New Soldier Fighting Style Ideas


Homebrew


Any ideas for homebrew Soldier styles? Here is mine:

Harrier
The harrier fighting style rampages on a light, one person vehicle, while blasting shots at midrange enemies with small arms. They keep enemies off-balance by flanking, charging, and otherwise tearing up the battlefield. Lightly armored to perfect the handling of their vehicle, they are skilled pilots and well-versed in repairing and reengineering their metal mounts.

Daredevil (Su) 1st Level
The Harrier may not wear heavy or powered armor while driving their vehicle. At 1st level they gain Opening Volley as a bonus feat, but the bonus damage instead applies to vehicle collision damage to enemies. If they already have Opening Volley, gain another Combat feat they qualify for. When a harrier takes the Ram action, before the movement begins they may make a single attack roll with a small arm targeting the same enemy as the Ram. They must already be wielding the small arm to take this Swift action.

Kicking Up Dust (Su) 5th Level
When the Harrier provokes attacks of opportunity by riding through enemies threatened spaces, the enemies take a -2 penalty to all attack rolls due to flying dust and debris. This penalty lasts until the start of the Harrier’s next turn.
Harrier’s gain a bonus equal to their character level to all damage rolls against enemies when hitting with their vehicle.

Custom Chopper (Su) 9th Level
A harrier’s vehicle is trivial for him to repair, given enough time and nearby mechanical parts. With each hour of work, the harrier can repair their vehicle’s HP by an amount equal to their soldier level. This repair can be accomplished regardless of the vehicle’s condition, broken or wrecked status does not influence the result. When a vehicle is built or repaired this way by the harrier, it becomes a vehicle level equal to the harrier’s Soldier level.
In addition, all harrier vehicles gain Autocontrol and a modified Unstable engine ability:
Once the harrier’s vehicle becomes broken, its engine explodes in 1d4 rounds (even if it’s been wrecked), dealing a number of d6 (equal to the vehicle’s level) fire damage to anyone within 10 feet (Reflex DC 8+half harrier’s Soldier levels+vehicle level, half dmg on successful save).

Drive It Like You Stole It(Su) 13th Level
When piloting a vehicle you have built, stolen, or killed an enemy with (using vehicle collision or explosion damage), you gain a +10 Insight bonus to Piloting checks. Any vehicle that meets the above criteria also doubles its hardness while under the harrier’s control.

Desperate Ram (Su) 17th Level
The harrier can make a Desperate Ram attempt on a single enemy no more than one size category larger than it. The Desperate Ram requires the enemy to be between the harrier and a solid barrier (at least 5 feet thick) within double the vehicle’s movement. If the Ram attempt succeeds, the harrier plows through the enemy, carrying can choose to deal exactly enough damage to the vehicle to grant it the Broken condition, also dealing that damage (with Weapon Specialization added) to the Rammed enemy. Additionally, the enemy is Pinned by the crumpled frame of the vehicle, with an Acrobatics escape DC equal to the damage dealt to the vehicle during the Desperate Ram.


So basically this wouldn't work at all in doors? Can you describe the theme a little big more?


Yeah it's definitely a specialized style. I think there is some precedent in pathfinder Cavaliers. I was just imagining a rough and reckless biker gang and trying to build that. It would be cool to fit blast weapons like shotguns in as well but it was getting wordy.


This sounds more like you want Hit & Run to have better vehicle support than a genuinely new concept/style.

I'll take a stab at making my own style, but I won't make any guarantees it will be any good.....

p117

Fighting Style: Bullet Hoser

Level 1: You may treat all weapons you wield with Automatic or Blast as if they had Line instead; in both cases, the weapon gains Unwieldy, if it did not already have it. If the weapon had Automatic, in Line mode cut its range increment to 1/2 (rounding down to the next multiple of 5). When wielding a weapon with Line, you may reduce its range increment as much as you like in multiples of 5, to a minimum of 0.

Level 5: You may treat all weapons you wield with Automatic or Line as if they had Blast instead; in both cases, the weapon gains Unwieldy, if it did not already have it. If the weapon had Automatic, in Blast mode cut its range increment to 1/3, and if it had Line, in Blast mode cut its range increment to 1/2, rounding down to the next multiple of 5 in both cases. When wielding a weapon with Automatic or Blast, you may reduce its range increment as much as you like in multiples of 5, to a minimum of 0.

Level 9: You may treat all weapons you wield with Automatic, Blast, or Line as if they had Explode
(X) instead; the weapon gains Unwieldy, if it did not already have it. If you do so, divide an Automatic weapon's range increment by 4, a Line weapon's range increment by 3, or a Blast weapon's range increment by 2, rounding down to the next multiple of 5; this is the value of X. Then, set the weapon's range increment to X (this does not change X). You may reduce either of these values independently as much as you like, in multiples of 5, to a minimum of 0. You may choose not to hit yourself if caught in the radius of your attack when made in this way, but may not exclude any other targets.

Level 13: When firing a weapon with Automatic, you may exclude any targets you wish, and you may score critical hits. When firing a weapon with Line, you ignore concealment. When firing a weapon with Blast, you do not take the -2 penalty to hit. When firing a weapon with Explode, apply half your range penalty to the save DC of your attacks, rather than the full penalty.

Level 17: You may treat all ranged weapons you wield without Automatic, Line, Blast, or Explodes as if they had Automatic.

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