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Jan 22nd, 2018
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  1. Soldier
  2.  
  3. Skill List:
  4. Skill Points: 4 + Int modifier
  5. HP Gain:1d6+4
  6. Alignment: Any
  7. Proficiencies: All
  8.  
  9. Level BAB Fort Ref Will Special
  10. 1 +1 +2 +2 +2 Specialist Training
  11. 2 +2 +3 +3 +3 Run OR Execution OR Specialist Training
  12. 3 +3 +3 +3 +3 -
  13. 4 +4 +4 +4 +4 Lethal OR Stun Mastery OR Specialist Training
  14. 5 +5 +4 +4 +4 -
  15. 6 +6/+1 +5 +5 +5 Bonus Feat
  16. 7 +7/+2 +5 +5 +5 -
  17. 8 +8/+3 +6 +6 +6 Controlled Fire OR CQC OR Specialist Training
  18. 9 +9/+4 +6 +6 +6 -
  19. 10 +10/+5 +7 +7 +7 Planned Shot OR Hold Up OR Specialist Training
  20. 11 +11/+6/+1 +7 +7 +7 -
  21. 12 +12/+7/+2 +8 +8 +8 Bonus Feat
  22. 13 +13/+8/+3 +8 +8 +8 -
  23. 14 +14/+9/+4 +9 +9 +9 Recoil Mastery OR ??? OR Master Training
  24. 15 +15/+10/+5 +9 +9 +9 -
  25. 16 +16/+11/+6/+1 +10 +10 +10 Diverse Portfolio
  26. 17 +17/+12/+7/+2 +10 +10 +10 -
  27. 18 +18/+13/+8/+3 +11 +11 +11 Bonus Feat
  28. 19 +19/+14/+9/+4 +11 +11 +11 -
  29. 20 +20/+15/+10/+5 +12 +12 +12 Diverse Portfolio
  30.  
  31. Class Features:
  32. Specialist Training: Pick one Weapon Category and one Class Skill. All attacks made with weapons or your category add +1 to their attack and damage rolls. All skill checks on your class skill gain a +2 bonus. When gaining Specialist Training again you may pick a Weapon Category and/or Class Skill already selected. Doing so causes the bonuses to stack.
  33.  
  34. Run: You pass all attempts to Go For It in a move action. While running, you do not get tired, and are not required to take the Fort Save to maintain speed. Increase your move speed by 5 ft.
  35.  
  36. Execution: Any time you score a critical hit on an enemy, you may attempt an execution. Enemies that you attempt to execute must pass a DC 12 Fort Save, or die instantly.
  37.  
  38.  
  39. Lethal: You add +2 to all instances of lethal damage you deal. When you knock down, or attack a downed opponent, you may choose to attempt an instant kill. If you do, your opponent must pass a DC 15 Fort Save or die instantly.
  40.  
  41. Stun Mastery: You add +1 damage for every dice rolled while dealing non-lethal damage. You may deal non-lethal damage with any melee weapon without penalty.
  42.  
  43.  
  44. Controlled Fire: You know how to space out your fire with a weapon to recover from recoil. You no longer suffer recoil penalties in the round you fire your gun. If you do not reset your weapon however, the penalties carry over into the next round.
  45.  
  46. CQC: When attacking unarmed, you may deal lethal damage instead of non-lethal damage. If you manage to land three unarmed attacks on an enemy in one round, you stun them for 1 minute. An enemy that is stunned this way ceases to be stunned if they are attacked again. If you successfully grapple an enemy, you may immediately end the grapple, and stun them as if you landed three unarmed strikes. When you land a single melee attack while unarmed, or with a light melee weapon, you may immediately attempt a grapple with your opponent as a free action. You gain a +4 bonus to all melee strikes against enemies who do not have the CQC feature, or the Gap Closer feature. You gain a +4 bonus to all grapple attempts against enemies who do not have the CQC feature. When making a full attack while unarmed, or with a light melee weapon you may make an additional attack with your full BAB bonus.
  47.  
  48.  
  49. Planned Shot: When you take an aimed shot, you may attempt to go for a critical hit. You incur a -5 penalty on your attack roll. If you hit, you automatically crit your enemy.
  50.  
  51. Hold Up: During a surprise round, if you are within 30 feet of an enemy and armed with a gun you may attempt a Hold Up. You make an Intimidation Check, opposed by your targets Will Power Save. If you win, your target immediately surrenders, and drops their weapon. Outside of a surprise round you may attempt to demand an opponent's surrender. This functions in the same way as a Hold Up, however your opponent gains a +5 circumstance bonus to their save. Enemies who surrender this way may rejoin the fight after 3 rounds, so long as they have an ally still fighting, and you are not actively attempting to keep them subdued.
  52.  
  53.  
  54. Recoil Mastery: At the end of every turn, you automatically reset your recoil as a free action.
  55.  
  56.  
  57.  
  58. Master Training: You double the bonuses given by all Specialist Training features.
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