Soldier/Ex-Soldier, Final Fantasy Variant (3.5e Class)

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<-Ex-Soldier->[edit]

<SOLDIER First Class>
By [Square Enix]

A SOLDIER is a Genova Virus infected individual who has gained extraordinary abilities from the virus. SOLDIERs receive special training and may specialize in certain areas. Some focus on Mako or Magic Light via Materia, a magical manifestation generally in the shape of a strangely colored orb that can be infused into their equipment or their own person. Others focus on combat using guns, while some focus on the usage of swords and other melee weapons, or even hand to hand combat. A SOLDIER is someone doomed to die a painful death in their final hour due to the disease granted to them at birth.

Making a <-Ex-Soldier->[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Strength, Constitution, and Wisdom are a Soldier's main stats. They benefit from strength and constitution to be able to handle fighting up close and personal, as well as for handling damage, while wisdom is used for their Mako.

Races: Primarily Human, However Elves and Beastfolk (e.g. Viera, Neko, Catfolk, Moogle, etc.) have the potential of becoming Soldiers. Other races outside the aforementioned ones are extremely rare to find among the ranks of soldier.

Alignment: Any, with the exception of Chaotic Evil.

Starting Gold: 6d4 x 10 gp.

Starting Age: As rogue.

Table: The Ex-Soldier

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Materia
Loaded
Maximum Mako
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 Materia Loaded, Bonus Feat
2nd +2 +3 +0 +3 <-any class features gained at this level->
3rd +3 +3 +1 +3 <-any class features gained at this level->
4th +4 +4 +1 +4 Bonus Feat
5th +5 +4 +1 +4 <-any class features gained at this level->
6th +6 +5 +2 +5 <-any class features gained at this level->
7th +7 +5 +2 +5 Bonus Feat
8th +8 +6 +2 +6 <-any class features gained at this level->
9th +9 +6 +3 +6 <-any class features gained at this level->
10th +10 +7 +3 +7 Bonus Feat
11th +11 +7 +3 +7 <-any class features gained at this level->
12th +12 +8 +4 +8 <-any class features gained at this level->
13th +13 +8 +4 +8 Bonus Feat
14th +14 +9 +4 +9 <-any class features gained at this level->
15th +15 +9 +5 +9 <-any class features gained at this level->
16th +16 +10 +5 +10 Bonus Feat
17th +17 +10 +5 +10 <-any class features gained at this level->
18th +18 +11 +6 +11 <-any class features gained at this level->
19th +19 +11 +6 +11 Bonus Feat
20th +20 +12 +6 +12 <-any class features gained at this level->

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

<-fluff about class features->. All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Soldier's are proficient with all Simple and Martial weapons, as well as firearms (if applicable). They are also proficient with Light and Medium Armor, but not Shields.

Bonus Feat: At 1st level and every 3 levels thereafter, a soldier gets a bonus feat. For feats they are treated as if they were a fighter of their level.

Magic Light Points/Day: Magic Light Points are used to manifest a SOLDIER's Mako. The number of Magic Light Points that a SOLDIER has is equal to their Wisdom Modifier + SOLDIER level x 20. (E.G. Cloud is a level 7 SOLDIER, his wisdom modifier is 3. His total Magic Light Points at 7th Level would be 200). Magic Light Points also determine the strength of Materia that can be used at any given time. For example, a 4th tier Materia may cost 100 MP, while a 1st tier Materia may only cost 30 MP.

Materia Loaded: SOLDIERs are capable of infusing their body with Materia to perform their Mako. As a SOLDIER levels up, new materia becomes accessible to him, and may randomly be found in the world, or even just appear over him like a mountain of gold. Either way he gains more materia that he can utilize. Each Tier of materia is gained after a certain level.

1st Tier Materia are gained at 1st - 3rd levels. 2nd Tier are gained from 4th - 6th. 3rd Tier are gained from 7th - 10th. 4th Tier are gained from 11th - 13th. 5th Tier are gained from 14-16th. 6th Tier are gained from 17th - 20th level.

Spells: Spells are listed below for the class as well as MP cost.

1st-

Fire: User deals 1d4 points of Fire Damage per level (Max 10d4) to a single target. At 10th level and every 5 levels thereafter, this spell can target an additional enemy (to a max of 4 enemies) so long as they are within 30 feet of the original target. Reflex (DC 10 + Wis Mod + Number of Damage Dice) for half damage. Costs 30 MP

Ice: User deals 1d3 points of Constitution Damage per every 2 levels (Max 10d3 at 20th Level)to a single target. At 20th Level, this spell can be used as a 30-foot radius burst in which ALL creatures must make a fortitude save. The fortitude save for each target is a DC equal to 10 + Wis Mod + Number of Damage Dice. Costs 30 MP

Barrier: This Materia comes with 4 effects. Each effect is active until the start of the SOLDIER's next turn and the effect must be stated upon casting.

Barrier - Casts a shield in front of a character that causes physical attacks to do 1d4/5 levels less damage (to a max of 5d4). Costs 15 MP

MBarrier - Casts a shield in front of a character that causes spells to do 1d4/5 levels less damage (to a max of 5d4). Costs 15 MP

Reflect - Casts a shield in front of a character that causes spells to reflect back towards the enemy. (To reflect the defender must roll 1d20 + Soldier Level. The DC is equal to 10 + Enemy Casting Mod + Spell Level) Costs 40 MP

Wall - Effects of Barrier and MBarrier in a single spell. Costs 30 MP

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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