Soldier

While some adventurers rely on sneaky tactics or lean on spellcasting to get the job done, other adventurers believe that the strength of arms alone is enough to face their foes. Soldiers come in many forms: mercenaries, guards, professionals, wanderers from far off lands. Despite their many differences, they are all connected by their willingness to fight, and their ability to do so well.

d10 hit die, 2 + I skill points per level

Class skills: Monsters, Technology, Intimidate, Acrobatics, Athletics, Craft, Profession

Good resistances: Power, Vitality, Stature, Resolve

Proficiencies: Light, Medium, and Heavy armor, Simple and Martial Weapons, Shields, Tower Shields

Soldier’s Focus:

At 1st level, soldiers either Weapon Focus, Shield Focus, or Armor Focus as a bonus feat. At 5th level, they can alter which weapon, shield, or armor this feat applies to over the course of a long rest. At 10th level, the soldier can change which weapon, shield, or armor these feats apply to over the course of a short rest. At 15th level, they may change which item this feat applies to as a move action once per long rest. Feats that apply to one selected item that uses this feat as a prerequisite, such as Weapon Specialization, are likewise changed when the soldier selects a different item in this manner.

Professional Combatant:

At 2nd level, and every 2 levels thereafter, soldiers gain a bonus feat from the list of Combat, Style, Exploit, or Equipment feats. At 5th level and every 4 levels thereafter, the soldier may retrain a single feat gained from these bonus feats for a Combat, Style, or Equipment feat that they qualify for. They cannot retrain away a feat they are using as a prerequisite for another feat they currently possess.

Fighting Spirit:

At 2nd level, soldiers become steadfast in their duties as fighters on the battlefield. Soldiers receive a +2 morale bonus on all resistances against fear and charming effects, and the DC to demoralize the soldier increases by +2. These bonuses increase by +1 at 5th level and every 3 levels thereafter, to a maximum of +8 at 20th level.

Training:

At 3rd level and every 2 levels thereafter, soldiers gain a Training. Unless otherwise stated, no ability may be selected more than once.

Soldier’s Expertise:

At 20th level, soldiers gain one of the following bonuses.

Armor Expertise - Requires Armor Specialty. While the soldier is wearing armor with which they have Armor Specialty, they gain DD12, DR 10/-, and increase the critical threshold of attacks against them by 2.

Exploit Expertise - Requires Exploit Specialty. A number of times per short rest equal to their Resolve modifier, but no more than once per round, the soldier may perform an exploit as a quick action.

Resolute Expertise - Requires Resolute Specialty. The soldier rolls twice and takes the higher result when rolling resistances. For any resistances with which they have Resolute Specialty, they take no ill effects or damage on a successful resistance if both rolls would have succeeded.

Shield Expertise - Requires Shield Specialty. While wielding a shield with which the soldier has Shield Specialty, against effects which target an area, the soldier takes half damage and gains advantage on resistances against that effect. A number of times per long rest equal to their shield bonus, to a maximum of their Resolve modifier, the soldier can choose to automatically force an attack against them to fail as a quick action.

Tactical Expertise - Requires Tactical Specialty. Allies within 10ft gain the benefits of the soldier’s Teamwork Feats.

Training Expertise - The soldier gains one additional Training ability.

Unarmored Expertise - Requires Unarmored Specialty. A number of times per short rest equal to their Resolve modifier, while unarmored the soldier may fix-footing and add their Grace modifier to their AC against a single attack as a quick action.

Weapon Expertise - Requires Weapon Specialty. The soldier selects one weapon with which they have Weapon Specialty. The critical multiplier for the weapon increases by 1 and the critical threshold decreases by 1. A number of times per long rest equal to their Resolve modifier (min 1), the soldier can reroll an attack roll with this weapon as no action.

Trainings:

Armor Specialty - The soldier selects a single type of armor. For the soldier, this chosen armor’s maximum Grace bonus is increased by 1, its armor bonus increases by 1, and its armor check penalty is reduced by 1. When the soldier Retrains a feat, they may also select a different armor for this to apply to instead. These bonuses increase by 1 at 9th level and 15th level. This Training option may be selected multiple times. Each time, the bonuses apply to a different type of armor.

Crafting Specialty - Gain Tinker and Device as class skills and a bonus to Device, Tinker, Craft, and Profession checks equal to 2 + ¼  level to make armors, shields, and weapons.

Exploit Specialty - Select one Tactical Exploit. Gain +1 to these exploits and to TED against these exploits. This increases by 1 at 9th level and 15th level. This can be taken multiple times, each time it applies to a different exploit.

Resolute Specialty - The soldier selects one resistance. They gain a bonus equal to 1 + ⅓ their level to this resistance. This can be selected multiple times, each time applying to a different resistance.

Shield Specialty - The soldier selects a single type of shield. While wearing this shield, the soldier increases their shield bonus to AC by 1, increases its maximum Grace and reduces armor check penalty by 1. These bonuses increase by 1 at 9th level and 15th level.

Tactical Specialty - The soldier gains 1 Teamwork Feat as a bonus feat. As a move action once per short rest, they can grant this feat to up to 1 ally per CB within 30ft for one minute per level. This becomes a swift action to use at 9th level and a free action at 15th level. This may only be used once per round.

Unarmored Specialty - The soldier gains a +2 dodge bonus to AC and a +5ft bonus to their move speed while unarmored. These increase by 1 and 5ft respectively at 9th level and 15th level.

Weapon Specialty - The soldier selects 1 type of weapon. They gain +1 to hit, damage, TEB, and TED on rolls involving the weapon. This increases by 1 at 9th level and 15th level.

The following trainings are available at 7th level:

Ally Shielding - Requires Shield Specialty, Tactical Specialty. Allies adjacent to the soldier gain a deflection bonus to AC equal to 1 + ⅕ the soldier’s level, to a maximum of the soldier’s shield bonus to AC.

Armor Lock - Requires Armor Specialty, Exploit Specialty. The soldier adds their armor bonus to TED and resistances against involuntary movement.

Bashing Expert - Requires Weapon Specialty (any shield), Shield Specialty. When making a shield bash with a shield with which the soldier has both Weapon Specialty and Shield Specialty, damage is dealt as a two-handed weapon.

Concealing Cloth - Requires Crafting Specialty, Unarmored Specialty. The soldier gains proficiency with Elven Scarves they create, and gains Armor Focus(Elven Scarf) as a bonus feat.

Confident Leadership - Requires Tactical Specialty, Resolute Specialty. Allies within 30ft of the soldier gain the benefits of the soldier’s Fighting Spirit ability. This bonus increases by +1 per ally within 30ft of the soldier, to a maximum of double the bonus from Fighting Spirit.

Defending Weapon - Requires Weapon Specialty, Unarmored Specialty. While unarmored and wielding a weapon with which the soldier has Weapon Specialty in two hands, the soldier adds 2 + ⅕ their level as a shield bonus to AC.

Defensive Hold - Requires Weapon Specialty, Exploit Specialty. The soldier adds 2 + double their bonus from weapon specialty to TED against disarm, steal, and sunder checks. This only applies when the soldier is wielding a weapon with which they have Weapon Specialty.

Deflecting Shield - Requires Shield Specialty, Resolute specialty. The soldier adds their shield bonus to touch AC.

Dodging Commands - Requires Tactical Specialty, Unarmored Specialty. The soldier may grant the bonuses they gain from Unarmored Specialty to allies by using Tactical Specialty. Allies do not need to be unarmored to gain these benefits.

Durable Creations - Requires Crafting Specialty, Shield Specialty. Shields the Soldier creates have twice as much health as standard, and increase their Hardness by an amount equal to the Soldier’s ranks in Craft when created.

Evading Shield -  Requires Shield Specialty, Resolute Specialty. While wearing a shield with which the soldier has Shield Specialty, the soldier gains Evasion as a bonus feat.

Exploit Defense - Exploit Specialty, Resolute Specialty. The soldier adds their Power Modifier to Stature resistances. When targeted by exploits, they add their bonus from Resolute Speciality to TED.

Exploit Training - Requires Tactical Specialty, Exploit Specialty. The soldier selects one Exploit Feat they possess. They may grant this feat with Tactical Specialty.

Finesse Focus - Requires Weapon Specialty, Weapon Finesse. When using Weapon Finesse to wield a weapon with which the soldier has Weapon Specialty, the soldier may add their Finesse modifier to damage in place of Power.

Forgemaster - Requires Crafting Specialty. Gain Mechanical Enhancement as a bonus feat.

Grapple Master - Requires Exploit Specialty, Unarmored Specialty, Improved Grapple. Once per short rest as a swift action, the soldier gains one feat which requires Improved Grapple as a prerequisite for one minute per level.

Guarded Style - Requires Armor Specialty, Shield Specialty. The soldier gains DD and DR/- equal to 1 + ⅕ their level while wearing armor with which they have Armor Specialty and wielding a shield with which they have Shield Specialty.

Headbutt - Requires Armor Specialty, Weapon Specialty (Unarmed Strike). While wearing armor with which the soldier has Armor Specialty, the soldier gains a slam attack, SM 6 1d6 25x2. A critical hit requires the soldier and the target to succeed a VR or become dazed for one round (DC 16 + CB + P).

Instant Reaction - Requires Tactical Specialty. The soldier gains 2 + ⅓ their level to initiative checks. Allies within 20ft gain half this bonus.

Internal Armor - Requires Resolute Specialty, Unarmed Specialty. The soldier gains a natural armor bonus equal to 2 + ⅕ their level while unarmored.

Light Armor Mastery - Requires Armor Specialty (any light armor), Unarmored Specialty. The soldier gains the bonuses from Unarmored Specialty and other Trainings which require wearing no armor while wearing a light armor with which they have Armor Specialty.

Master Armor Specialist - Requires Armor Specialty. While wearing armor with which the soldier has Armor Specialty, the soldier increases their armor bonus by 1 + ⅙ their level. The soldier loses proficiency with all other armors.

Master Weapon Specialist - Requires Weapon Specialty. The soldier gains +2 to damage with a weapon with which they have Weapon Specialty. This increases by 1 at 10th level and every 4 levels thereafter.

Patchwork Repairs - Requires Armor Specialty, Crafting Specialty. As a one hour ritual, the soldier can choose a number of armors equal to their ranks in Craft. Each armor grants an additional +1 bonus to AC, DD, and DR 1/- for 20 hours. This bonus does not stack with itself.

Precision Soldier - Requires Resolute Specialty, Weapon Finesse. Gain 2d6 precision damage as the brigand ability. This can be taken multiple times, to a maximum of 1d6 precision damage per 3 soldier levels.

Production Line - Requires Crafting Specialty, Tactical Specialty. When crafting items aided by allies, the soldier can reduce the crafting time needed by dividing the time by the number of crafters contributing, to a minimum of 1/4th the original time with 3 allies. The soldier can reduce the time needed for allies to craft items in half by assisting them, but cannot reduce this time further by involving further allies.

Really Big Pauldrons - Requires Armor Specialty, Resolute Specialty. The soldier gains a +1 bonus to Stature while wearing light armor, +2 while wearing medium armor, or +4 while wearing heavy armor with an armor with which they have Armor Specialty.

Shoving Shield - Requires Exploit Specialty, Shield Specialty. The soldier adds twice their bonus from Shield Specialty to shove exploits and adds their bonus from Shield Specialty to hit with the touch attack needed to make shove exploits.

Tactical Resources - Requires Tactical Specialty. The soldier selects (but does not gain as bonus feats) two Teamwork Feats that they qualify for. They can grant these feats to themself and their allies using Tactical Specialty. They may use Tactical Specialty an additional time per short rest, plus another additional time per short rest at 15th level. The soldier’s allies can only benefit from one teamwork feat from Tactical Specialty at a time.

Uniform - Requires Armor Specialty, Tactical Specialty. Once per long rest, the soldier can designate up to one target per 3 levels to gain the benefits of their Armor Specialty. The targets must be wearing the same type of armor that the soldier is wearing and has chosen for Armor Specialty.

Weapon Instruction - Requires Tactical Specialty, Weapon Specialty. The soldier may also use Tactical Specialty to share any of their feats which require a specific weapon (such as Weapon Focus), as long as the soldier has Weapon Specialty with the mentioned weapon.

Whetting - Requires Crafting Specialty, Weapon Specialty. Once per long rest as a one-hour ritual, the soldier can grant a number of weapons equal to their ranks in Craft a +1 bonus to hit and damage for 20 hours. This bonus does not stack with itself.

The following Trainings are available at 11th level:

Battle Dance - Requires Finesse Focus, Unarmored Specialty. The soldier’s dodge bonus to AC from Unarmored Specialty and damage bonus from Weapon Specialty is doubled while the soldier wields only a single weapon in one hand, no shield, and is unarmored.

Broken Guard - Requires Bashing Expert. Once per round upon a successful shield bash, your next non-shield attack within one round against the target can be made against flat-footed AC.

Enhanced Forge - Requires Forgemaster. The soldier gains Craft Magic Arms and Armors as a bonus feat. They treat their MB as equal to their CB for qualifying for Item Creation Feats.

Exploit Guard - Requires Exploit Defense, Shield Specialty. The soldier adds their shield bonus and armor bonus to their touch AC against exploits.

Item Creation Professional - Requires Forgemaster. The soldier gains any Item Creation Feat they qualify for as a bonus feat.

Planning on the Fly - Requires Tactical Resources, Resolute Specialty. The soldier selects 3 additional Teamwork Feats that they may grant with Tactical Specialty. Once per long rest as a move action, they may switch one of these teamwork feats out for another Teamwork Feat for which they qualify. They have access to this feat for one hour. The soldier’s allies can benefit from up to two Teamwork Feats from Tactical Specialty at a time.

Reflexive Defenses - Requires Instant Reaction, Ally Shielding. The bonuses of Ally Shielding are doubled when the soldier is surprised. The soldier adds their shield bonus to AC while flat-footed.

Thunderous Smash - Requires Weapon Specialty, Resolute Specialty While wielding a weapon with which they have Weapon Specialty with two hands, the soldier adds twice their Power to the damage instead of 1.5.

Tricky Fighting - Requires Precision Soldier. The soldier gains a Trick, treating their brigand level as equal to their soldier level for the purpose of the Trick’s effects.

Watchful - Requires Tactical Specialty, Resolute Specialty. The soldier adds ⅓ their level to Sense and Spot checks against becoming surprised. Creatures that flank the soldier reduce their flanking bonuses by 2 (min 0). If this reduces the bonus to 0, the creatures gain no benefits from flanking.

Weapon Resilience - Requires Weapon Specialty, Resolute Specialty. The soldier automatically succeeds any resistances against effects relating to weapons with which they have Weapon Specialty (such as Warp Metal). Weapons the soldier wields with Weapon Specialty gain a bonus to DR and HP equal to the soldier’s DR and HP. The soldier may select Weapon Resilience for their natural weapons and unarmed strikes, but the benefit to resistances only applies to effects that specifically target those body parts (such as Flesh Sunder).

The following Trainings are available at 15th level:

Agile Adept - Requires Unarmored Specialty, Resolute Specialty. As a quick action while unarmored, the soldier can gain 2 + ¼ their level as a dodge bonus to AC against a single attack

Armor Destruction - Requires Armor Specialty, Crafting Specialty. As a quick action, when the soldier is about to take damage, they may direct the damage to their armor instead. This ability may only be used once per round, and only while wearing enhanced armor that the soldier crafted and has Armor Specialty with. Additionally, it may only be used against damage types which can also affect the armor.

Augmenting Armors - Requires Really Big Pauldrons, Enhanced Forge. While wearing armor they have crafted and have Armor Specialty with, the soldier gains a bonus to Power and Stature equal to the armor’s enhancement bonus.

Battle Stance - Requires Defending Weapon, Battle Dance. The soldier gains the bonuses of Battle Dance while wielding a weapon with two hands, and the bonuses from Defending Weapon increase to 1 + ⅓ their level.

Forced Opening - Requires Shoving Shield, Broken Guard. Targets successfully struck by the soldier’s shield bash provoke an opportunity attack from the soldier once per round.

Greater Tricky Fighting - Requires Tricky Fighting. The soldier gains an Advanced Trick, treating their brigand level as equal to their soldier level for the purpose of the trick’s effects.

Head of Steel - Requires Headbutt, Weapon Resilience. If the target has a head, the soldier’s Headbutt attack always requires the target to make a resistance or become dazed. On a critical hit, the soldier does not become dazed from the effects of Headbutt. The soldier also adds their bonus from Weapon Specialty to resistances against mental effects.

Shield Destruction - Requires Crafting Specialty, Shield Specialty. As a quick action, when the soldier is about to take damage, they may direct the damage to their shield instead. This ability may only be used once per round, and only while wielding an enhanced shield that the soldier crafted and has Shield Specialty with. Additionally, it may only be used against damage types which can also affect the shield.

Unstoppable - Requires Really Big Pauldrons, Exploit Specialty. While wearing Heavy Armor, the soldier adds their armor bonus to TEB and TED for overrun and shove checks. When an overrun exploit exceeds the target’s TED by 5 or more, it does not count against the number of overrun exploits that the soldier can make in their movement. Overrun targets do not prevent the soldier from charging.

Weapon Destruction - Requires Crafting Specialty, Weapon Specialty. As a quick action, when the soldier is about to take damage, they may direct the damage to their weapon instead. This ability may only be used once per round, and only while wielding an enhanced weapon that the soldier crafted and has Weapon Specialty with. Additionally, it may only be used against damage types which can also affect the weapon.

The following Trainings are available at 19th level:

Braced for Impact - Requires Armor Specialty. As a quick action while wearing armor, the soldier can increase their DD and DR against a single attack by 10. They may use this ability a number of times per long rest equal to their Resolve modifier (min 1).

Certain Strike - Requires Weapon Specialty. The soldier can add +10 to a single attack roll as a free action. They may use this ability a number of times per long rest equal to their Resolve modifier (min 1).

Negated Strike - Requires Armor Specialty. Once per round as a quick action, the soldier can choose to take no damage from an attack or effect a number of times per long rest equal to their Resolve modifier (min 1).

Rapid Strike - Requires Weapon Specialty. Once per round, the soldier can make an attack as a free action. The soldier may make attacks in this manner a number of times per long rest equal to their Resolve modifier (min 1).

Shove Strike - Requires Forced Opening. When a successful opportunity attack is landed as a result of Forced Opening, the soldier may make a shove exploit as no action that does not require a touch attack. The soldier may then move towards the target up to their move speed as no action.

Tactical Superiority - Requires Tactical Specialty. The soldier’s allies can gain the benefit of up to 5 feats from Tactical Specialty simultaneously.

Unbreakable - Requires Resolute Specialty. When the soldier succeeds a resistance with which they have Resolute specialty, they take no ill effects, even if the effect would normally be halved or partial.