This is a table comparing the basic abilities and class skills of the five basic character classes in Weird War II: Grunt, Officer, Medic, Resistance Fighter, and Scout.
Grunt Officer Medic Res. Ftr Scout Hit Dice d10 d8 d8 d6 d8 Skill Pt/Lvl 4 4 4 6 4 BAB/Lvl +1.00 +1.00 +0.75 +0.75 +1.00 Init. Fort Save +2 0 +2 0 +2 Init. Ref Save 0 0 0 +2 0 Init. Will Save 0 +2 +2 0 0 # Skills 17 17 10 19 17 Animal Empathy - - - - * Artillery * * - - - Bluff - - - * - Bombadier * - - - - Climb * * * * * Combat Medicine x x * x x Concentration * * - - - Craft * - - - - Demolitions * * - * * Diplomacy - * - - - Disable Device - - - * * Disguise - - - * - Driving * * * * * Escape Artist - - - * - Gather Information - - - * - Heal * * - * * Hide * * * * * Innuendo - - - * - Intimidate - * - * * Intuit Direction - - - - * Jump * * * * * Leadership * * - - - Listen * - * * * Mechanic * - - - - Move Silently * * * * * Open Lock - - - * * Profession - * - - - Search * * * * * Sense Motive - * - - - Spot * * * * * Swim * * * * * Wilderness Lore - - - - *
Bonus Feats Grunt, Officer, and Scout all get bonus Feats from roughly the same list: Grunts every 2 levels, Officers and Scouts every 3 levels. The minimal differences between their list of available bonus Feats are listed below.