue to move and attack for however many attacks you have left in the round as long as you have some movement left. You can move up to your normal movement rate. Enemies still get an attack of opportunity on you if it applies, though you can tumble normally. Ace Ambition: Move yourself to the top of the initiative order. Adrenaline Boost: Gain a +6 bonus to STR, DEX, and CON for 1 round/level. Blade Blast: As a standard action, you send a bead from your sword that explodes when it hits a target within 30 feet. The explosion deals 1d6 damage/level (to a max of 15d6) to the target and all adjacent targets. The targets are allowed a Reflex save for half damage against a DC of (10 + 1/2 your class level + your WIS modifier). Bulwark Defence: You gain a +5 deflection bonus to your AC for 1 round/level. Cunning Delivery: You slash your sword many times at the air and an enemy within 30 feet feels the effects of them. You effectively make a full attack against any enemy within range. This is a full action. Emergency Aegis: Gain a +10 bonus to your natural AC until the end of your next turn. You can use this as an immediate action in response to danger unless you've already used a Limit Break this round. Fate: From the moment that you use this Limit until the beginning of your next turn, you can reroll any failed roll one time. If you fail again, you must accept the roll. Intuitive Sight: You gain blindsense out to 15 feet for 1 round/level. Restore: You cure yourself of 3d10 damage. This is a standard action. Safeguard: You gain damage reduction of 5/- for 1 round/level. True Knight: When using your Protect Ally ability, you take no damage from the attack. This effect lasts for 1 round/level. True Score: You gain a +20 insight bonus to the first attack made in this round. LEVEL 4 LIMITS Level 4 Limits cost 40 points out of your Limit Gauge reserves. Aural Abuse: Deal an extra 3d4 points of sonic damage with each attack this round. This extra damage ignores an object's hardness. Berserker: When you use this Limit Break, all damage you take counts double towards your Limit Gauge for the remainder of the battle. If you have the Berserk class ability, then damage is tripled for your Limit Gauge. Blade's Breath: Your sword emanates a powerful "breath" of energy in a 25 foot cone, dealing 11d6 damage to all targets in range. Targets are allowed a Reflex save for half damage against a DC of (10 + 1/2 your class level + your WIS modifier). This is a standard action. Blazing Punishment: Deal an extra 3d6 fire damage with each attack you do this round. Charged Retribution: Deal an extra 3d6 electric damage with each attack you do this round. Cold Suffering: Deal an extra 3d6 cold damage with each attack you do this round. Double Drive: You gain two extra attacks this round at your highest attack bonus. Eager Strike: For this round, you double the critical range of your weapon. This stacks with the effects of keen weapons, Deadly Precision, the keen Exotic Sword trait, or the Improved Critical feat. Fostered Fortress: You bolster yourself for the worst. For 1 round/level, you're immune to death effects and disintegration. Lacerate: You deal an extra 2d8 damage with each attack you do this round, in the case of a critical hit this damage is multiplied. Offsetting Offence: You make an attack of opportunity against every attack made against you until the beginning of your next turn. LEVEL 5 LIMITS Level 5 Limits cost 50 points out of your Limit Gauge reserves. Aid: You heal adjacent allies, but not yourself, of 6d8 points of damage. This is a standard action. Blade-erang: You throw out your sword and it attacks all opponents within 30 feet at your highest attack bonus. It deals the same damage as a normal strike. This is a standard action. Ego Crusher: With each successful strike this round, you deal an additional 1d4 Charisma damage. Elude Defence: Your sword strikes true, bypassing all damage reduction your opponents have for the remainder of this battle. Siphon Sword: You heal yourself an amount of damage equal to the damage that you deal this round. Mind Crusher: With each successful strike this round, you deal an additional 1d4 Intelligence damage. Rounding Rend: You spin around, attacking all opponents adjacent to you. You attack each target twice, once at your highest attack bonus and another with a -10 penalty. This is a standard action. Sniping Blitz: Your sword is eager to attack opponents from afar. You can make a full attack against one opponent from 400 feet away as a translucent double of your sword dashes towards them. Soul Crusher: With each successful strike this round, you deal an additional 1d4 Wisdom damage. Tormenting Triad: You gain an additional three attacks this round, each at your highest attack bonus. LEVEL 6 LIMITS Level 6 Limits cost 60 points out of your Limit Gauge reserves. Chaotic Slash: You spin your sword around powerfully. You make one roll at your highest attack bonus. Any opponents that you hit get hit for normal damage plus 15d6. This is a standard action. Countless Cuts: You double the number of attacks you get this round. You also double any additional attacks from haste or similar effects. Ferocious Frenzy: Your Limit Gauge fills up to full after using this Limit (essentially, it just fills your Limit Gauge to it's maximum, but you have the 160 points first). For the remainder of the battle, all limits cost half their normal cost. This counts as a swift action, but does not count against your limit of one Limit Break. It still counts against your number of swift actions, however you may use standard action Limit Breaks. You may only use this Limit Break once per day. Lucky!: Each time you make an attack this round, flip a coin. If it comes up heads, you make another attack at the same attack bonus and flip the coin again, continuing until you flip tails. When you flip tails, you do not get an extra attack and you move to your next attack, if you have any left available. Meteor Strike: A powerful strike from your sword deals 24d6 damage and bypasses all damage reduction. Roll the attack at your highest attack bonus. This is a standard action. Ruining Strike: You add an additional 20 points to all damage rolls you make this round. Self Stasis: You're immune to all effects, both helpful and harmful, until the end of your next turn. This is an immediate action that you can use out of your initiative in response to danger. Umbra Ego: You split yourself into two for this round and a clone of yourself appears in a square adjacent to you. Each version of yourself has an exact copy of all equipment, half the hit points you had before the split, both are affected by any effects (useful or harmful) that were in effect before the split, and you both use the same limit gauge. If one of you dies, the other becomes the permanent you. Your clone can perform any Limit Breaks you know in addition to this one for this round as long as you can fork out the limit points (effectively allowing you more then one clone but at half your original clones HP etc). At the end of the round, one of you disappear (your choice) and you reclaim any HP that they had left, discarding all magical effects that they acquired during the split. If you or your clone was healed, you do not get more HP than your maximum amount. NEW FEATS BONUS WEAPON TRAIT [GENERAL] You may choose another trait for your exotic weapon; your weapon must be re crafted before this trait takes effect. Prerequisites SOLDIER level 8 EXTRA LIMIT BREAK [GENERAL] You can choose to learn a new Limit Break. The Limit Break you choose must be at least one level lower than your current highest Limit Break. Prerequisite SOLDIER level 4 HIGHER LIMIT GAUGE [GENERAL] You gain a higher limit gauge. Your maximum limit gauge is raised by 2 points for every level of SOLDIER you have. A level 12 SOLDIER with this feat would have a maximum limit gauge of 144 points. This feat can be taken multiple times. Each time you gain an additional 2 points per SOLDIER level. EPIC PROGRESSION Code: Level Abilities 21 22 23 Bonus Feat, Soldier Grade 24 Extra Trait 25 Fast Healing 5 26 Bonus Feat 27 28 Extra Trait 29 Bonus Feat, Soldier Grade 30 Fast Healing 6SOLDIERs continue to gain traits to add to their sword every four levels and they gain a bonus feat at every third level after 20th. Your fast healing also increases by one point per round at levels 25, 30 etc. EPIC FEATS LEARNED LIMIT BREAK[General] You may learn an extra limit break of any level. Prerequisites: SOLDIER level 21. OMNISLASH[General] As a full action, you can use your entire limit gauge to triple your number of attacks this round. Your limit gauge must be full to use this ability. Prerequisites: SOLDIER level 21, five level 6 limits. Abyssal Bloodiron A weapon forged of Abyssal Bloodiron treated as a cold iron weapon (see page 284 of the Dungeon Master’s Guide), except that its wielder gains a +4 bonus when rolling to confirm a critical hit. Abyssal Bloodiron has the same weight as iron or steel. A weapon made of Abyssal Bloodiron costs an additional 10,000gp, and any magical enhancements cost an additional 2,000gp, just as with cold iron. (The price includes 300gp for the masterwork component.) Abyssal Bloodiron has hardness 10 and 30 hit points per inch of thickness Wraithiron *Wraithiron*: This light grey metal can be found in any location that borders on the land of the dead. Wraithiron possesses an innate property that perfectly duplicates the ghost touch ability. When forged into armour the armour is able to retain its armour bonus against attacks from incorporeal creatures, the armour check penalty is reduced by 1. When forged into a weapon it is able to strike normally against incorporeal creatures. A Wraithiron item counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the user. These effects can not be cancelled or suppressed by any means. Items without metal parts can not be made out of Wraithiron. Wraithiron has hardness 10 and 30 hit points per inch of thickness. Ammunition--------------+60gp Light Armour--------------+5,000gp Medium Armour-----------+10,000gp Heavy Armour------------+15,000gp Shield--------------------+2,000gp Weapon------------------+3,000gp Other--------------------+500gp/lb Monkey Grip Monkey Grip [General] You are able to use a larger weapon than other people your size. Prerequisite: Base Attack bonus+1 Benefit: You can use melee weapons one size category larger than you are with a -2 penalty on the attack roll, but the amount of effort it takes you to use the weapon does not change. For instance, a large longsword (a one-handed weapon for a large creature) is considered s two-handed weapon for a Medium creature that does not have this feat. Foe a Medium creature that has this feat, it is still considered a one- handed weapon. You can wield a larger light weapon as a light weapon, or as a larger two-handed weapon in two hands. You cannot wield a larger weapon in your off hand, and you can not use this feat with a double weapon. Normal: You can use a melee weapon one size category larger than you are with a -2 penalty on the attack roll, and the amount of effort it takes to use the weapon increases. A larger light weapon is considered a one-handed weapon, a larger one- handed weapon is considered a two-handed weapon, and you cannot use a larger two- handed weapon at all. |
| Animana04-02-07, 08:10 AM | I never thought I'd get people remaking my class. This is awesome. :D I really like the Lifestream Essence and Battle Sense abilities. They're something that I wish I had come up with on my own. Everything else that was added (SOLDIER grade, Deadly Precision, more limits known) I feel are too powerful, but you flat out said that you wanted it more powerful so I guess it's all right. How's the playtesting going for it? |
| Taeurus_Spfiinxer06-16-07, 01:00 AM | I love the flavor of this class and it seems mostly balanced, asside from one aspect: the exotic weapon. At such a low level, this should not recieved as it's too strong. If you two-hand a single handed weapon at lvl 1 with that there aren't many things in your CR range that can live through 1 hit. It should be moved to at least lvl 5 or so when characters can afford magical or material upgrades for weapons and it would also make flavor sense as it would porbably be a weapon that they have had with them through their career thus far. My opinion anyway. other than that, it looks fantastic. |
| rax9908-18-07, 09:06 PM | To Animana: You really know how to make a class. To Xarcon: You really know how to make a class uber powerful. I seriously do think this class is great. Personally I really want to play a Sephiroth-like guy using this class now. I only have one suggestion for both of you. In the interest of keeping the class balanced, why don't you give them like fast healing for a limited time, like say a few minutes a day, like the warlock? Btw, why don't one of you make a race to go with the class and call them the Genovians or something? |
| rax9908-18-07, 11:11 PM | You know, I can't decide which class is better! T_T I'll admit that i thought 160 points was alot for the lvl 6 limits, but only 60 points? I'll also admit i didn't think there were enough limits known, but 20?? I think we need to make a compromise in the middle. |
| Xarcon08-19-07, 03:42 AM | Thanx for your comments Rax; The reason i chose to learn another break at every level is because thats the rate at which the psychic warrior attains powers and that class is also a combat orientated class. Also I dont think that giving more limit breaks will be that bad because naturally if its limited the character will then just choose the strongest break in the list and spam it in the game, so it should add some different flavour to it when they have a selection. Also the reason i chose to make level 6 breaks only cost 60 is because that means that when a character first gains access to level 6 breaks at level 16 he has to be hit for 60 points of damage before he can use his new ability. Now the average HP for a level 16 Soldier will be about 160 (with a +4 Con mod), so he will have to lose more than 1 third of his HP to use it and then his gauge is back to 0 and he probably wont want to do that to many more times without healing, and major healing at that. where as a psychic warrior of wizard even, just has to expend their power points or spell slot without taking any damage to do so and still probably come close to matching the damage output, Not to mention that yeah this class is suppose to be a proper Hero class, so its also a great powerful class that will make a low number of party members not such a hinderence. |
| vorpo09-28-07, 03:02 PM | This class is too ... crowded for me to read it in details and have a full analysis. I do, however, have some things to say about limits. I feel the current limits can build up too high and might make the entire boss fight having the soldier using limit break every round (theoretically) I propose the following alternatives: 1) Make the limit gauge smaller, limit breaks uses less limit gauge and the gauge is depleted everyday if not used OR 2) Deplete the entire limit gauge regardless of how much your limit gauge has. In this case, wether you have 20 or 200 pts in your gauge, you are left with ZERO points in your gauge even after using a 10-point limit break. Still, using this idea should still have a smaller gauge and less costly limit breaks. I significantly feel my ways balance the game more than the original gauge system. |