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Elite Soldier

(credited to Drew)

 

Have you seen the soldiers on the hill?
Their faces grim, resolved,
They fear not death, only defeat
For them there is no end to war.
                                                                Unknown, written on the Plateau,
                                                                during the War of Technology, Circa 575 A.C.

Each of the world’s major nations is home to one or more unique warrior traditions. In Yellowia the Eshalmon and Equestromancers, The Destroytian Republic and Kingdom of Icefia their own Knightly orders and Layraedia the Red Guards. However, the militaries of some of the civilized nations include specialized units that owe allegiance only to their nation, not a group or sect. Some of these elite warriors leave their nation’s service to become mercenaries, but the majority remains lifelong professional soldiers.
 

Fighters and rangers are the most common members of such units. A handful of berserkers possess the necessary discipline and a few rogues possess the required martial spirit. Other classes serve with such units but in a different capacity.
 

Elite Soldiers fall into two broad categories: Infiltrators and Shock Troops.
 

Requirements

                Alignment: any

                Base Attack Bonus: +4

                Feats: Iron Will, Self Sufficient OR Stealthy, Endurance OR Run

                Knowledge (Warfare): 4 ranks

                Survival: 4 Ranks
                Swim: 4 Ranks
                2 of the Following: Climb 4 Ranks. Gather Information 4 Ranks, Heal 4 Ranks, Hide 4 Ranks, Move Silently 4 Ranks, Search 4 Ranks. (The Soldier must designate which two if he meets the requirements in more than two of the skills.)
                Other: Must have received training from an Elite Unit at some point
 

                 

Hit Dice: d10         

 

Class Skills: Skill points at each level: 4+ Intelligence modifier.

Climb (Str), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Warfare), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

 

Acrobat

Lvl

BAB

FrtSv

RfxSv

WllSv

Special

1st

+1

+2

+2

+0

Bonus Feat

2nd

+2

+3

+3

+1

See below; +1 Base Skills

3rd

+3

+3

+3

+1

"The nice thing about pain..."

4th

+4

+4

+4

+1

Leaders are Born not Made; +1 Base Skills

5th

+5

+4

+4

+2

See below

6th

+6

+5

+5

+2

Bonus Feat; +1 Base Skills

7th

+7

+5

+5

+2

See below

8th

+8

+6

+6

+3

True Leadership; +1 Base Skills

9th

+9

+6

+6

+3

Bonus Feat

10th

+10

+7

+7

+3

See below; +1 Base Skills

 

Class Features

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Weapon and Armor Proficiencies:  Infiltrators are proficient in all martial weapons, light and medium armor.  Shock Troops are proficient in all armor, shields and all martial weapons.

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Bonus Feats: The bonus feats that may be taken are dependant upon path taken.  They are listed below for each path.

Infiltrator: Combat Expertise, Dodge, Elusive Target, Mobility, Improved Unarmed Strike,  Spring Attack, Two Weapon Fighting, Improved Two Weapon Fighting, Two Weapon Defense, Self-Sufficient, Stealthy, Endurance, or Run.

Shock Trooper: Cleave, Die Hard, Great Cleave, Improved Unarmed Strike Power Attack, Improved Bull Rush, Improved Overrun, Shock Trooper, Toughness, Self-Sufficient, Stealthy, Endurance, or Run.

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See Below: The ability gained in this prestige class is dependant upon level and path taken.  Consult the following table for the precise ability.

Level

Infiltrator

Shock Trooper

2nd

Precise Strike +1d6

Lead the Way

5th

Hide in Plain Sight

Shrug it Off

7th

Precise Strike +2d6

Furious Assault

10th

Displacement

Battle Hardened

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Precise Strike: When attacking with a one-handed piercing or slashing weapon, the Infiltrator may add 1d6 to their base damage any time they win initiative or surprise their opponent.  The damage does stack with sneak attach damage, however the Infiltrator may not make any off- had attacks in that round.  Creatures immune to critical hits are immune to precise strikes.

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Lead the Way: In a round when the Shock Trooper charges they may make one additional attack.  Both attacks must be directed at the same opponent.  The soldier suffers the usual penalties in the following round.  In the alternative, the soldier may choose to only make one attack and ignore the usual penalties in the subsequent round.

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+1 to All Base Skills: The Elite Soldier gains a +1 to each of the 5 skills that he was required to possess upon taking the class.

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“The Nice Thing About Pain…”: Elite soldiers are taught to survive in the worst possible conditions and persevere despite grievous wounds.  The soldier gains a +4 bonus to massive damage saving throws and has a 20% chance to stabilize any round that they are unconscious.

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Leaders are Made not Born: An Elite Soldier inspires confidence in those around them.  Any ally within 5ft of the soldier gains a bonus to their saves against fear and compulsion effects equal to 1+ the soldiers charisma modifier (if positive).

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Hide in Plain Sight: The Infiltrator blends into their surroundings.  As long as they are within 10 ft of a shadow their size or larger the Infiltrator may use their Hide skill.

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Shrug it Off: The Shock Trooper gains 3/+1 DR to all physical attacks.

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Precise Strike: The infiltrator’s damage increases to +2d6.

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Furious Assault: In any round where the Trooper charges and for a number of rounds thereafter equal to 2+ their Constitution modifier, the Trooper may add their Constitution modifier to Attack, Damage and Willpower saving throw rolls.  The Trooper may use this ability a number of times per day equal to their Constitution modifier.  The ability cannot stack upon itself.

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True Leadership: If the soldier does not have the Leadership feat, he gains it.  The radius and bonus of the “Leaders are Made not Born” ability doubles.

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Displacement: The Infiltrator avoids all but the keenest eye.  As long as they are not unconscious or immobilized, they are always considered to be in 20% cover, even for melee attacks.

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Battle Hardened: The Shock Trooper can fight through a wall of enemies.  The Trooper’s DR increases to 5/+2 and gains a +2 bonus to their natural armor class

 

 

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