Grunt

Grunt O.C.C. Features

Serving in the military is an honorable way to serve your community. As an enlisted soldier you followed orders, and battle hardened you. Whether you left the military on good terms or washed out, the experience has enriched you and provided a better perspective on the world. Now that you are own your own, the most important thing you learned was that you have the tools to decide your own fate.

GAME RULE INFORMATION

Role: Defender / Striker
Abilities: Primary ability is Constitution, Strength secondary.
Alignment: Any
Armor and Weapon Proficiencies: Fibre, Plastic, Carbon, Kevlar, Alloy and Heavy armor, all simple and military weapons and all rifles.
Starting P.P.E. Base: 1d6
Starting Skills: Endurance & Pilot. Choose 3 more from Acrobatics, Athletics, Computers, Intimidate, Mechanics, Medicine & Perception.
Hit Points and Healing Surges: 30+Con starting, 8+Con each level, and 8+Con surges.
Starting Feats: Power Armor and Robot Piloting. The Grunt learns bonus talents at 3, 6, 9, 12, 15, 18, 21, 24, 27, 30.

Class feature
Class feature explanation here

Grunt: A soldier of the armed forces; an infantryman; low level military personal.

Can come from the ranks of the CS Military, the NGR Military, the Lazlo Militia, Free Quebec Military, or a private standing army, such as in Whykin or Kingsdale.

Basic Fighter, military type character. Incorporate CS Grunt class, and talent trees such as Brawler, and other Soldier SAGA trees

NEW CLASS WORK IN PROGRESS

Rifts Grunt Talent Trees

Talents Pre-Requisite Benefit

Combat Medic Training Tree

Combat Medic na You may re-roll Medicine checks and take the better result.
Dull the Pain Combat Medic When you make a First Aid roll to allow an ally to use second wind they gain HP equal to double their surge value.
Medical Miracle Combat Medic You may allow an adjacent ally to use Second Wind a second time during an encounter.
Steady Under Pressure Combat Medic You only need to use a minor action to make a Medicine check.
CPR! Combat Medic, Steady Under Pressure You may attempt the Revivify action on any target who has died within 1/2 your level rounds and without an IRMSS kit.
Tough As Nails na You may use the Second Wind ability a second time each encounter, if you have a feat that allows an extra use of Second Wind this ability stacks for 3/encounter.

Squad Leader Tree

Double Time na Your speed increases by two when not wearing heavy armor
Surge Double Time Once per encounter you may use a minor action to move up to your speed.
Clear the Road Double Time As a standard action you may designate one opponent and shift up to your speed away from them, in addition your speed increases by 2 until the end of your next turn and all allies within 6 squares may shift a number of squares away from that enemy equal to your CON modifier (minimum 1) as a free action.
Swift Strider Double Time, Surge May perform each once per encounter as a standard action:
Blurring Burst. As move action, move up to your speed and gain +2 bonus to Reflex until end of encounter.
Sudden Assault. Make Charge attack against an enemy within range as a move action.
Weaving Stride. Move up to your speed as a move action, and gain a cumulative +2 dodge bonus to Reflex for each attack of opportunity made against you during this movement. Lasts until beginning of your next turn.
Melee Assault na When you make a melee attack against a target that has one or more of your allies adjacent to it, compare the attack roll to the target’s Fortitude Defense as well as its Reflex/AC Defense. If the attack hits both defenses, the attack deals +1 die of damage and the target is knocked prone.
Melee Opportunist na Once per encounter, when an ally makes a successful melee attack against a target adjacent to you, you can make a basic melee attack against that target as an immediate reaction, with a +2 bonus on the attack roll.
Squad Brutality na When you succeed on a melee attack against a target that has one or more of your allies adjacent to it, you may reroll your damage roll and take the better result.
We’re a Gang na Once per encounter, when you make an Intimidate to force a ‘Bloodied’ target to surrender, you gain a +1 bonus for every ally within the target’s line of sight (max +5).
Zerg Rush! na Whenever you and at least two allies are adjacent to the same target, all allies gain a +4 to attack rolls against that target.

Martial Training Tree

Gun Club na May use ranged weapon as melee weapon without penalty to attack. Treated as a staff. If weapon has bayonet, may use as a double weapon dealing bayonet damage and staff damage.
Man Down na Whenever an ally within 6 squares of you is reduced to 0 HPs, you may immediately move up to your speed towards that ally as an immediate reaction, and not provoke attacks of opportunity along the way.
Melee Evasion na Whenever an enemy misses you with a melee attack you may shift up to 2 squares in any direction without provoking attacks of opportunity.
Melee Smash na You deal +2 damage with melee attacks.
Stunning Blow Melee Smash When you damage an opponent with a melee strike, and the damage roll equals or exceeds the target’s DR, you deal an additional damage equal to your STR bonus and the target is Stunned, save ends.
Unrelenting Assault Melee Smash You attack a foe with everything, weapons, limbs, anything available. Whenever you miss with a melee attack, or it’s negated, you still deal your STR bonus in damage to the target (minimum 1) or 2x your STR bonus if wielding a two handed weapon.
Experienced Brawler Melee Smash, Unrelenting Assault Once per encounter you may use each of the following as a standard action:
Avoid Attack. Make a single melee attack against an opponent within your reach. Until the beginning of your next turn, you gain a +5 bonus to Reflex defense against a single attack as an immediate reaction.
Fortified Mind. Make a single melee attack against an opponent within reach. Until the beginning of your next turn you gain a +5 bonus to Fortitude or Will defense against a single attack as an immediate reaction.
Focused Stance. Make a single melee attack against any one opponent within reach. At any time until the beginning of your next turn, as an immediate interrupt, you can shift a number of squares equal to your DEX bonus (minimum 1).
Takedown na When you successfully make a melee attack and deal damage at the end of a charge, you knock your opponent prone as well, provided your opponent is no more than one size category larger than you.

Ranged Weapon Tree

Blowback Proficient in Weapon When you make an attack with a rifle or cannon that exceeds your target’s DR, you can choose to push that target 1 square away from you.
Close Contact na Point-blank range of any rifle or cannon you use is increased to 10 squares. Short range for the weapon is increased 5 squares, but long range still begins at the same distance. You can take this talent twice, for an increase of 10 squares to the weapons range.
Multi-Attack (Rifles, Cannons) na Penalties for multiple attacks with rifles or cannons is reduced by 2.
Trusty Sidearm na Designate a pistol you own, this weapon now has a damage bonus equal to your full level instead of 1/2 your level.
Old Faithful Trusty Sidearm Designate a rifle or cannon you own, this weapon now has a damage bonus equal to your full level instead of 1/2 your level.







Borg | Burster | City Rat | Crazy | Cyber Knight | Dog Boy | Dragon Hatchling | Glitter Boy | Grunt | Juicer
Ley Line Walker | Mind Melter | Operator | Psi Stalker | Rogue Scholar | Techno Wizard | Wilderness Scout
Index | Character Creation | Level Progression | Feats | Talents | Skills | Psionics | Magic
Weapons and Armor | Equipment | Vehicles | Vehicle Rules | Rule Set | Glossary

Grunt

Rifts Earth 4e Saga FenrathJurath