Full Metal Alchemist NWN
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Full Metal Alchemist NWN

Full Metal Alchemist NWN
 
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 Soldier Class

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DM Hawkeye
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DM Hawkeye


Posts : 57
Join date : 2010-02-14

Soldier Class Empty
PostSubject: Soldier Class   Soldier Class EmptySun Feb 14, 2010 5:48 pm

Soldier

This is your basic character. A good starting character to get the hang of things, before you make your master alchemist. Wink Basically, they are the nuts and bolts of a character…ranging anywhere from military personale, to police, to freelance bodyguard…anything that needs fighting. They have NO ALCHEMY KNOWLEDGE…but they don’t need it, having special training for combat.

Gear:
Carrys up to 3 melee weapons and 3 ranged weapons.(Special gear doesn’t count for this).

Skills:

Tactical Analysis
A master of tactics is able to analyze the battlefield. They may be granted a +2 to their offensive and defensive rolls against a target for the rest of the battle, if they succeed in a successful INT roll v.s the opponents INT. This takes up the soldiers turn.

Assessment
An assessment can be made to judge how damaged an opponent is. This is a SPOT v.s the targets hide. Upon success, the target reveals their remaining health. This takes up the Soldiers turn.

Feats:
Bonus Health: A soldier has more health than normal. They have a permanent +10 health. (this is a starting feat).

Sturdy: A soldier is able to take more damage than most. This feat grants them a permanent 2dr.

Protect Alchemist: (Dex mod of 15 needed): A soldier is able to intercept damage for an alchemist. As a free action(Does not take their turn) they can take the damage for an alchemist..once per full rotation of combat. (A rotation is everyone going once.)

Power Strike: Three times per combat, the Soldier is capable of adding an extra 1d4 to melee damage. This must be announced it’s being used before rolls are made. It’s used up when used three times, whether it hits or not.

Double Strike(STR mod 13 needed): One time per combat, the Soldier is able to swing a second attack with a melee weapon directly after the first. This gives them another attack right after the first. (This must be declared that it’s being used before the first attack is rolled). It’s used up whether it hits or not.

Double Shot
(DEX mod 13 needed): One time per combat, the Soldier is able to fire two shots in rapid succession with a ranged weapon. This gives them another attack right after the first. (This must be declared that it’s being used before the first attack is rolled). It’s used up whether it hits or not.

Super Health
: A soldier with this feat has even MORE health. This adds ANOTHER +5 to their total health.

Use Alchemy Melee Weapon
: This feat allows the Soldier to use a melee weapon that was transmutated by an alchemist. The weapon must have been created during that fight, and disappears at the end of the fight.

Dodge: Able to dodge blows easier. This adds a +1 to defensive dex rolls.

Block: Block allows you to block an attack with a melee weapon while rolling str. Doing so risks you breaking your weapon. If blocking an alchemy attack, then you do not block the entire attack, just a portion of it.(excluding alchemy weapons)
When using block, a weapon has a durability of 15. Each time you successfully block, you roll a d20. If you roll over the weapons durability, your weapon is broken. Whenever you successfully block, the weapons durability goes down by 1.
Blocking an alchemy: If you succeed, you take damage-str mod/2.

Critcal Hit: With this feat, any hit that is rolled with a natural 20 and connects does double damage.

Martial Arts: This feat represents the users skill in martial arts of some form. This adds a +2 to unarmed attacks.
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