AKA: Fighter, Mercenary, Hired-Gun, Sellsword
Role: Defender Threshold: 2 + Vitality Defense: +1 to Fortitude (Melee Weapons); +1 to Reflex (Ranged Weapons, Guile) Attack Skills: (Choose your primary)
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Melee Weapons (Brawn)
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Ranged Weapons (Agility)
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Guile (Presence)
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Stamina: 8 + Vitality Trained Skills:
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Medicine, Vigilance
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Pick 3: Athletics, Avionics, Driving, Endurance, Intimidate, Riding, Sailing
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Description
A soldier’s first duty is protection, either of civilians, his party, or a valuable person. To acheive this, they train to appear as the most important target, and to survive the inevitable onslaught. Some soldiers do this by diving directly into battle and mixing it up hand to hand. Others fire a volley of shots to seems like legion unto themselves. Still others use slow but powerful shots to show how fearsome they are.
Class Mechanic
Any power with the ‘Taunting’ keyword taunts the targets as an effect. The taunt lasts until the end of your next turn.
Stances
Some powers have the ‘Stance’ keyword. These powers have an ongoing effect so long as you are in the given stance. A character can only be in one stance at a time. A stance automatically ends when the encounter ends, or when the character enters a new stance; usually by using another power with the ‘Stance’ keyword.
Powers
Class Feature Powers
Soldier Retaliate Power At-Will Class Feature
Flavor flav.
Retaliate Weapon Range: melee weapon or ranged weapon
Trigger: A creature taunted by you makes an attack that does not include you as a target.
Attack: (Melee Weapons, Guile, Ranged Weapons) vs Reflex
Hit: Weapon + Ability + damage, and the attacker is taunted until the soldier uses this power again.
Soldier don’t ouch me bro Encounter Class Feature
Flavor flav.
Retaliate Personal
Trigger: The soldier goes down a step on the condition track.
Effect: The soldier is no longer considered staggered.
Recharge: When the soldier goes up on the condition track.
At-Wills
Soldier Combat Grantee Attack At-Will Attack
Flavor flav.
Action Weapon, Taunting Melee weapon or Range weapon
Attack: (Melee Weapons, Guile, Ranged Weapons) vs Reflex
Hit: Weapon + Ability + damage and the target grants combat advantage until the end of your next turn.
Hit:
The target gains vulnerable weapon 1.
Special:
You may use this in place of the ranged or melee basic attack for effects that as for it. For example, when doing a basic retaliate, you may use this power instead.
Hit:
You may have another creature adjacent to you also grant combat advantage until the end of your next turn.
Soldier melee moar armor Attack At-Will Attack
Flavor flav.
Action Weapon, Taunting Melee: weapon
Attack: Melee Weapons vs Reflex
Hit: Melee Weapon + Brawn + damage. You gain an additional soak vs weapon 1 until the end of your next turn. This soak stacks with any soak vs weapon you already have.
Hit:
The additional soak increase is 2 instead of 1.
Hit:
You may grant the soak to an adjacent ally instead of yourself. In this case, the soak does not stack with weapon soak they already have.
Hit:
Choose weapon, fire, cold, force, or acid. You gain soak vs that type instead of soak vs weapon.
Soldier Proning At-Will At-Will Attack
Flavor flav.
Action Weapon, Taunting range: weapon
Requirement: Must be wielding a ranged weapon.
Attack: (Guile, Ranged Weapons) vs reflex
Hit: weapon + Ability + damage. If you beat the target’s threshold, the target is knocked prone.
Hit:
You do not need to beat the target’s threshold to knock them prone.
Special:
If you are prone, you gain a to the attack.
Range:
range weapon or melee weapon.
Requirement:
There is no type of weapon requirement.
Soldier Dual Weild Attack At-Will Attack
Flavor flav.
Action Weapon, Taunting Range weapon(s) or melee weapon(s)
Requirement: Must be weilding at least one one-handed weapon.
Target: One or Two creatures. To target two creatures, you must have a one-handed weapon in each hand, both ranged or both melee. Each target is attacked with a different weapon.
Attack: (Melee Weapons, Ranged Weapons) vs reflex
Hit: weapon + Ability + damage
Special:
If you target two creatures that are flanking you with each other, you gain a to the first attack.
Target:
To target two creatures, you need only be weilding 2 one-handed weapons; you may mix and match ranged and melee.
Effect:
You may shift 1 square as a free action.
Soldier Splash Taunting At-Will Attack
Flavor flav.
Action Weapon, Taunting range weapon
Attack: (Guile, Ranged Weapons) vs reflex
Hit: Weapon + Ability + damage, and all enemies adjacent to the target are Taunted.
Special:
If you have not taken a maneuver this round, you do not provoke while making this attack. You cannot take a maneuver this round (not even one that doesn’t normally provoke).
Hit:
The target takes a on all attacks until the end of your next turn.
Soldier Melee Reaction At-Will Attack
Flavor flav.
Retaliate Weapon, Taunting melee weapon
Trigger: A creature taunted by you attacks an ally within 5 squares.
Effect: You move up to 5 squares before the attack.
Special: You do not get to take an action on your next turn.
Attack: (Melee Weapons, Guile) vs fortitude
Hit: weapon + Ability + damage, and the enemy takes a on thier attack.
Special:
If you moved less than 3 squares, you gain a on the attack.
Hit:
If you beat the target’s threshold, you become the target of the attack instead. The target creature does not take a on the attack if it is against you.
Miss:
You take your action as normal next turn.
Encounters
Solder melee area taunt Encounter Attack
Flavor flav.
Action Weapon Close burst 1
Target: All creatures in burst
Attack: Melee Weapons vs Fortitude
Hit: 2 Weapon + 2 Abilty + damage, and the target is taunted until the end of your next turn.
Effect:
Choose weapon, fire, acid, cold, or force. You gain soak vs the chosen type of 2 until the end of your next turn.
Solder ranged area taunt Encounter Attack
Flavor flav.
Action Weapon area burst 1 within weapon
Target: All creatures in burst
Attack: Melee Weapons vs Fortitude
Hit: 2 Weapon + 2 Abilty + damage, and the target is taunted until the end of your next turn.
Range:
Area burst 2 within weapon.
Recharge:
Automatically when you enter melee range of an enemy.
Special:
You ignore all cover and concealment when you make this attack.
Solder moving taunt Encounter Attack
Flavor flav.
Action Weapon Range Weapon
Effect: Before the attack, you may move up to your speed. During this movement you may make make the following secondary attack once against each creature you pass adjacent.
Secondary Range: Melee Weapon
Secondary Target: One Creature
Secondary Attack: Tactical Mastery vs Fortitude
Secondary Hit: 2 Weapon + 2 Ability + damage, and the target is taunted until the end of your next turn.
Hit: 2 Weapon + 2 Abilty + damage, and the target is taunted until the end of your next turn.
Effect:
You may shift your speed instead of moving your speed.
Effect:
The movement increases by 2.
Effect:
After you have made the primary attack, you gain +2 to your move speed until the end of your next turn.
Indomitable Mind Encounter Attack
Flavor flav.
Retaliate Weapon Melee 1
Trigger: You are dazed, dominated, or stunned.
Effect: You are not dazed, dominated, or stunned. Aftereffects, if any, do not apply.
Target:
The creature that effected you.
Attack:
Guile vs Willpower.
Hit:
Weapon + Ability + damage, and the target is dazed until the end of your next turn.
Stable Standing Stud Encounter Attack
Flavor flav.
Retaliate Weapon Range weapon
Trigger: You are knocked prone, pushed, pulled, or slid.
Effect: You are not knocked prone. If it was a push, pull, or slid, reduce the distance of the forced movement by 1 (minimum 0).
Target:
The creature that effected you.
Attack:
Ranged Weapons vs Reflex.
Hit:
Weapon + Ability + damage, and the target is knocked prone.
Fire is nothing! Encounter Attack
Flavor flav.
Retaliate Weapon Range weapon
Trigger: You gain an ongoing condition.
Effect: You do not gain the ongoing condition. Aftereffects do not apply.
Target:
The creature that effected you.
Attack:
Armove Mastery vs Reflex.
Hit:
Weapon + Ability + damage, and the target gains ongoing bleeding (save ends).
Dailies
Loodra’s Special Daily Attack 2
Some flavor goes here. Huzzah!
Action Weapon, Stance Melee: weapon
Attack: Melee Weapons vs Reflex
Hit: 2 weapon + 2 Brawn + damage.
Effect: You enter the stance of ‘Loodra’. While you are in this stance, any enemy that starts thier turn adjacent to you is automatically staggered.
Range:
Close blast weapon.
Requirement:
Must be using a melee weapon.
Target:
All enemies in blast.
Hit:
All enemies adjacent to you are taunted until the end of thier next turn.
Effect:
While you are in the ‘Loodra’ stance, enemies that start thier turn adjacent to you are staggered and gain vulnerable 2 vs weapon.
Some flavor goes here. Huzzah!
Retaliate Weapon,Stance melee weapon
Trigger: You are hit by an attack by a creature within reach of your weapon.
Target: The attacking creature.
Attack: Melee Weapons vs Reflex.
Hit: 2 Weapon + 2 Brawn + damage.
Effect: You enter the stance of ‘Armor Lock’. While you are in this stance, as long as you do not move (either voluntarily or are forced movement), you cannot be staggered.
Effect:
While you are in the stance of ‘Armor Lock’, allies adjacent to you have cover.
Hit:
The target is immobilized (save ends).
Effect:
You may move up to 2 squares without giving up the stagger immunity granted by the ‘Armor Lock’ stance.
Stance of Whriling Doom Daily Attack
Some flavor goes here. Huzzah!
Action Weapon,Stance melee weapon
Target: One or Two creatures. To target 2 creatures, you must have a melee weapon in each hand. Each target is hit with a different weapon.
Attack: Ranged Weapons vs Reflex.
Hit: Weapon + Agility + damage.
Effect: You enter the stance of ‘Whirling Doom’. While you are in this stance, if you make more than one attack on your turn, your second attack gains a .
Effect:
While you are in the stance of ‘Whirling Doom’, if your second attack is a ranged attack, it does not provoke.
Effect:
While in the stance of ‘Whirling Doom’, at the end of your turn you gain soak until the start of your next turn. The soak can be vs fire, cold, acid, or force. The amount of soak is equal to the number of enemies you hit during your turn.
Effect:
While in the stance of ‘Whirling Doom’, you do not grant combat advantage due to flanking.
Battlefield Awareness Daily Attack
Some flavor goes here. Huzzah!
Action Weapon,Stance range weapon
Attack: Guile vs Willpower.
Hit: 2 Weapon + 2 Presence + damage. The target is taunted until the end of the encounter.
Effect: You enter the stance of ‘Battlefield Awareness’. While you are in this stance, if you are further than 5 squares away from a creature you taunted at the start of your turn, you may move up to 2 squares as an incidental toward that creature. You may only do this movement once no matter how many creatures are far enough away.
Effect:
The movement granted by the stance is increased by 2.
Effect:
The movement is a shift of 1 instead of a move of 2. This can be increased by 2 (to a max of 3) using the upgrade above.
Hit:
The target is slide a number of squares equal to your intellect.
Moving Hurts Daily Attack
Some flavor goes here. Huzzah!
Action Weapon,Stance melee weapon
Hit: 2 Weapon + 2 Presence + damage. The target is slowed (save ends).
Effect: You enter the stance of ‘Moving Hurts’. While you are in this stance, creatures that move out of a square you threaten provoke, even if the movement is a shift or forced.
Effect:
While you are in the stance of ‘Moving Hurts’, you threat squares equal to the reach of your weapon, not just the squares adjacent to you.
Effect:
While in the stance ‘Moving Hurts’, you may shift 1 square as an incidental before making an At-Will attack.
Effect:
While in the stance ‘Moving Hurts’, enemies that start thier turn in a square you threaten and do not move by the end of thier turn grant combat advantage until the start of thier next turn.
Some flavor goes here. Huzzah!
Action Weapon,Stance range weapon
Target: One or Two creatures. To target two creatures you must have a ranged weapon in each hand. Each creature is attacked with a different weapon.
Attack: Ranged Weapons vs Reflex.
Hit: Weapon + Agility + damage. The target is dazed (save ends).
Effect: You enter the stance of ‘More Daka’. While you are in this stance, if you hit an enemy with an At-Will using a one-handed ranged weapon, you may have the following secondary attack as a free action.
Target: One other creature
Requirement: You must be using a ranged weapon you have not fired on your turn yet.
Attack: Ranged Weapons vs Reflex.
Effect: The target is taunted until the start of your next turn.
Effect:
While you are in the stance of ‘More Daka’, attacking creatures adjacent to you does not provoke even if you are using a ranged power.
Effect:
While in the stance ‘More Daka’, if you did not attack more than once on your turn, you and allies adjacent to you gain cover until the end of your next turn.