Soldier

Either a mercenary for hire, or a soldier for a military organization, you are an expert modern day combatant and know your way around a gun, as well as advanced tactics in close quarters combat and working as a platoon.

At 2nd level, you can select to take this archetype in place of your bonus feat. This archetype grants the following.

**Field of Combat(Ex):** At 2nd level, a Soldier selects what field it would like to go in as a soldier and gains different combat abilities depending on it's selection. The Soldier selects a single Field of Combat at 2nd level. It gains another field of combat at levels 6, 10, 14, and 18. At every level where it gets a new Field of combat it can select the next ability in it's field of combat, or select the beginning Combat field of a new tree.

***Heavy Weapons Specialist:***

As a heavy weapons specialist, you excel in using heavy weapons and high powered weaponry.

*Novice:* Upon selecting this, you gain exotic weapon proficiency in any 2 heavy weapons such as a grenade launcher or rocket launcher. You can also select any grenade, explosive, or splash weapon. You gain a +1 bonus to attack rolls with all of those kinds of weapons listed.

*Adept:* You add 1/2 of your overall character level to all Disable device checks to disarm or disable explosives, knowledge checks to identify heavy weapons, explosives, splash weapons, or grenades, and on craft checks to create explosives of any kind. Furthermore, you gain a +2 to saving throws and armor class against heavy weapons and you add +2 to the saving throw DC's of any heavy weapons, explosives, or splash weapons you use.

*Skilled:* You gain the rapid reload feat. When using this feat for a heavy weapon it becomes a free action to reload the weapon. If you already possess the rapid reload feat, you instead gain a combat feat that can be applied to your Heavy Weapon. This does not increase the number of times a single shot weapon can be fired in a round, it just increases how quickly your weapon can be reloaded, meaning you cannot reload and fire in between each attack during a full attack with said weapon. You can now increase the area or range of an effect with a heavy weapon with a blast radius by 10 feet, or if you decrease it’s blast size by 5 feet, the damage increases by +2 damage die instead of 1 and you apply your intelligence modifier to damage dealt..

*Advanced:* When using a heavy weapon, grenade, explosive, or splash weapon that is capable of creating an area effect, you can increase the area by 5 feet in every direction or increase the damage by +1 damage dice. If taking a full round action to attack, you can take a -4 penalty to your attack roll and save DC's to increase the radius by 5 feet or increase the damage dice by +1 for every Heavy Weapons Field of Combat ability you have (Max +25 feet, +5 damage dice). This can only be applied to a single attack in a full attack.

*Expert:* Once per day for every 4 levels in this class that you possess, you can choose to take 1/2 damage from damage caused by a heavy weapon, grenade, explosive, or splash weapon when you take damage. You can grant this ability to a number of creatures adjacent to you equal to your Constitution modifier whenever you activate it for no cost. In addition, once per day for every 4 levels you possess, you can increase the damage of a heavy weapon, splash weapon, grenade, or explosive by 1 damage dice step  for a single attack (1d6-1d8-1d10-1d12).

***Sniper Specialist:***

As a Sniper Specialist, you excel in using longarms built to hunt living things.

*Novice:* Upon selecting this, you gain exotic proficiency in any 2 Longarms such as a Sniper Rifle or a Winchester Hunting Rifle. You gain a +1 bonus to attack rolls with all longarms.

*Adept:* Your range with any form of Longarm increases by +30 feet. This increases to +50 feet when using a scope. In addition, you add 1/2 of your character level to Stealth and Perception checks. Finally, you take no penalties to armor class or attack rolls when you are in the prone position.

*Skilled:* You gain the Dead Aim feat as a bonus feat, if you already possess the Dead Aim feat you instead gain a different combat feat that applies to your longarm. When using a longarm to deal damage, you can double the normal range distance for making sneak attacks if you possess the sneak attack ability. If you have a scope and are using the dead aim feat, there is no distance limitation on sneak attacks. Finally, when using the Dead Aim feat, you deal 1 and 1/2 your dexterity modifier to damage when you land a successful hit.

*Advanced:* You gain the Skip Shot feat as a bonus feat. If you already possess that feat you can select a different combat feat that applies to your longarm. When using the Dead Aim feat, if you have additional attacks in a round form high base attack bonus, you can make one additional attack. In addition, when attacked by a creature from stealth, you can add your dexterity modifier to your perception check to attempt to spot the attacker.

*Expert:* Once per day you can choose to take 1/2 damage from damage caused by a Longarm weapon when you take damage. When you take damage from a longarm, you can immediately take 20 on a perception check to find the attacker. In addition, once per day for every 5 levels you possess, you can increase the damage of a Longarm weapon by 1 damage dice step  for a single attack (1d6-1d8-1d10-1d12). When using Dead Aim, once per day when you land a successful hit on an enemy, you deal +1 constitution bleed to that creature as well for a number of rounds equal to 1/3 your Soldier level rounded down (Max 3 rounds).

***Pilot Specialist:***

*Novice:* Upon selecting this, you gain proficiency in any 2 Exotic military vehicles and their weapons such as a Hummer, an F-16, a Riverine, or Apache Helicopter. In addition you add the Drive skill to your list of class skills. If you already have that as a class skill, you gain a +1 bonus to your drive skill checks, as well as to any weapon or attack made while in a vehicle. Finally you gain the Vehicle Expert feat as a bonus feat.

*Adept:* When making a drive or pilot check, you gain a bonus to the check equal to ½ of your level. You gain the Vehicle Dodge feat as a bonus feat. If you already possess the Vehicle Dodge feat, you can select another feat that applies to vehicles, driving, or piloting as a bonus feat.

*Skilled:* You add your class bonus to the armor class and damage reduction of any vehicle you drive. In addition, once per day for every 5 levels you possess. You can choose to move up to the vehicle’s acceleration as a part of the action taken for the Vehicle Dodge feat. Finally vehicles that you pilot deal +1 damage dice in ram damage.

*Advanced:* The movement and acceleration of any vehicle you drive increases by +10 feet. If you possess the Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, Mettle, or Improved Mettle, you can utilize those abilities while within your vehicle, applying them to the vehicle and yourself. When dealing damage to a vehicle with your vehicle, you can choose to deal ½ damage to the vehicle and allow the remainder of the damage to strike the pilot.

*Expert:* While driving or piloting a vehicle, you gain an additional immediate action every round. Once per day when using the Vehicle Dodge feat, you can make a single attack as part of the action to dodge. This can be used an additional time per day at levels 8 and 16.

***Marine Specialist:***

*Novice:* Upon selecting this you gain proficiency in one firearm. In addition you add swim and climb to your list of class skills. If you already have those as class skills, you gain a +2 bonus to swim and climb checks.

*Adept:* You gain a swim speed of 30 feet. In addition you gain a +10 bonus to your base land speed. In addition, your class bonus to skill checks becomes +4 instead of +3.

*Skilled:* You gain the Acrobatics skill as a class skill. If you already possessed it as a class skill, you gain a +2 bonus to acrobatics checks. In addition, you gain +1 skillpoint per hit dice you possess, this applies to all future hit dice as well, meaning you gain +1 skill point whenever you level up.

*Advanced:* Select a single skill. That skill is now a class skill for you. In addition, your class bonus to skill checks becomes +5 instead of +3.

*Expert:* Your movement speed on land and within the water increase by a further +10. In addition you gain another skill as a class skill. Finally, your class bonus to armor class increases by +1.

***Field Commander:***

*Novice:* The Field Commander gains a pool of command points. These points are equal to ½ of the Soldier’s level + the Soldier’s Charisma modifier. These command points refresh at the beginning of every day. A creature can be effected by multiple effects, but each effect can only target the same creature once per round. The pool allows for the following.

·        You can expend one of these points, and a standard or a move action to give an ally that can hear you a move action on your turn.

·        By spending 1 command point as a swift action, you can grant a number of allies equal to your charisma modifier, who can also hear you, a number of temporary hit points equal to your soldier level. This lasts for 1 minute per soldier level.

·        By spending a single command point as a swift action, you can grant a number of allies that can hear you, equal to your charisma modifier, a +2 bonus to their armor class for 1 round.

·        By spending a single command point as a swift action, you can grant a number of allies that can hear you, equal to your charisma modifier, +1d4 which they can add as a bonus to any 1 attack roll made within the next minute.

*Adept:* By spending a two command points, the Field commander can now sacrifice their full round action to grant a full round to another creature. In addition, the Field commander gains a +2 bonus to aid another checks, and can aid a creature on a check from up to 30 feet away, so long as it can get a good handle on the situation and provide some manner of tactical advice.

*Skilled:* By spending four command points, the field commander can now grant the actions sacrificed to two creatures instead of a single creature. The Field commander gains a further +2 bonus to aid another checks, and grants an additional +2 bonus to whatever roll the creature makes that the commander was aiding in.  It can aid a creature on a check from up to 60 feet away. Finally you gain the following command ability.

·        By spending a swift action and two command points, the commander can grant a number of allies equal to it’s charisma modifier that can hear it, an additional +20 to their movement speed for 1 round.

*Advanced:* By spending four command points, the field commander can grant the actions sacrificed to a number of creatures equal to their charisma modifier (minimum of 3). When using aid another to aid a creature with a check, the field commander can do so at a range of 120 feet away, and can do so as a swift action.

*Expert:* When using aid another to aid a creature with a check, the field commander can do so at any range, so long as they can gain a grasp of the situation and the creature can hear them. By spending a point from their command pool as they do so, they can grant an additional +2 bonus to the creature they are aiding. Finally you gain the following command ability.

·        By spending a swift action and three command points, the commander can grant a number of allies equal to it’s charisma modifier that can hear it, 2d6 which they can expend to add to any attack roll they make within the next hour.

***Trooper:***

*Novice:* A Trooper gains proficiency in any 1 firearm. In addition the Trooper gains a +1 bonus on all damage rolls.

*Adept:* The Trooper’s range with all ranged weapons increases by +5 feet. In addition the Trooper gains a +1 bonus to it’s armor class.

*Skilled:* The Trooper gains a +1 bonus to all saving throws. The trooper can select an additional talent at this level.

*Advanced:* The Trooper gains a +1 bonus to all attack rolls. In addition the Trooper gains +1 hit point per hit dice.

*Expert:* The Trooper can select an additional talent at this level.

***Improved Reaction (Ex)**:* At 4th level, A Soldier gains a +2 competence bonus on initiative checks. This bonus increases by +2 at 12th level and an additional +2 at 18th level.

**Platoon Fighter (Ex):** A Soldier knows how to work along with their allies. As such they gain a Teamwork feat as a bonus feat at levels 8 and 16.

**Critical Strike (Ex)**: At 20th level, a soldier chooses one weapon. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.