The Soldier Class

Soldier

For the soldier turned adventurer, the battle never ends, and that’s ok. These are the men and women that began a career thinking they would soldier until they die, only to find their lord stripped of land and title, or their company disbanded, or perhaps they left under less honorable conditions. Lost and adrift with a pretty narrow set of skills, soldiers often turn to adventuring for the camaraderie, to see new sights, and to maybe make the world safer using the only talent they have, war.
Role: The soldier is a durable and resourceful combatant that draws from a wide variety of skills and feats to try and fill every combat role they can. While they lack specialization, they are well rounded and very durable and work well with any team.

Alignment: Any

Hit Die: d10.

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Dungeoneering, Engineering, Geography, Nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int Modifier.

Table: Soldier

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+2

+0

Soldier Talent

2nd

+2

+3

+3

+0

Bonus Feat

3rd

+3

+3

+3

+1

Soldier Talent

4th

+4

+4

+4

+1

Bonus Feat

5th

+5

+4

+4

+1

Soldier Talent

6th

+6/+1

+5

+5

+2

Bonus Feat

7th

+7/+2

+5

+5

+2

Soldier Talent

8th

+8/+3

+6

+6

+2

Bonus Feat

9th

+9/+4

+6

+6

+3

Soldier Talent

10th

+10/+5

+7

+7

+3

Bonus Feat

11th

+11/+6/+1

+7

+7

+3

Soldier Talent

12th

+12/+7/+2

+8

+8

+4

Bonus Feat

13th

+13/+8/+3

+8

+8

+4

Soldier Talent

14th

+14/+9/+4

+9

+9

+4

Bonus Feat

15th

+15/+10/+5

+9

+9

+5

Soldier Talent

16th

+16/+11/+6/+1

+10

+10

+5

Bonus Feat

17th

+17/+12/+7/+2

+10

+10

+5

Soldier Talent

18th

+18/+13/+8/+3

+11

+11

+6

Bonus Feat

19th

+19/+14/+9/+4

+11

+11

+6

Soldier Talent

20th

+20/+15/+10/+5

+12

+12

+6

Bonus Feat

Class Features

The following are the class features of the soldier.

Weapon and Armour Proficiency: A soldier is proficient with all simple and martial weapons, with light and medium armour, and shields (including tower shields).

Martial Prowess: Soldier levels count as fighter levels for the purpose of selecting feats, and stack with any other class levels that count as fighter for that purpose.

Bonus Feats: At every second level, the soldier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from the Teamwork feat list, or from the following list: Combat Reflexes, Step up, Dodge, Endurance, Die Hard, Run, Fleet, Nimble Moves, Acrobatic Steps, Improved Initiative, Great Fortitude, Improved Great Fortitude, Iron Will, Improved Iron Will, Lightning Reflexes, Improved Lightning Reflexes, Skill Focus and Dual Skill Focus, Toughness, Weapon Group Focus, and Greater Weapon Group Focus. The soldier must meet the prerequisites of the selected bonus feat.

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a soldier can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the soldier loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A soldier can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Soldier Talents: As a soldier endures hardship and improves, he picks up a number of tricks, nervous habits and reflexes that help him see another dawn. At 1st level a soldier selects a soldier talent from the list below. At every odd level after, you select an additional talent. You can’t select the same talent more than once.

Always Hungry (Ex/Su): A soldier can eat and drink triple what a normal person can put away. If they eat 3 days worth of rations in one sitting, a soldier gains a +2 on saves vs poison and a +2 on endurance rolls for the next 24 hours. At 15th level the soldier can treat such a large meal as a hero’s feast spell, caster level equal to the soldier’s level.

Always Tired (Ex): A soldier can grab bits of sleep in the cracks between action. For every 2 hours of inaction in a day (not moving or interacting with anything), the soldier needs one less hour of sleep at the end of the day, to a maximum of a full nights rest if there has been enough down time. Also, the soldier is capable of sleeping through conditions that would normally wake others, such as sleeping on a moving wagon or in a storm.

Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.

Combat Feat: A soldier that selects this talent gains a bonus combat feat. You must meet the prerequisites for the feat.

Duck and Cover (Ex): The soldier improves the benefit of cover by half for both AC and Reflex saves.

Evasion (Ex): A soldier can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the soldier is wearing light armour or no armour. A helpless soldier does not gain the benefit of evasion.

At 10th level you gain the benefit of Evasion even while wearing medium armour.

Ever Vigilant (Ex): The soldier has stood long hours on watch and knows to keep a thorn in his collar or a nail in his boot. The soldier gains a +2 bonus to saves vs sleep effects, and has a +4 on endurance checks to stay awake. The soldier also gains a +2 bonus on perception checks.

Jaded (Ex): The soldier gains +2 to their saves vs fear effects. At 7th level this increases to +4, and at 15th level the soldier becomes immune to fear effects.

Light Sleeper (Ex): The soldier reduces the DC modifier for perception while sleeping to +5. At 10th level the soldier has no modifier to perception for sleeping.

Shock Trooper (Ex): When throwing Acid flasks, Alchemist fire, Tanglefoot bags or Thunderstones, the save DC is instead equal to 10 + half your soldier level + Int modifier.

Solo Tactics (Ex): All the soldiers allies are treated as though they have the same teamwork feats as the soldier for the purpose of determining whether a soldier gains the benefit of their teamwork feats. The soldier’s allies do not receive any bonuses from this unless they actually possess the teamwork feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the soldier to receive the listed bonus.

Rush (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.

Uncanny Dodge (Ex): A soldier can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to AC if immobilized. A soldier with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against them.

If a soldier already has uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.

Swift Support (Ex): You can use aid another as a move action. At 10th level you can use aid another as a swift action instead.

Inspiring Commands (Ex): Use your charisma modifier instead of the normal bonus for aid another actions.

Improved Uncanny Dodge (Ex): The soldier can no longer be flanked.

This defence denies a rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more rogue levels than the target has soldier levels. The soldier must already have Uncanny Dodge to select this talent, and be at least 5th level.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Improved Duck and Cover (Ex): The soldier can choose to trade the cover bonus to AC in exchange for DR/- equal to half the AC bonus. This choice must be done when you enter cover or at the start of your turn as a free action. You must already have Duck and Cover and be 10th level or higher to select this talent.

Battle Reflexes (Ex): Whenever you roll for initiative, you can roll twice and take either result. At 15th level, roll 3 times and choose one result instead. You can’t select this talent until 10th level.

Shock Troopers’ Charge (Ex): At the beginning of a charge attack you can throw a single thrown weapon or item as a free action before moving in on your charge. You take a -2 penalty on this attack and you must target the same enemy you are charging, or the square they are in if using a splash weapon. Your charge attack is then resolved normally. You don’t need to sheath or redraw weapons, but the thrown weapon must be immediately at hand, on your belt, back or a bandolier for example. The soldier must be 10th level or higher to select this talent.

Tactical Maneuvers (Ex): Any time the soldier succeeds at a combat maneuver against an enemy they can grant an ally, adjacent to themselves or the enemy, the benefit of an aid another action.

Tower Shield Expertise (Ex): You do not take a -2 penalty to attacks while wielding a tower shield.

Tower Shield Mastery (Ex): The soldier can use the tower shield for it’s cover bonus as a move action instead of a standard action, and can change the shields facing as an immediate action (So once per round, off initiative, if they haven’t spent their swift action already). The soldier must be 10th level or higher to select this talent.

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