Difference between revisions of "Cosplayer (3.5e Class)/Soldier"

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'''{{Anchor|Soldier Kit}}:''' You gain a number of traits of the traditional soldier while using the Soldier costume. Gain these abilities:
 
'''{{Anchor|Soldier Kit}}:''' You gain a number of traits of the traditional soldier while using the Soldier costume. Gain these abilities:
 
*If you had a [[Strength]] of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your [[Strength]].
 
*If you had a [[Strength]] of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your [[Strength]].
*Your BAB progression becomes good for your cosplayer levels (as per a [[rogue]]).
+
*Your BAB progression becomes good for your cosplayer levels (as per a [[fighter]]).
 
*You gain proficiency in all martial weapons, as well as in all types of armor and shields (apart from tower shields).
 
*You gain proficiency in all martial weapons, as well as in all types of armor and shields (apart from tower shields).
 
*Your Fortitude save progression becomes good for your cosplayer levels (as per a [[fighter]]).
 
*Your Fortitude save progression becomes good for your cosplayer levels (as per a [[fighter]]).

Revision as of 01:45, 13 June 2012

Soldoier

Soldier Costume Reference Table
Cosplayer Level Special Abilities Highest Level Maneuver Available Maneuvers Known Maneuvers Readied Stances Known
1 Soldier Kit First 3 3 1
2 First 4 3 1
3 Empowered Attack First 4 3 1
4 Second 5 3 1
5 Second 5 4 2
6 Martial Cleave Second 5 4 2
7 Third 6 4 2
8 Third 6 4 2
9 Maximize Blow Third 6 4 2
10 Fourth 7 4 2
11 Fourth 7 4 2
12 Unblockable Strike Fourth 7 4 2
13 Fifth 8 4 2
14 Fifth 8 5 3
15 Opportunity Smash Fifth 8 5 3
16 Sixth 9 5 3
17 Sixth 9 5 3
18 Double Hammer Sixth 9 5 3
19 Seventh 10 5 3
20 Quickened Thrust Seventh 10 5 3

Soldier Kit: You gain a number of traits of the traditional soldier while using the Soldier costume. Gain these abilities:

  • If you had a Strength of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your Strength.
  • Your BAB progression becomes good for your cosplayer levels (as per a fighter).
  • You gain proficiency in all martial weapons, as well as in all types of armor and shields (apart from tower shields).
  • Your Fortitude save progression becomes good for your cosplayer levels (as per a fighter).
  • You gain two extra hit points for each level of cosplayer you possess. These hit points do not stack with those granted from any other costume, and affect both your current and maximum HP when added and when removed.
  • You count as though you had a number of ranks equal to your HD + 3 in the following skills:
    • Balance
    • Climb
    • Concentration
    • Intimidate
    • Knowledge (Geography)
    • Knowledge (Nobility and Royalty)
    • Listen
    • Martial Lore
    • Ride
    • Sense Motive
    • Spot
    • Survival
    • Swim

Empowered Attack (Ex): As you begin on your journey towards learning the secrets of the blademasters, you gain a measure of their ability. At 3rd level, once per day after successfully hitting but before rolling damage, declare that you are using this class ability. Any rolled damage you deal on that hit is increased by 50%.

Martial Cleave (Ex): Your martial training continues, allowing you to unlock further secrets, hitting multiple foes when lesser men would be unable to do so. At 6th level, once per day after successfully hitting with a martial strike you may immediately take a standard attack against any foe you threaten that you did not hit with that martial strike.

Maximize Blow (Ex): You are a beast on the battlefield, striking such hits that would fell most mortal men in a since attack. Once per day at 9th level after successfully hitting with an attack but before rolling damage, declare that you are using this ability. Automatically treat any dice that would have been rolled as though they had rolled their maximum for this attack. If you use this with Empowered Attack, roll normally and treat Empower as though it had affected the rolled dice.

If you have some ability that would let you reroll dice when they are maximized, only treat the first set as though they were maximized; every other die that comes from those must be rolled normally.

Unblockable Strike (Ex): Techniques that moral men could never dream of occupy you, allowing you to hit even the most well-armored opponents. Upon reaching 12th level, you may declare that your next attack is an Unblockable Strike as a free action. Treat that attack as though it were a touch attack.

Opportunity Smash (Ex): Your quickness and ability to exploit the weaknesses of others astound even those who know of the martial arts. Upon reaching 15th level, once per day you may use a martial strike instead of a normal attack when making an attack of opportunity.

Double Hammer (Ex): With an exertion, you can duplicate a feat that few men can. At 18th level, once per day before making a martial strike that requires takes a standard action, you may declare the use of this ability to use that martial strike twice against a single foe.

Quickened Thrust (Ex): You reach the pinnacle of martial prowess, your blinding attacks laying low even the mightiest of foes. Upon reaching level 20, you may once per day use a martial strike that would normally take a standard action as a swift action.