The Soldier [Archive] - Wizards Community

Post/Author/DateTimePost
FriendlyBiscuit

04-21-07, 04:12 AM
Nothing exciting to read in this post; move along. It's just a simple fighter fix. I made it for my players. There are probably other fighter fixes similar to mine, but I don't care. I'm good with this until someone comes out with something as brilliant and universally praised and accepted as The Composite Sorcerer Fix (http://boards1.wizards.com/wotc_archive/index.php/t-224419), I'm fine with my own fix. It fills the role I need it to fill.

Revised: Some players dislike the flavor implications of the name "Soldier". Admittedly, in some settings, notably WoW, organized military take a backseat to rampaging hordes and mobs, and their heroic leaders. Feel free, if you prefer, to call the Soldier "Elite Warrior". Remove the class's use of a book of training and the "engineer training" option if you do so.
FriendlyBiscuit

04-21-07, 04:12 AM
Soldier

http://www.guerilla-films.com/anazapta/images/jaques3quarters.jpg

I’m glad that you enjoy fighting. Someday I hope you’ll take fighting seriously and do more than just swing your axe around.

MAKING A SOLDIER
Abilities: Strength is especially important for soldiers because it improves their melee attack and damage rolls, and makes it easier to carry their field kit and rations while wearing the heaviest armor they can afford. Constitution helps them march farther, and most importantly live longer. Intelligence is also important to a warblade, because he appreciates the bonus skill points, and many of his class features reward a high Intelligence bonus. Dexterity is important for soldiers that want to be good archers or who want access to certain Dexterity-oriented feats.
Races: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
Alignment: Any.
Starting Gold: As Fighter.
Starting Age: As Fighter.
FriendlyBiscuit

04-21-07, 04:23 AM
Class Skills
The Soldier’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d10
Weapon Proficiencies: A soldier is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Level BAB Fort Ref Will Special
1 1 2 0 0 Advanced Training
2 2 3 0 0 Bonus Feat
3 3 3 1 1 Advanced Training, Veteran
4 4 4 1 1 Bonus Feat
5 5 4 1 1 Advanced Training, Weapon Aptitude
6 6 5 2 2 Bonus Feat
7 7 5 2 2 Advanced Training
8 8 6 2 2 Bonus Feat
9 9 6 3 3 Advanced Training
10 10 7 3 3 Bonus Feat
11 11 7 3 3 Advanced Training
12 12 8 4 4 Bonus Feat
13 13 8 4 4 Advanced Training
14 14 9 4 4 Bonus Feat
15 15 9 5 5 Advanced Training
16 16 10 5 5 Bonus Feat
17 17 10 5 5 Advanced Training
18 18 11 6 6 Bonus Feat
19 19 11 6 6 Advanced Training
20 20 12 6 6 Bonus Feat
FriendlyBiscuit

04-21-07, 04:25 AM
Advanced Training: A soldier begins play with a training manual containing various techniques for training in advanced military tactics. A soldier must study her manual each week for a total of 8 hours. This ingrains in her mind the various skills she develops over time. Certain nations or organizations have unique training manuals that offer training not available elsewhere, and some manuals are even magical items with beneficial effects for the user.
These advanced techniques are available in the Five Nations, and all other known civilized nations:
Scout training - +1 on hide, move silently, listen, and spot checks.
Brute training - +1 on strength checks, +4 on damage rolls when making sunder attempts, and your carrying capacity is treated as if your Strength was two points higher.
Guard training - +2 on spot checks, +1 on sense motive and listen checks.
Engineer training - +1 on disable device, 5 bonus skill points which may be allocated to any Craft skills of your choice.
Weapon mastery - you gain proficiency with an exotic weapon, and +1 on damage rolls with three different weapons you are proficient with.
Light armor mastery – when wearing light armor, your maximum dexterity bonus is increased by 1 and your armor check penalty is reduced by 1. Can only be taken once.
Medium armor mastery – when wearing medium armor, your armor bonus is increased by 1 and your land speed is increased by 5, up to a maximum of your race’s normal land speed. Can only be taken once.
Heavy armor mastery – when wearing heavy armor, you gain DR 1/-. This stacks with racial or class-based DR, but not DR gained from equipment or magic. Can only be taken once.
Shield mastery – when wielding a shield, your deflection bonus to AC increases by 1. Additionally, you may bash with your shield as a primary weapon or off-hand attack as you choose. Can only be taken once.
Precision – all range increments are increased by 5 feet, +1 to attack rolls with ranged weapons.
Scrapper - +1 on attack rolls with natural attacks, unarmed strikes, gauntlets, armor spikes, and with light weapons in a grapple.
Tactics – the bonus granted by performing or receiving the benefits of an Aid Another check on attack or defense is increased by 1, attacks of opportunity are made with a +1 bonus, and once per day you can increase the result of a d20 roll by a number equal to your Intelligence bonus. Every time you select Tactics again, the bonuses go up by 1 and you can increase the result of a d20 roll one additional time per day.

Bonus Feats: At 2nd level and every two soldier levels thereafter, a soldier gets a bonus combat-oriented feat. These bonus feats must be drawn from the feats noted as fighter bonus feats. A soldier must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Veteran: A 3rd level soldier can correct his mistakes before the telling moment. The soldier can re-roll a failed attack roll as a swift action. He can use this ability a number of times per day equal to his Intelligence modifier (minimum 1).

Weapon Aptitude: Starting at 5th level, once per day you may spend 1 hour warming up and practicing with a weapon in order to change the designated weapon for any feat you have that applies to only a single weapon (such as Weapon Focus). This ability functions in the same way as the Weapon Aptitude gained by a 1st-level warblade.