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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
 |
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. |
 |
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.
 |
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 |
 |
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. |
 |
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. |
 |
+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. |
 |
“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. |
 |
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). |
 |
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. |
 |
Shrug it Off:
The Shock Trooper gains 3/+1 DR to all physical attacks. |
 |
Precise Strike:
The infiltrator’s damage increases to +2d6. |
 |
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. |
 |
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. |
 |
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. |
 |
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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