Soldier

Soldier

ARMOR PROFICIENCIES: Light, Medium
WEAPON PROFICIENCIES: Archaic, Pistols, Rifles, Vibro Weapons
BONUS TO DEFENSE: +2 Fortitude
HIT POINTS AT 1ST LEVEL: 15 + Constitution Score
HIT POINTS PER LEVEL GAINED: 6
HEALING SURGES PER DAY: 7 + Constitution Modifier
TRAINED SKILLS: From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Pilot (Dex), Survival (Wis), Tactics (Int).

AT-WILL POWERS

Accurate Stance
at-will; stance
minor action; personal
effect: for as long as the stance is active, you gain a +1 power bonus to all basic attack rolls.

Combo
Free action
Trigger: You hit an enemy with a melee attack
Target: The triggering enemy
Effect: Make an unarmed basic attack against the target.

Cover Fire
at-will; stance
minor action; personal
effect: for as long as the stance is active, whenever you hit a target with a ranged basic attack, each ally adjacent to you gains a +1 power bonus to AC.

Lockdown Strike
at-will;
standard action; melee weapon
attack: base attack vs. ac
hit: 1[W] plus base damage, and if the target shifts away from you, you can make a melee basic attack against it as a free action.

Melee Throw
at-will;
standard action; melee weapon
prerequisite: you must make this attack unarmed
attack: base attack vs. ac
hit: You push the target a number of squares equal to your Strength modifier, and it is knocked prone.

Powerful Stance
at-will; stance
minor action; personal
effect: for as long as the stance is active, you take a -2 penalty to attack rolls with weapon powers and gain a +4 power bonus to the damage rolls of basic attacks using a weapon.
Level 11: +6 power bonus to damage

Spray Shot
at-will; weapon
standard action; range: weapon
prerequisite: you must be wielding an automatic weapon
target: one creature
attack: base attack vs. ac
hit: 1[W] + base damage and creatures adjacent to the target take 4 damage.

Unbalancing Stance
at-will; stance
minor action; personal
effect: for as long as the stance is active, whenever you hit a target with a melee basic attack, the target takes a -2 penalty on attack rolls until the end of your next turn.

ENCOUNTER POWERS

Burst Fire
free action; personal
prerequisite: you must be wielding an automatic weapon
trigger: you hit a target with a ranged basic attack
effect: the target takes 2[W] extra damage from the triggering attack.

Follow-up Punch
immediate reaction; personal
trigger: you miss a target with a melee basic attack
target: the triggering enemy
effect: you make another melee basic attack at the triggering target, with a damage bonus equal to your Strength modifier.

Grapple
standard action; close burst 1
target: each enemy in burst
prerequisite: you must make this attack unarmed
attack: base attack vs. reflex
hit: 1[W] + base damage, and the target is immobilized.

Grenade Toss
Encounter; Weapon
move action; ranged: 10 squares
effect: you throw a grenade at a target within range.

Gun Club
free action; personal
trigger: you hit a target with a melee basic attack using the end of your gun
effect: the target takes an extra 1[W] from the triggering attack, and is dazed until the end of your next turn.

Keep Them At Bay
standard action; area burst 1 within weapon range
prerequisite: you must be wielding an automatic weapon
target: each creature in burst
attack: base attack vs. reflex
hit: 1[W] + base damage and the target takes a -2 penalty to attack rolls until the end of your next turn.

Melee Smash
free action; personal
trigger: you hit a target with a melee basic attack
effect: the target takes additional damage equal to 2 + your Dexterity modifier.

Opportunity Kick
immediate reaction; personal
trigger: you miss with a melee attack
target: the triggering enemy
effect: you make an unarmed basic attack against the target. if you hit, the target is knocked prone.

Stunning Strike
free action; personal
trigger: you bloody a target with a melee basic attack
effect: the target is dazed until the end of your next turn.

UTILITY POWERS

Battle Analysis
minor action; line of sight
target: one enemy in range
special: make a Tactics check against the target’s passive Insight.
hit: you gain combat advantage against the target on your next attack.

Draw Fire
minor action; close burst 3
target: each enemy in burst
special: make an Intimidate check against the target’s passive Insight.
hit: the target is marked until the end of your next turn.

Fall Back
move action; close burst 5
target: each ally in burst
effect: the target can shift 2 squares

Harm’s Way
immediate interrupt
trigger: an adjacent ally is hit by an attack
effect: you are hit by the attack instead

Immovable
Encounter;
Minor Action; Personal
Effect: Until the end of the encounter, or until you end this effect as a free action, you are slowed but you cannot be pushed, pulled, slid, or knocked prone.

Iron Strength
Encounter
Immediate Interrupt; Personal
Trigger: You take damage.
Effect: You take only half the triggering damage.

Man Down
Immediate Reaction; Close burst 6
Trigger: An ally is reduced to 0 hp
Effect: You move adjacent to that ally

Relentless Pursuit
Encounter
Immediate Reaction; Personal
Trigger: An enemy moves away from you
Effect: Shift into the square that the enemy vacated.

Shake It Off
Encounter
Minor Action; Personal
Effect: You gain a +5 bonus to the next saving throw you make before the start of your next turn.

Stand Your Ground
Encounter
Immediate Interrupt; Personal
Trigger: You are pulled, slid, pushed, or knocked prone.
Effect: You are not pulled, slid, pushed, or knocked prone.

TALENTS

BRAWLER

Athlete: You gain a +1 class bonus to Acrobatics, Athletics, and Endurance checks.
Bantha Rush: When you charge a target and make a melee basic attack, you can knock the target prone.
Brutal Master: When you score a critical hit with an unarmed attack, you can knock the target prone.
Come Back: Whenever you spend a healing surge while bloodied, you gain a +2 bonus to your next attack roll.
Rifle Butt: The end of any gun you wield deals d8 damage and you gain a +2 Proficiency Bonus when making attacks with it.
Sudden Assault: You take no penalty to your defenses for charging.
Whirling Death: When you hit an enemy with a melee basic attack, one adjacent enemy takes damage equal to your Strength modifier.

COMMANDO

Dampen: When wearing medium or heavy armor, if an enemy scores a critical hit on you, you can roll a d20. On a 10 or higher, the attack becomes a normal hit instead of a critical hit.
Endurance: When you drop an enemy to 0 hit points or fewer, you regain hit points equal to your Constitution modifier.
Juggernaut: When wearing medium or heavy armor, you gain a +2 bonus to Fortitude.
Improved Armored Defense: When wearing medium or heavy armor, you gain a +1 bonus to Will defense.
Indomitable: You may make saving throws at the beginning of your turn and at the end of your turn. If you successfully save at the beginning of your turn, you may act as normal.
Second Skin: You do not suffer a speed penalty from wearing armor.
Tough as Nails: You add your Constitution modifier onto your healing surge value.

Weaponspecialist

Soldier

The Republic's Province trevorhock