Soldier FF7 (3.5e Class)
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"The price of Freedom is steep; Embrace your dreams, and whatever happens protect your honor as SOLDIER" -Zack Fair, SOLDIER 1st class
Background: Professionally trained and determined, the sole few, the elite. Soldiers class themselves above the rest of their race; as professional mercenaries, organized army troopers, or rogue adventurers in search of glory. Acting as directors in the orchestra of war soldiers march to their own beat. A SOLDIER's power comes from their blood, Ether infused blood, much like that of a sorcerer. Where as a sorcerer's body provides them with the ability to cast spells, a SOLDIER's body is enhanced by it's planer touch. The only visible trademark of the SOLDIER are their eyes; Eyes of the planer touched.
Role: Soldiers excel in disruption-lashing out at their enemies like berserkers. Soldiers are best placed in the front line where they can disrupt their enemies while building ether. Eventually when enough ether is gained the soldier can unleash their powerful skills to strike down their enemies.
Hit Die: D12
Starting Gold: 5d6x10 gp (150 gp).
|Fort||Ref||Will||Break Rush||Ether||Rising Ether|
|1st||+1||+2||+2||+1||Break Level 1, Break 1 skill, Ether, Rising Ether, Imbue Ether, Break Rush||5||1||1|
|4th||+4||+4||+4||+2||Break 1 skill||10||2||1|
|7th||+7/+2||+5||+5||+4||Break Level 2, Break 2 skill||10||4||2|
|9th||+9/+4||+6||+6||+5||Improved Dodge roll||15||5||2|
|10th||+10/+5||+7||+7||+5||Break 2 skill||15||5||3|
|13th||+13/+8/+3||+8||+8||+7||Break level 3, Break 3 skill||20||7||3|
|15th||+15/+10/+5||+9||+9||+8||Greater Dodge Roll||20||8||4|
|16th||+16/+11/+6/+1||+10||+10||+8||Break 3 skill||25||8||4|
|17th||+17/+12/+7/+2||+10||+10||+9||Army of One||25||9||4|
|19th||+19/+14/+9/+4||+11||+11||+10||Break level 4, Break 4 skill||25||10||4|
|20th||+20/+15/+10/+5||+12||+12||+10||Ether Brand, Max Break, Max Break skill||30||15||5|
Class Skills (8 + Int modifier per level) Soldiers are proficient in Balance, Climb, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Search, Sense Motive, Spot, Use Magic Device, Craft, Knowledge, Profession, Ride, Survival, spellcraft, and Swim.
Weapon and armor proficiency: Soldiers have proficiency in all bladed weapons and simple weapons. All soldiers are proficient with light and medium armor and with all shields (except tower shields)
Ether: A soldier’s strength comes from their Ether which is used in several ways; the main being reaching their break limit. If the soldier falls unconscious all Ether is lost. As the soldier’s body matures and is able to sustain more threatening blows his ability to harness their power improves. Every time the soldier takes damage they gain one Ether as well as Ether equal to the damage taken. With improved ether the soldier gains bonus ether towards his break level. The soldier gains bonus ether with every other level.
Imbue Ether: The soldier’s Ether transfers to his weapon in the form of energy making it more powerful. The soldier gains enhancement bonuses to attack and damage rolls while at least one ether break level is reached. Ether damage is not doubled on critical hits.
Rising Ether: A soldier constantly gains power as their skill increases thus making them quicker to react and granting them more power. While in combat the soldier gains 1 Ether per round at level 1; this effect increases to 2 at level 5 and by one for every 5 levels thereafter to a max of 5 at 20th level, this effect is doubled while the SOLDIER is at full life.
Limit Breaks: Throughout the course of their training soldiers learn to harness their Ether and transform this power into a weapon. This weapon usually takes shape in the form of limit breaks. Limit breaks are unleashed by using Ether. Soldiers may spend their Ether to unleash more powerful attacks. The soldier gains a new break level every 6 levels and a new limit skill every 3. All limit breaks have range equal to the SOLDIER's move speed (including armor speed penalties)added to their break rush. The SOLDIER must prepare limit breaks daily, once prepared the SOLDIER can use his limit breaks as many times as he has ether for each day. The SOLDIER is fatigued for one round after the use of each limit break.
Break Rush: When activating break skills the SOLDIER is able to close the distance between himself and the enemy much quicker, he gains bonus dash speed when using break skills starting at 5 feet at level 1. This rises to 10 feet at level 4, and every 4 levels after the SOLDIER gains another 5 feet. A level 4 SOLDIER wearing medium armor would have a normal move speed of 20, but with break rush 10 achieved at 4th level he is able to dash 30 feet to his target. Break rush is also used to increase the range of distance attacks such as blade beam and finishing touch.
Ether Mend: The soldiers body is their greatest weapon, through the drastic changes made within them through Ether, their power is more extreme then that of a normal human. This ability manifests in healing, at 2nd level the soldier gains hit points equal to his Ether + constitution modifier each time he uses a limit break. (A soldier with a 16 constitution score would gain 4 Hp for activating a break while he has at least 20 ether, upon 60 ether the hp gain would increase to 5).
Dodge Roll: The soldier becomes apt at avoiding attacks as he becomes more battle hardened. The soldier gains a +1 dodge bonus to AC. In addition any time the soldier successfully dodges an attack he can make a five foot immediate move action, for the remainder of the round the soldier gains +2 to his armor class.
Battle Hardened: At 5th level the Soldier gains the ability to make most physical damage dealt to him non-lethal damage. The soldier converts ½ his soldier level of damage from physical sources to non lethal damage. The soldier is now able to move his full speed while in medium armor and gains damage reduction 1/- (physical and magical).
Super Human: The soldiers body is their greatest weapon, through the drastic changes made within them their power is more extreme then that of a normal human. This ability manifests in higher ability scores. These scores can only be applied to Constitution, Strength and Dexterity. These ability scores are granted at level 6, 12, and 18.
Improved Dodge roll: At 9th level the Soldier’s ability to sense and avoid danger has increased. The soldier now gains a +2 dodge bonus to his armor class. In addition the soldier now gains a +4 to his ac after dodging an attack for the remainder of the round.
Hardened Warrior: At 11th level the Soldier gains the ability to make most damage dealt to him non-lethal damage. The soldier converts his soldier level of physical damage from all sources to non lethal damage. In addition his damage reduction is increased to 2/-(physical and magical).
Toughness and greater Toughness: Soldiers can suffer far more punishment then those of their race, and such is needed for reaching their limits. Soldiers gain toughness at 8th level and greater toughness at 14th level.
Greater Dodge Roll: At 15th level the Soldier’s ability to sense and avoid danger has increased. The soldier now gains a +3 dodge bonus to his armor class. In addition the soldier now gains a +6 to his ac after dodging an attack for the remainder of the round.
Army of One: As the soldier gains strength his ability to take damage increases. As a soldier gains Ether his ability to reduce damage taken grows. At 17th level the soldier gains damage reduction 1/- (physical and magical) as he gains more Ether (Max 7).
Ether Brand: At 20th level soldier gains 1.5 Ether from his Ether ability hence a 20th level soldier will gain 15 Ether points instead of 10 upon taking damage. The SOLDIERS's ether mend will now heal double damage from ether (2x ether + Con mod).Instead of losing 50% of their Ether per day the soldier will now lose only 25%.
Ultimate Break: As soldier’s abilities increase so do their abilities to release more devastating attacks. A soldiers limit breaks advance every three levels until they max with an ultimate break at 20th level.
Limit skills are powerful attacks used by the SOLDIER to cut down their foes, these skills take great energy and skill to use. Limit skills are normal attacks with special effects and thus require attack rolls. Most are treated as charge attacks depending on distance, feats such as power attack can be applied to limit breaks, combat maneuvers such as charge can also be combined with these attacks to maximize their effect.
Level 1 limit breaks
“Braver” Full round attack action 30 foot move + attack Weapon damage + double Str mod Damage + Ether damage
The soldier makes a single attack against his enemy at his full base attack bonus leaping into the Air and bringing his weapon of choice down upon his foe dealing extra momentum damage. Adjacent/surrounding foes take half damage.
“Cross Slash” Full round attack action 30 foot move + attack
The soldier dashes to his enemy and makes three quick and decisive attacks. One attack roll is made at full base attack bonus if it hits all three strikes hit. Apply weapon damage three times and strength mod only once. If this attack hits the target is fatigued for 1d4 rounds (Fortitude save 10 + half soldier level + Ether).
“Sonic Break” Full round attack action 30 foot move + attack
The SOLDER can make an additional attack in the round which this skill is activated, this attack shares the ether bonus of the first and is made at full base attack bonus. Each attack the SOLDIER makes in the same round suffers a -2 penalty. Each attack that hits it's target in this round deals 1d4 sonic damage.
“Ether Orb” Standard action 30 foot range
The SOLDIER harnesses his magical energy and fires it at his foe. This ranged attack deals 3d6 magic damage + Ether. (Dex vs AC) Targets hit with this attack are knocked back 5 feet and fall prone.
Level 2 limit breaks
“Blade Beam” Standard action - Range 30 feet Reflex save 10 + half soldier level + Ether negates half damage
The soldier fires a blade of magical energy at his foe (Treat this as a ranged attack of brilliant energy (ignores armor bonus) at full base attack bonus). This attack deals 4d8 damage + Str + Ether. Foes adjacent take half damage as the beam ricochets. Blade beam can be used to counter spells such as fireball by upsetting their line of fire.
“Climmhazzard” Full round action 30 foot lunge
weapon deals 5x damage + Strength mod + Ether
The soldier makes a single attack at his full base attack bonus as he lunges at his foe impaling them before mercilessly driving his blade upward.
“Ether Wall” Full round action Fortitude save DC: 10 + Half Soldier level + Ether
The SOLDIER’s power wells from within creating a damaging barrier of energy. This attack creates a 10 foot wall of energy in front of the SOLDIER and both sides adjacent. These walls deal 2d8 + ether damage and travel for 30 feet. Enemies damaged by the walls must make a fortitude save or be stunned for 1d4 rounds.
The soldier makes a single attack against his enemy at his full base attack bonus; the attack does normal damage and adds the dispel magic effect. Utilizing his Ether in this attack the soldier dispels magical effects within his area of movement for 1d4 rounds. Enemies affected by this attack may make a save equal to 10 + half the soldier’s level + Ether to avoid the dispel, enemies in the middle of casting must make a concentration check to continue casting.
Level 3 limit breaks
“Meteorain” Full round action: 15 foot Square Reflex save: 10 + half soldier level+ Ether negates half damage
The soldier hurls 12 ethereal shards of energy from his blade over 30 feet dealing area damage to designated foes within a 15 foot square. Each shard deals D8 magic damage + Ether bonus to targets within 15 foot space selected by soldier.
“Finishing Touch” Full round action Reflex save: 10 + half soldier level+ Ether negates half damage and thrown effect
Soldier is able to harness the power of the winds forming a small whirlwind. This whirlwind is shot over a 30 foot distance in a straight line dealing 15d6+Str+Ether damage to foes caught in its gust. The soldier makes a CMD check against targets caught in the whirlwind, successful checks disarm and displace targets. Targets adjacent to the line of fire take half damage. This Whirlwind can dispel wall and fog spells such as wall of fire. This attack does half damage against foes of the huge category and cannot displace foes bigger then “Large.”
“Triple Blade Beam” Standard action - Range 30 feet Reflex save 10 + half soldier level + Ether negates half damage
The soldier fires three blades of magical energy at his foe (Treat this as a ranged attack of brilliant energy (ignores armor and shield bonus) at full base attack bonus). These attacks deals 4d8 damage + Str + Ether. Foes adjacent take half damage as the beams ricochet. Blade beam can be used to counter spells such as fireball by upsetting their line of fire. Each beam can be used to target a different foe within range.
"Chain Slash" Full Round action
The SOLDIER makes a single attack at full base attack bonus, if the attack hits he may strike again at a -2, if the second attack hits he may make a 3rd strike at -4, The SOLDIER may continue the combo until he fails to hit his target. Each attack does normal damage + Str+ Ether. If an enemy the SOLDIER is attacking dies he may target another adjacent foe at his full base attack bonus and begin the chain anew.
Level 4 limit breaks
“Omnislash” Full round action-30 foot move + Strike Reflex save DC: 10 + half soldier level + Ether negates half damage
The Soldier dashes forward in a blaze of fury and attacks his target with growing rapidness. The soldier makes a short series of 5 attacks at +15/+15/+15/+15/+20. Each attack does normal weapon damage +Str mod +Ether. The final attack as treated as a critical hit dealing double damage. Attacks of opportunity are applied normally.
“Octaslash” Full round action-30 foot move + Strike (Single target) Reflex save 10 + half soldier level + Ether negates half damage
The SOLDIER lashes out with deadly precision and speed. He makes 4 attacks at +15/+15/+15/+15 each attack does 2x normal damage + Ether.
"Strike of Retribution" Full round action
The soldier makes a single attack against his enemy at his full base attack bonus; the attack does 4x normal weapon damage + Ether and heals all allies within the SOLDIER’s movement range for half the amount of damage done. Undead creatures take double damage from this attack.
"Rush Assault" Full round action Reflex save 10 + half soldier level + Ether negates half damage
The SOLDIER makes six attacks with his fists and is treated as having improved unarmed strike. Each attack is made at full base attack bonus dealing 1d6 + str + ether damage, after each attack the SOLDIER can make a CMD check to knock each enemy hit with this attack prone. Enemies knocked prone take an extra 1d6 damage.
Max limit breaks
“Living Legacy” Full round action-30 foot move + Strike (Multiple targets) The soldier designates a 15 foot square within 25 feet to target. Fortitude save DC: 10 + half soldier level + Ether negates half damage
The soldier enters a trance state in which they are able to phase from one area to another in this ultimate attack. Utilizing his power the soldier infuses his weapon with brilliant energy (Ignores armor bonus, natural armor is excluded) and rapidly attacks his targets 6 times; each attack dealing weapon damage plus strength mod plus Ether. Each attack is as follows +15/+15/+15/+15/+15/+20. The final attack is counted as a critical dealing double damage. No attacks of opportunity given to enemies.
“Super-Nova” Full round action-30 foot move + Strike (Single target) Fortitude save 10 + half soldier level + Ether negates half damage
The SOLDIER singles his focus on one target and lashes out at them with the force of a falling star. The SOLDIER makes a single attack which does 6x normal weapon damage + Str + Ether. Targets who fail their save become exhausted for 1d4 rounds.
“Apocalypse” Full round action Fortitude save 10 + half soldier level + Ether negates half damage
Enemies within the SOLDIER’s Break range suffer 10d10 damage from ether poisoning, enemies who fail their fortitude save suffer a -1 on all ability scores and saves for 1d4 rounds, these enemies also suffer fast degeneration (-5 hp) for each round they are affected by this attack. Enemies who failed their saves are forced to make additional saves each round or suffer additional -1 penalties for an additional 1d4 rounds, this affect cannot take place more then 3 times, therefore the max penalties an enemy may suffer are -3, these effects may last up to 12 rounds.
|Limit Level||Ether points||Bonus Attack/damage||Damage reduction||Ether mend|
|Break level 1||20||+1/+1||1
|Break level 2||60||+2/+2||2|
|Break level 3||120||+3/+3||3
|Break level 4||200||+4/+4||4