SOLDIER

SOLDIER is a military organization consisting of elite fighters. Fused with mako energy and trained to kill, their ability and skill is unparalleled. They are clearly recognized by the symbol they wear upon their armor. Their presence is well respected, although not always warranted, nor desired. With extreme requirements to join SOLDIER, few make it in. With remarkable skill and tremendous power, SOLDIER members are sought after for missions that are impossible for any normal person.

Hit Dice: d10

Requirements

To qualify as a SOLDIER, a character must fulfill all the following criteria:

Base Attack Bonus: +4
Feats: Endurance, Combat Reflexes, Run.
Skills: Concentration 4 ranks, Jump 8 ranks.
Special: Must be infused with mako energy (reputed to be the lingering lifeforce of a long dead earth deity). This energy (Fort save DC 22, 2d6 Con, 1d6 Con + 1d6 Str) is deadly to most, the character cannot attempt to thwart its effects with magic(such as spells or items that give saving throw bonuses,or increase Constitution), although he may add his Concentration rank to his saving throw. If he survives, he may advance in this prestige class.

Class Skills

The SOLDIER's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (any) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the SOLDIER prestige class.

Weapon and Armor Proficiency: SOLDIER's are proficient with all simple and martial weapons and with all armor and shields.

Spells: Beginning at 1st level, a SOLDIER gains the ability to cast a small amount of spells useable once per day. At 7th level a SOLDIER may use his spells twice per day. All spells are cast as if the character was a 5th level spell caster.

Mako Fusion: A SOLDIER is infused with mako energy granting the person a bonus of +1 to strength, +1 to dexterity, and +1 to constitution.

Limit Break: Beginning a 1st level a SOLDIER can use a special technique called a Limit Break. Each Limit Break can be used twice a day. The Limit Breaks are as follows:

Braver:Learned at first level, the character performs a leaping chop that slices his enemy down its center. Braver deals 1d4 damage plus the number of ranks in jump the character has.

Cross-Slash: Lerarned at second level, the character slashes at an enemy three times in different directions, causing damage and sometimes paralysis. Cross-slash deals 3d6 +3 damage, plus there is a 25% chance that the target with become paralyzed for 1d4 rounds after the attack.

Blade Beam: Learned at third level, the character sends a wave of blue energy from his sword at one or more of his opponents. This is the same as the magic missile spell except as follows; at 4th level of SOLDIER you get two missiles, three at 6th level, four at 8th level, and the maximum of five missiles at 10th level.

Climhazzard: Learned at fourth level, the character shoves his weapon into an enemy and then leaps high into the air, pulling his weapon through them. Climhazzard deals 1d10 damage plus the number of ranks in jump the character has.

Meteorain: Learned at seventh level, the character jumps in the air and unleashes devastating meteors upon his foes. Four medium sized spheres fall from the sky dealing 4d6 of fire damage each. They explode around the point of origin forming a diamond pattern around the spell's point of origin (which you designated upon casting).

Finishing Touch: Learned at ninth level, the character creates a huge tornado that sucks enemies up and slams them back onto the ground. Any Large or smaller creature who comes in contact with the tornado must succeed at a Reflex save or take 3d6 points of damage. Medium-size or smaller creatures who fail their first save must succeed at a second one or be picked up bodily by the tornado and held suspended in its powerful winds, taking 1d8 points of damage each round with no save allowed. The tornado lasts 1d4 rounds, and when the spell ends all creatures within the tornado take standard falling damage.

Omnislash: Learned at tenth level, the character launches himself into the group of enemies slashing targets at random for about 16 hits,each causing heavy damage to the targets. When omnislash is performed it deals 16d20 damage to any number of opponents within a five foot radius divided any way you chose.

SOLDIER
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Specials
1st +1 +2 +0 +0 Limit Break 1, Mako Fusion
2nd +2 +3 +0 +0 Limit Break 2, Ray of Frost
3rd +3 +3 +1 +1 Limit Break 3, Lightning Blot
4th +3 +4 +1 +1 Limit Break 4, FireBall
5th +4 +4 +1 +1 Cure Light Wounds
6th +5 +5 +2 +2
7th +5 +5 +2 +2 Limit Break 5, Spells 2/per day
8th +6 +6 +2 +2
9th +6 +6 +3 +3 Limit Break 6
10th +7 +7 +3 +3 Limit Break 7

Chocobo Knight

The chocobo knights are elite mounted warriors. Defenders of the weak, they are often the heart of an army and at the front of the battle. Masters of chocobo mounted combat, a chocobo knight fights as well on the back of one of these birds as they do on the ground, if not better. Chocobo knights are often found patrolling the boarders, defending them from monstrous attacks.

Hit Dice: d10

Requirements

To qualify as a Chocobo Knight, a character must fulfill all the following criteria:

Base Attack Bonus: +6
Feats: Combat Reflexes, Mounted Combat, Trample.
Skills: Handle Animal 8 ranks, Ride 9 ranks.
Alignment: Any good.

Class Skills

The Chocobo Knight's class skills (and the key ability for each skill) are are Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (any) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the SOLDIER prestige class.

Weapon and Armor Proficiency: The chocobo knight gains proficiency in all martial weapons, all armor types, and shields, including tower shields.

Special Mount:At 1st level, the chocobo knight gains a chocobo as a special mount as a 5th-level paladin. The chocobo knight’s class levels count as paladin levels (with 1st level counting as 6th level) for the purposes of determining what special abilities the mount gains. For example, a 5th level chocobo knight would have a special mount that gains abilities as though the knight were a 10th level paladin. If the knight already has a special mount, she does not gain another special mount, but her chocobo knight levels stack with the levels of her previous class for determining the special mount’s abilities.

Saddleback (Ex): At 1st level, if the chocobo knight or her mount fails a Reflex save while mounted, you can attempt a Ride check to succeed on the saving throw. The save is successful if your Ride check result is equal to or greater than the effect’s save DC (essentially, your Ride check result becomes your Reflex save if it’s higher than the result you achieved with your Reflex save)> The chocobo knight can attempt to do this once per round for either herself or her mount. If both the chocobo knight and her mount fail a Reflex save against the same effect (for example, a fireball spell of a dragon’s breath weapon that catches the chocobo knight and her mount in the area of effect), the chocobo knight’s Ride check result applies to both the chocobo knight and her mount’s save.

Two Fight as One (Ex):At 2nd level, the chocobo knight may fight with her mount without the need for a Ride check. Any dodge bonuses to Armor Class the chocobo knight has also applies to her mount.

Bonus Feat:At 2nd and 4th level, the chocobo knight gains a bonus feat chosen from the list below. The chocobo knight must qualify for the chosen bonus feat. Chocobo Knight Bonus Feat List: Animal Affinity, Athletic, Chocobolore*, Mounted Archery, Quick Draw, Ride-By-Attack, Self-Sufficient, Spirited Charge.

Battlewise (Ex):At 3rd level, as a full-round action, a chocobo knight may inspire any allies who can see or hear her and are within 60 feet and only if the chocobo knight is on her special mount. They gain a +2 bonus to all attack and damage rolls while within range and a +4 morale bonus to will saves. This effect lasts as long as the chocobo knight chooses but each round after the first requires her to take a move action to continue the effect.

Overwhelming Charge (Ex):At 5th level, the chocobo knight gains her most devastating attack. When a chocobo knight is mounted on her special mount and charges, she does not suffer the –2 penalty to AC normally associated with a charge. Her mount also ignores the penalty.

Chocobo Knight
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Specials
1st +1 +2 +0 +2 Special Mount, Saddleback
2nd +2 +3 +0 +3 Two Fight as One, Bonus Feat
3rd +3 +3 +1 +3 Battlewise
4th +4 +4 +1 +4 Bonus Feat
5th +5 +4 +1 +4 Overwhelming Charge

New Feat:

Chocobolore (General)

You're good with chocobos.

Benefit:You get a +3 bonus on Ride checks when riding a chocobo and on Handle Animal checks when dealing with chocobos. All chocobos have an initial attitude of friendly toward you.

7-7-7 (General)

Amazing luck temporarily infuses you with a warrior’s spirit.

Benefit:At the beginning of each encounter, the character may choose to roll 3d8. When the roll is three sevens, the character enters a berserker state gaining all +5 to strength and constitution an +3 moral bonus to all saving throws but take –2 to AC. In addition, the character ignores a total of 10 points of damage during the rage, (after a total of 10 points of damage prevented, damage is calculated as normal) and, on his turn, may take an extra partial action, either before or after his regular action. The rage lasts seven rounds, and at the end of the rage the character is exhausted.