Soldier (Under construction!)[edit]
“
|
Soldiers are skilled, professional fighters, who use their martial expertise in a broad range of fields to help them fight.
|
”
|
Class Traits
|
Role: Striker, controller. You use a broad range of combat abilities to control the battlefield and damage enemies.
|
Power Source: Martial. You are an experienced veteran soldier, a professional with exceptional experience and training in martial combat.
|
Key Abilities: Strength, Dexterity, Wisdom, Constitution
|
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale, Plate, Light Shield, Heavy Shield
|
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged, Military Ranged, Superior Melee, Superior Ranged, Rapier, Shuriken
|
Implements: Ki Focus
|
Bonus to Defense: +1 Reflex, +1 Fortitude
|
Hit Points at 1st Level: 12 + Constitution score
|
Hit Points per Level Gained: 5
|
Healing Surges per Day: 8 + Constitution modifier
|
Trained Skills: Athletics. From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Dungeoneering (Dun), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis)
|
Build Options: Dilettante, Marksmen, Guardian, Great weapon, Dual-wielder
|
Class Features: Professional training, Armor specialization, Overwhelm, Combat Opportunity, Martial Strategist, Weapon expertise
|
Soldier Overview
|
Characteristics: Striker
|
Religion: Any Religion
|
Races: Any Race
|
Creating a Soldier[edit]
- Ability Scores
Soldiers primarily use strength and dexterity for their attack and damage rolls. As most of their powers can use either Strength or Dexterity, soldier builds inherently can be quite flexible. The second abilities ought to be constitution or wisdom, depending on which build you are going with or powers you choice as your secondary damage relies on this, for example your Overwhelm class feature which allows you to do extra constitution or wisdom damage if you have combat advantage against the target. Both ranged and melee attacks can use either Dexterity or Strength in many cases, and therefore builds which rely heavily on a lot of weapons and styles can exist with relative ease. Soldiers are comfortable with a broad range of weapons and a broad range of tactics and strategies, and are not Pidgeon holed in to melee combat or ranged combat. Regardless they can specialize in any one given area. Soldiers can use either Dexterity or Strength builds, or can use a mixture of both, but will be weaker if they do so as they will lose their secondary damage. Many races excel at being Soldiers, having either Strength and Constitution or Wisdom, or Dexterity or Constitution or Wisdom, or Strength or Dexterity as their main abilities. Humans are a natural fit given their ability to choose any ability as their main ability and their general versatility. Races with Charisma or Intelligence as their primary abilities are naturally going to be weaker, but can excel as long as they have Strength or Dexterity as a main ability. Some example races include Goliath, Minotaur, and Shifter for races with Strength and Wisdom, Dwarf, Goliath, Minotaur and Warforged with Strength and Constitution, Elf, Drow, Githzerai, Shadar-Kai, Shifter, and Wilden with Dexterity and wisdom, Halfing with Dexterity and Constitution, and Half-orc and Thrikeen with Dexterity and Strength. Races can use dexterity or strength for ranged or melee attacks, therefore not limiting them to traditional roles based on these attributes.
- Feats
Soldiers use Ki focuses and a lot of weapons, so ki focus oriented feats or Superior implement proficiency can help considerably if you happen to use a lot of different weapons and can't afford a large volume of magic items. Soldiers as they are already able to use superior weapons do not need weapon proficiency feats, being trained in the majority of weapons available in the game from the beginning, and start off with the highest armor stats, being able to use plate armor or heavy shields. Soldiers benefit heavily from weapon or combat oriented feats, such as expertise feats, and from feats which help to improve movement or mobility. Soldiers also rely heavily on combat advantage and flanking, and so feats which boosts these features are also particularly useful. Soldiers can take martial feats, which tend to provide a number of bonuses or boosts, being a martial class. Soldiers generally are given a lot of starting feats, for example Quick Draw and Master of Arms are both starting feats you receive automatically, and you may also get toughness, two-weapon defense, two-weapon fighting and other feats depending on your class feature.
- Equipment
Soldiers use Ki focuses and a lot of weapons, so equipment is incredibly important for damage and for defense. As Soldiers are very equipment dependent, it is important to have a lot of weapons intended for their roles and use the right gear. Ki focuses will allow you to use multiple weapons with only one magic weapon and provide a bonus to all of them, however it is possible to specialize with one weapon or use a separate magic weapon for all weapons. Soldiers should carefully choose their gear for their intended role, and make sure they know which weapons are needed for which powers. Soldiers often do both ranged and melee attacks, and can use Strength or Dexterity for ranged and melee attacks making it completely viable to use a mix of weapons, thus necessitating these weapons. On the other hand more simple builds will only require 1 or 2 weapons. Soldiers must also equipment ammunition for these weapons available if necessary.
Heroic Soldier[edit]
Level |
Feats Known |
Class Features and Powers
|
1 |
1 |
|
2 |
+1 |
Utility Power
|
3 |
|
|
4 |
+1 |
Ability score increase
|
5 |
|
|
6 |
+1 |
Utility Power
|
7 |
|
|
8 |
+1 |
Ability score increase
|
9 |
|
|
10 |
+1 |
Utility Power
|
Class feature: Professional training[edit]
Soldiers are adept at using a broad range of weapons. As a result, you gain the "Professional Training" class feature, which gives you a +1 bonus to all attack rolls when using any weapon. You also gain an additional +1 bonus to the attack rolls of opportunity attacks and a bonus to damage with them equal to the highest of your constitution or wisdom modifier (minimum 1). You also gain the Quick Draw (PHB1) and Master at arms feat (Essentials), even if you do not otherwise meet the prerequisites.
Class feature: Armor Specialization[edit]
Soldiers are uniquely adept at using their equipment, and gain access to a broad range of different options for their preferred fighting styles. You may choose "Light Armor Specialization" or "Heavy Armor Specialization" as your class feature. If you choose Light Armor Specialization, you may increase your speed by 1 and you may substitute your wisdom or constitution score instead of your dexterity or intelligence score for determining AC. If you choose Heavy Armor Specialization, you may remove the skill check penalty for using armor, and gain a +1 bonus to fortitude, reflex and will.
Class feature: Overwhelm[edit]
Soldiers are trained to take advantage of opportunities in combat, to strategically overwhelm their opponents and wait for an opening to take a shot. As a result you gain the "Overwhelm" class feature, which allows you to do deal extra damage once per round on a damage roll equal to the highest of your constitution or wisdom modifier (minimum 1) against a creature of which you combat advantage against. When you spend an action point to take an action you may also use the Overwhelm class feature even if you have already used it that round. This increases to your constitution or wisdom modifier (minimum 1) damage +2 at level 11, and +4 at level 21.
Class feature: Combat Opportunity[edit]
Soldiers are trained to take advantage of certain opportunities in combat, and practice certain combat maneuvers over and over again until they excel at them. Given enough time and practice, these maneuvers become a rote action, and you not only can perform then well, you excel at them given your focused training. At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter. When you charge or do a bull rush, you gain an additional +1 bonus to the attack roll. When you try to grapple an opponent, you gain a +2 bonus to the attack roll. When flanking an opponent, you gain an additional +1 bonus to the attack roll, in addition to the other benefits. You can move through enemy squares, but incur an opportunity attack for doing so.
Class feature: Martial Strategist[edit]
Soldiers aren't just trained how to fight, but how to execute complex strategies and tactics in combat. They are team players, who improve the combat abilities of everyone around them. When they have time to plan, their initial attacks are generally more effective than usual. You and every ally in the encounter can deal 2d6 extra damage to their first damage roll in the encounter (increasing to 3d6 at level 11, and 4d6 at level 21). In addition, you and every ally within 20 squares gain a +1 bonus to initiative, perception and insight. Once per encounter or whenever you use an action point to make an extra damage, if you have concealment against a target, you can add 2d6 extra damage to the damage roll (increasing to 3d6 at level 11, and 4d6 at level 21). In addition, any ally flanking with you gains an additional +1 bonus to their attack roll, in addition to any other bonus. You gain one extra action point per day, and two at level 21. Once per encounter, an ally of yours within sight range can gain a +2 bonus to an attack roll, utilizing a preplanned attack strategy you had developed with them. Finally, you gain the "Soldier's Strike" class encounter power.
Soldier's Strike
|
Soldier Attack 1
|
You know how to make best use of your weapon to help you inflict more damage, and plan ahead to develop special techniques the enemy won't expect to give you an advantage.
|
Encounter
|
Free Action
|
'
|
Trigger: You hit with an attack.
|
Target: The creature you hit with an attack.
|
Effect: You deal an extra 1[W] to the target of the attack.
|
Special: You can use this power twice per encounter, or three times per encounter at level 21, but only once per round.
|
Class feature: Weapon expertise[edit]
Although Soldiers are masters of all weapons and proficient in a broad range of weapons, tactics and strategies, soldiers have a tendency to specialize in a number of fields of combat. Despite the specialization in a particular field, soldiers tend to remain flexible. So for example a Soldier who is particularly well trained in long range weapons as a Marksmen, may often use two weapons to fight or a Two-handed weapon to charge in for melee attacks. Soldiers are not bound by any particular type of weapon or fighting style, and merely are more naturally skilled in one means of fighting. Soldiers gain the "Weapon expertise" class feature, which allows them to choose at character creation one class feature, either "Dilettante", "Marksmen", "Guardian", "Great weapon", or "Dual-wielder".
Dilettante: Dilettante's specialize in no particular area, being good at using a broad range of weapons and tactics. You gain a +2 bonus to opportunity attacks. You can shift 3 squares as a move action instead of move your normal speed. When you move more than 2 squares in a turn as a part of a standard action to do an attack, you gain a +1 bonus to all attack rolls and a +1 bonus to all defenses until the end of your next turn. If you roll a natural one or two on an attack roll, you may re-roll the dice and must use the second result. If you roll a natural 20 on an attack roll, you may double the damage for that attack.
Marksmen: Marksmen specialize with long range weapons, even if they might close in to engage in close quarters combat every once in a while. As a result, you may ignore the range penalty for long range attacks with any weapon, as well as light cover or concealment, but not heavy cover or concealment. You may increase the range of any ranged weapon by 5, including thrown weapons. You can load any ranged weapon with ammunition as a free action, such as a crossbow, or may draw a ranged throwing action as a free action. Any one-handed weapon you wield, you may treat as a heavy thrown weapon with a range of 10/20. You also gain a +2 bonus to AC against opportunity attacks.
Guardian: Guardians are trained to protect men and operate in groups, sometimes using large shields to protect their fellow man and themselves in coordinated attacks. As a result, any enemy struck by your opportunity attacks stops moving, and may keep moving if they still have an action left. You may add the highest of your wisdom or constitution to the attack roll of opportunity attacks. Allies adjacent to you while you are wielding a shield gain a +1 bonus to AC and reflex and may use you as light cover or concealment. You may reduce the distance you are pushed, pulled, slid, teleported or shifted by 1 square from any action. In addition, you gain a scaling +1/2/3 bonus to damage rolls for melee attacks using a one-handed weapon.
Great weapon: Great-weapon users are generally trained to overwhelm their enemies with large powerful attacks, but often require just as much careful sophistication and grace to do attacks in combined arms warfare with long weapons in concert with their allies or to block and parry enemy attacks. You gain a scaling +1/2/3 bonus to damage rolls for melee attacks using a two-handed weapon. You gain the toughness feat (PHB1), even if you don't otherwise meet the prerequisites. When you charge, you may add an additional 1d6 extra damage to the damage roll; this increases to 2d6 at level 21. You can choose to incur a -2 penalty to an attack roll of any melee attack; if the attack succeeds, you may add eitheir your constitution or wisdom modifier (minimum 1) to the damage roll of the attack. You may also choose to decrease the damage die of your weapon by 1 for the damage roll of an attack in order to gain a +1 bonus to the attack roll.
Dual-wielder: Dual wielders have to train extensively to became proficient with two weapons. Many times using two weapons is inappropriate or less effective than one, and it's hard for a soldier to keep the mental bandwidth needed to focus on two different weapon attacks. When properly trained however, the results can be devastating and overwhelming. Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. You gain the two-weapon defense and two-weapon fighting feats as bonus feats, even if you do not otherwise meet the prerequisites. When both your main and offhand weapons deal damage to an opponent in a single turn, you can gain a +1 bonus to all defenses and attack rolls against that opponent until the end of your next turn.
Level 1: At-Will Powers[edit]
Benefit: Due to your extensive martial prowess and training, you gain three of the following at-will powers at level 1, instead of the standard two. This increases to four at-will powers at level 21. At level 21, each power increases it's damage by an additional 1[W].
Dual Strike
|
Soldier Attack 1
|
Your strike twice, once with each weapon, in order to amplify your damage.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Prerequisite: You must be wielding two melee weapons or a ranged weapon
|
Target: One or two creatures.
|
Attack: Strength or Dexterity Vs. AC, two attacks
|
Hit: 1[W]
|
Special: When you make a melee attack, you must use your main weapon and off-hand weapon for the attack and damage roll.
|
Power Strike
|
Soldier Attack 1
|
Your entire attack is focused in to one, solid blow, putting the entire attack's emphasis on the weapon itself.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity + 1 Vs. AC
|
Hit: 2[W]
|
Cleave
|
Soldier Attack 1
|
Sometimes an attack is designed to inflict harm not just to a target but to nearby enemies as well.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 1[W] + Strength or Dexterity modifier damage.
|
Special: You may deal constitution or wisdom modifier damage to one creature adjacent to you or the target.
|
Rend
|
Soldier Attack 1
|
Sometimes an attack isn't designed just to inflict damage, but to wound the enemy as well.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 1[W] + Strength or Dexterity modifier damage. In addition, the target is slowed and suffers a -1 penalty to all defenses until the end of it's next turn.
|
Leaping Strike
|
Soldier Attack 1
|
Any weapon can be a reach weapon, as long as you know how to use it.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Melee + 1
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 1[W] + Strength or Dexterity modifier damage.
|
Special: You can increase the range of a melee weapon by one.
|
Far shot
|
Soldier Attack 1
|
You focus on accuracy and range, trying to stretch the range of any weapon your are wielding.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Ranged Weapon range +10
|
Target: One creature.
|
Attack: Strength or Dexterity + 1 Vs. AC
|
Hit: 1[W] + Strength or Dexterity damage
|
Vicious Strike
|
Soldier Attack 1
|
Your attacks invigorate you and bring terror on the battlefield, allowing you to last longer on the battlefield.
|
At-Will Martial, Weapon, Ki Focus, Invigorating, Rattling
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength Vs. AC
|
Hit: 1[W] + Strength or Dexterity modifier damage.
|
Special: As the weapon has the invigorating keyword, you gain temporary hitpoints equal to your constitution modifier when you successfully hit with the attack and are trained in endurance. In addition it also has the Rattling keyword, and so if you are trained in intimidate and the target is capable of fear, it takes a -2 penalty to all attack rolls until the end of it's next turn. Also the attack can be used as a melee basic attack.
|
Cautious Strike
|
Soldier Attack 1
|
Your strike with caution, using your impeccable aim to ensure you hit the target.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity + 2 Vs. AC
|
Hit: 1[W] + Strength or Dexterity modifier damage.
|
Miss: You deal damage equal to your Strength or Dexterity modifier
|
Shield Strike
|
Soldier Attack 1
|
You lash out with your shield, harming all of those around you.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Close Burst 1
|
Requirement: You must be wielding a shield.
|
Target: All enemies in burst
|
Attack: Strength Vs. AC
|
Hit: 1[W] and the target is pushed 1 square.
|
Barrage
|
Soldier Attack 1
|
You fire a barrage of projectiles at the target, intending to disorient them and hit as many target as possible.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Ranged Area Burst 1
|
Target: Every creature in burst.
|
Attack: Strength or Dexterity -2 Vs. AC
|
Hit: 1[W]
|
Special: You must be wielding a ranged weapon for the attack, and use it's it's proficiency for the attack roll and weapon die for the damage role, as well as use it's range an to determine the range of the power.
|
Master strike
|
Soldier Attack 1
|
You have trained so extensively you can guarantee multiple attacks with certain types of light weapons.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Ranged or Melee
|
Target: One, two or three creatures.
|
Attack: Strength or Dexterity vs. three or fewer separate creatures Vs. AC
|
Hit: 1[W]
|
Special: You must be wielding a light blade, thrown weapon, shuriken, hand-crossbow, or blowgun. You do not have to throw the thrown weapon, but it must have the thrown property to use it as a melee weapon for the attack. As well you can only target one creature with each attack.
|
Reflexive Strike
|
Soldier Attack 1
|
You strike extraordinarily quickly, keeping your enemy off balance and forcing them to respond reflexively to the attack.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity + 1 Vs. Reflex
|
Hit: 1[W]
|
Special: Can be used as a basic attack.
|
Morale Strike
|
Soldier Attack 1
|
You strike at the opponent's will to fight, keep him off balance by making an attack directly against his weaknesses.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity + 1 Vs. Will
|
Hit: 1[W]
|
Special: Can be used as a basic attack.
|
Exhausting Strike
|
Soldier Attack 1
|
You strike at an opponent in a way to exhaust him, keeping him off balance through sheer exhaustion.
|
At-Will Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity + 1 Vs. Fortitude
|
Hit: 1[W]
|
Special: Can be used as a basic attack.
|
Level 1:[edit]
Benefit: You may choose 1 encounter and Daily power of your level from your class including from the following list.
Volley
|
Soldier Attack 1
|
Sometimes you just want to make as many attacks as possible.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One, two, or three creature.
|
Attack: Strength or Dexterity, three attacks Vs. AC
|
Hit: 1[W]
|
Overpower
|
Soldier Attack 1
|
You overwhelm the enemy, forcing them to back off from an attack.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage. In addition, the target is knocked prone.
|
Sure Hit
|
Soldier Attack 1
|
Sometimes you just want to make sure you hit what you are aiming at.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One or two creatures.
|
Attack: Strength or Dexterity + 2, two attacks Vs. AC
|
Hit: 1[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage.
|
Miss: Strength or Dexterity modifier damage
|
Impending Doom
|
Soldier Attack 1
|
Your target never really stood a chance against your might.
|
Daily Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity + 2 Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier damage.
|
Miss: You deal damage equal to your Strength or Dexterity modifier
|
Special: Until the end of the encounter, you gain a +2 bonus to all attack rolls against the target.
|
Ungodly Rend
|
Soldier Attack 1
|
You manage to inflict considerable harm on the opponent, so much so they are forced to stumble back.
|
Daily Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier damage. In addition, the target is deafened and blinded, and takes 5 ongoing damage (save ends).
|
Barrage Strike
|
Soldier Attack 1
|
Your Barrage the target with as many aimed strikes as you can reasonably muster.
|
Daily Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One, two, three or four creatures.
|
Attack: Strength or Dexterity, four attacks Vs. AC
|
Hit: 1[W] + Strength or Dexterity modifier damage.
|
Level 2: Utility Power[edit]
Benefit: You gain the X power.
Level 3:[edit]
Benefit: You may choose one of the following Encounter powers from your level, or any other Soldier power from your level.
Piercing Strike
|
Soldier Attack 3
|
You pierce through the enemy's defenses, striking at their person and bypassing their armor and defenses.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. Reflex
|
Hit: 2[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage
|
Special: You may use this power in place of a basic attack.
|
Powerful Strike
|
Soldier Attack 3
|
Sometimes you're just trying to do as much damage as possible with an attack, and dedicate yourself completely to the attack.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 3[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage.
|
Special: You grant combat advantage until the end of your next turn.
|
Onslaught
|
Soldier Attack 3
|
You unleash a hail of fire upon your enemy, releasing an onslaught of attacks.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One or two creatures.
|
Attack: Strength or Dexterity, two attacks Vs. AC
|
Hit: 1[W] + Strength or Dexterity modifier damage, and in addition the target is slowed (save ends).
|
Level 4: Ability Score Increase[edit]
Your constant training hones your body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 4:[edit]
Benefit:
Level 5:[edit]
Benefit: You choose one Soldier Daily power of your level including the following.
Iron Jaw
|
Soldier Attack 5
|
You know how to use your weapons as much to trap the enemy as hurt them.
|
Daily Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One or two creatures.
|
Attack: Strength or Dexterity, two attacks Vs. Reflex
|
Hit: 2[W] + Strength or Dexterity modifier damage, and you may choose to slide each target 5 squares.
|
Crushing Blow
|
Soldier Attack 5
|
You deal a crushing blow to the enemy, severely injuring him and taking him off guard.
|
Daily Martial, Weapon, Ki Focus, Rattling
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 3[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage. The target is also stunned (save ends).
|
Special: You grant combat advantage until the end of your next turn. Also, the weapon has the "Rattling" keyword, which means the target takes a -2 penalty to all attack rolls until the end of their next turn if you are trained in Intimidate and the target is capable of fear.
|
Killer Strike
|
Soldier Attack 5
|
The only purpose of your attack is to kill.
|
Daily Martial, Weapon, Ki Focus, Rattling
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 4[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage.
|
Wildfire
|
Soldier Attack 5
|
Every good soldier knows the importance of using fire in combat, as it is written in the Art of War, and carries with them provisions to start them.
|
Daily Martial, Weapon, Ki Focus, Fire
|
Standard Action
|
Melee or Ranged
|
Target: One, two or three creatures.
|
Attack: Strength or Dexterity, three attacks Vs. AC
|
Hit: 1[W] fire damage, and in addition the target takes ongoing fire damage equal to your highest ability modifier (save ends).
|
Level 6: Utility Power[edit]
Benefit: You gain the X power.
Level 7:[edit]
Benefit:
Reflexive Strike
|
Soldier Attack 7
|
You know how to parry and counter with an attack against an enemy.
|
Encounter Martial, Weapon, Ki Focus
|
Free Action
|
Melee or Ranged
|
Trigger: You are targeted with an attack
|
Target: The creature attacking you.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier damage.
|
Effect: If the attack hits, you may use the attack as an immediate interrupt towards the creature's attack.
|
Shield Shove
|
Soldier Attack 7
|
You use your shield in order to overwhelm your enemy, shoving him across the battlefield.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee
|
Prerequisite: You must be wielding a shield.
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier damage. In addition, the target is pushed 5 squares in any direction.
|
Killer Instinct
|
Soldier Attack 7
|
Your have the instincts of a natural born killer, and you put those skills to good use.
|
Encounter Martial, Weapon, Ki Focus, Rattling, Invigorating
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 3[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage. The target is also weakened until the end of your next turn.
|
Special: As the weapon has the invigorating keyword, you gain temporary hitpoints equal to your constitution modifier when you successfully hit with the attack and are trained in endurance. In addition it also has the Rattling keyword, and so if you are trained in intimidate and the target is capable of fear, it takes a -2 penalty to all attack rolls until the end of it's next turn.
|
Bloom
|
Soldier Attack 7
|
You fire off a volley of attacks towards the target, with them blooming outwards from a central position.
|
Encounter Martial, Weapon, Ki Focus, Fire
|
Standard Action
|
Ranged Area Burst 1
|
Prerequisite: You must use a ranged weapon.
|
Target: Each creature in burst
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 1[W] + Dexterity or Strength fire damage
|
Special: You use a ranged weapon for the damage and range of the attack.
|
Level 8: Ability Score Increase[edit]
You reap the reward of constant challenge by increasing your physical and mental well-being.
Benefit: You increase two ability scores of your choice by 1.
Level 8:[edit]
Benefit:
Level 9:[edit]
Benefit:
Precision Strike
|
Soldier Attack 9
|
You deliver an attack with precision, counting on the improved accuracy to increase the probability of a hit.
|
Daily Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature
|
Attack: Strength or Dexterity + 4 Vs. Reflex
|
Hit: 3[W] + Strength or Dexterity modifier damage, and you may add your Constitution or Wisdom modifier as extra damage
|
Miss: Half damage
|
Penetration
|
Soldier Attack 9
|
You penetrate through the enemy's defenses, guaranteeing a much higher probability of success, and getting down to his very soul.
|
Daily Martial, Weapon, Ki Focus, Rattling
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. Will
|
Hit: 3[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage. The target is also slowed (save ends).
|
Special: The weapon has the "Rattling" keyword, which means the target takes a -2 penalty to all attack rolls until the end of their next turn if you are trained in Intimidate and the target is capable of fear.
|
Burning Spires
|
Soldier Attack 9
|
You unleashed two burning spires upon the enemy, igniting the target.
|
Daily Martial, Weapon, Ki Focus, Fire
|
Standard Action
|
Melee or Ranged
|
Target: One or two creatures.
|
Attack: Strength or Dexterity, two attacks Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier fire damage. In addition, the target takes 5 ongoing fire damage (save ends).
|
Thunder Clap
|
Soldier Attack 9
|
You slap your weapons together, and cause a massive boom from the resulting concussion.
|
Daily Martial, Weapon, Ki Focus, Thunder
|
Standard Action
|
Blast 3
|
Prerequisite: Melee weapon
|
Target: Each creature in blast.
|
Attack: Strength or Dexterity Vs. Fortitude
|
Hit: 2[W] + Strength or Dexterity thunder damage, and each target is also deafened and dazed (save ends).
|
Level 10: Utility Power[edit]
Benefit: You gain the X power.
Paragon Soldier[edit]
Level |
Feats Known |
Class Features and Powers
|
11 |
+1 |
Ability score increase Paragon Path Features Paragon Path Power
|
12 |
+1 |
Paragon Path Power
|
13 |
|
|
14 |
+1 |
Ability score increase
|
15 |
|
|
16 |
+1 |
Paragon Path Feature
|
17 |
|
|
18 |
+1 |
Ability score increase
|
19 |
|
|
20 |
+1 |
Paragon Path Power
|
Level 11: Ability Score Increase[edit]
Your improved physical and mental prowess highlights your entrance into the paragon tier.
Benefit: Each of your ability scores increases by 1.
Level 11: Paragon Path Features[edit]
Benefit: You gain the level 11 features of your chosen paragon path.
Level 11: Paragon Path Power[edit]
Benefit: You gain the level 11 power of your chosen paragon path.
Level 11:[edit]
Benefit:
Level 12:[edit]
Benefit:
Level 12: Paragon Path Power[edit]
Benefit: You gain the level 12 power of your chosen paragon path.
Level 13:[edit]
Benefit:
Furious Charge
|
Soldier Attack 13
|
You Charge with reckless fury, giving it all with your attack.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee
|
Target: One creature.
|
Attack: Strength or Dexterity + 2 Vs. AC
|
Hit: 4[W] + Strength or Dexterity modifier damage, and you knock the target prone.
|
Special: You grant combat advantage until the end of your next turn.
|
Batter
|
Soldier Attack 13
|
You batter your opponent, making sure he is slowed and weakened to your attacks.
|
Encounter Martial, Weapon, Ki Focus, Rattling
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage. The target is also weakened, slowed, and takes a -1 penalty to defenses until the end of your next turn.
|
Special: The weapon has the "Rattling" keyword, which means the target takes a -2 penalty to all attack rolls until the end of their next turn if you are trained in Intimidate and the target is capable of fear.
|
Invigoration
|
Soldier Attack 13
|
You are invigorated with each new attack, lifting your spirits up as you fight.
|
Encounter Martial, Weapon, Ki Focus, Invigorating
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 3[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage.
|
Special: You regain hitpoints equal to your constitution or wisdom modifier damage. As the attack has the invigorating keyword, you gain temporary hitpoints equal to your constitution modifier when you successfully hit with the attack and are trained in endurance.
|
Level 14: Ability Score Increase[edit]
Each new challenge only makes you stronger in body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 14:[edit]
Benefit:
Level 15:[edit]
Benefit:
Cascade
|
Soldier Attack 15
|
Your foes shed tears of crimson scarlet as you unleash your Cascade of attacks.
|
Daily Martial, Weapon, Ki Focus
|
Standard Action
|
Melee
|
Prerequisite: You must be wielding two melee weapons.
|
Target: One creature.
|
Attack: Strength or Dexterity + 1 Vs. AC. Alternate main and off-hand weapon attacks until you miss. As soon as an attack misses, this attack ends.
|
Hit: 2[W] + Strength or Dexterity modifier damage per attack
|
Special: You continue to make the same attack against the target alternating between your main and off-hand weapon attacks until you miss.
|
Fracture
|
Soldier Attack 15
|
You fracture your opponent's armor and his will to fight in the battle.
|
Daily Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 3[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage.
|
Special: Until the end of the encounter, the target takes a -2 penalty to all defenses, and takes 1 ongoing damage.
|
Stunning Blow
|
Soldier Attack 13
|
Your attacks are designed to overwhelm the enemy and keep them from fighting back.
|
Daily Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage. In addition, the target is stunned and immobilized (save ends).
|
Rattling Strike
|
Soldier Attack 15
|
Your attacks are designed to rattle and disorient your enemies as well as invigorate you.
|
Daily Martial, Weapon, Ki Focus, Rattling, Invigorating
|
Standard Action
|
Melee or Ranged
|
Target: One or two creatures.
|
Attack: Strength or Dexterity, two attacks Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier fire damage, in addition to Constitution or Wisdom modifier damage.
|
Special: As the weapon has the invigorating keyword, you gain temporary hitpoints equal to your constitution modifier when you successfully hit with the attack and are trained in endurance. In addition it also has the Rattling keyword, and so if you are trained in intimidate and the target is capable of fear, it takes a -2 penalty to all attack rolls until the end of it's next turn. Also the attack can be used as a melee basic attack.
|
Level 16:[edit]
Benefit:
Level 17:[edit]
Benefit:
Triple Shot
|
Soldier Attack 17
|
You attack the target with three shots, simply trying to get off as many hits as possible.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One, two, or three creatures
|
Attack: Strength or Dexterity Vs. AC.
|
Hit: 1[W] + Strength or Dexterity modifier damage
|
Pocket Sand
|
Soldier Attack 17
|
You use a technique to blind the enemy before the attack, increasing the probability you will defeat them.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage. In addition, the target is blinded (save ends).
|
Firewind Strike
|
Soldier Attack 17
|
You rile up firey winds, engulfing your target in flames.
|
Encounter Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 3[W] + Strength or Dexterity modifier fire damage, in addition to Constitution or Wisdom modifier damage. In addition, the target takes 5 ongoing fire damage (save ends).
|
Shield Crush
|
Soldier Attack 17
|
You crush the enemy by battering them with your shield
|
Encounter Martial, Weapon, Ki Focus, Rattling
|
Standard Action
|
Melee
|
Prerequisite: You must be wielding a shield.
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage. In addition, The target is immobilized and weakened until the end of your next turn.
|
Miss: Half damage.
|
Special: The weapon has the Rattling keyword, and so if you are trained in intimidate and the target is capable of fear, it takes a -2 penalty to all attack rolls until the end of it's next turn. Also the attack can be used as a melee basic attack.
|
Level 18: Ability Score Increase[edit]
You are a true paragon of physical and mental perfection.
Benefit: You increase two ability scores of your choice by 1.
Level 18:[edit]
Benefit:
Level 19:[edit]
Benefit:
Martial Challenge
|
Soldier Attack 19
|
You challenge your enemy to your final ultimatum, forcing them to an ultimate showdown.
|
Daily Martial, Weapon, Ki Focus
|
Standard Action
|
Melee
|
Prerequisite: You must be wielding a melee weapon.
|
Target: One creature.
|
Attack: Strength or Dexterity + 1
|
Hit: 5[W] + Strength or Dexterity modifier damage
|
Special: You may allow the enemy to make a melee basic attack against you. If they choose to do so, you may make a melee basic attack against them, and for each melee basic attack you make they may make another one. This continues until one of you is dead or unconscious or chooses not to make another attack.
|
Hell's wrath
|
Soldier Attack 19
|
While you rarely invoke religion as a martial warrior, sometimes there is undeniably hell to pay.
|
Daily Martial, Weapon, Ki Focus, Fire, Rattling
|
Standard Action
|
Melee or Ranged
|
Target: One or two creatures.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier fire damage, in addition to Constitution or Wisdom modifier damage. The target of the attack takes 5 ongoing fire damage (save ends).
|
Miss: Half damage.
|
Special: Until the end of the encounter, the target of the attack takes a -5 penalty to all saving throws.
|
Killing
|
Soldier Attack 19
|
Your attacks are designed to overwhelm the enemy and keep them from fighting back.
|
Daily Martial, Weapon, Ki Focus
|
Standard Action
|
Melee or Ranged
|
Target: One creature.
|
Attack: Strength or Dexterity Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier damage, in addition to Constitution or Wisdom modifier damage. In addition, the target is stunned and immobilized (save ends).
|
Rattling Strike
|
Soldier Attack 19
|
Your attacks are designed to rattle and disorient your enemies as well as invigorate you.
|
Daily Martial, Weapon, Ki Focus, Rattling, Invigorating
|
Standard Action
|
Melee or Ranged
|
Target: One or two creatures.
|
Attack: Strength or Dexterity, two attacks Vs. AC
|
Hit: 2[W] + Strength or Dexterity modifier fire damage, in addition to Constitution or Wisdom modifier damage.
|
Special: As the weapon has the invigorating keyword, you gain temporary hitpoints equal to your constitution modifier when you successfully hit with the attack and are trained in endurance. In addition it also has the Rattling keyword, and so if you are trained in intimidate and the target is capable of fear, it takes a -2 penalty to all attack rolls until the end of it's next turn. Also the attack can be used as a melee basic attack.
|
Level 20: Paragon Path Power[edit]
Benefit: You gain the level 20 power of your chosen paragon path.
Epic Soldier[edit]
Level |
Feats Known |
Class Features and Powers
|
21 |
+1 |
Ability score increase Epic Destiny Feature
|
22 |
+1 |
|
23 |
|
|
24 |
+1 |
Ability score increase Epic Destiny Feature
|
25 |
|
|
26 |
+1 |
Epic Destiny Power
|
27 |
|
|
28 |
+1 |
Ability score increase
|
29 |
|
|
30 |
+1 |
Epic Destiny Feature
|
Level 21: Ability Score Increase[edit]
You are an epic hero now, and your physical and mental acuity exceed all mortal limits.
Benefit: Each of your ability scores increases by 1.
Level 21: Epic Destiny Feature[edit]
Benefit: You gain the level 21 feature of your chosen epic destiny.
Level 21:[edit]
Benefit:
Level 22:[edit]
Benefit:
Level 23:[edit]
Benefit:
Level 24: Ability Score Increase[edit]
The threats of the epic challenges you face are countered by the perfection of your body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 24: Epic Destiny Feature[edit]
Benefit: You gain the level 24 feature of your chosen epic destiny.
Level 24:[edit]
Benefit:
Level 25:[edit]
Benefit:
Level 26: Epic Destiny Power[edit]
Benefit: You gain the level 26 power of your chosen epic destiny.
Level 26:[edit]
Benefit:
Level 27:[edit]
Benefit:
Level 28: Ability Score Increase[edit]
Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.
Benefit: You increase two ability scores of your choice by 1.
Level 28:[edit]
Benefit:
Level 29:[edit]
Benefit:
Level 30: Epic Destiny Feature[edit]
Benefit: You gain the level 30 feature of your chosen epic destiny.
Level 30:[edit]
Benefit:
Back to Main Page → 4e Homebrew → Classes, Paragon Paths, and Epic Destinies → Classes