To qualify to become a Soldier, a character must fulfill the following criteria.

Base Attack Bonus: +3.

Skills: Knowledge (tactics) 3 ranks.

Feat: Personal Firearms Proficiency.

Class Information

Hit Die: 1d10

Action Points: 6 + one-half character level, rounded down, every time the Soldier attains a new level in this class.

Class Skills: The Soldier’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (current events, history, popular culture, tactics) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points Per Level: 5 + Int modifier.

Table: The Soldier

Level BAB Fort Save Ref Save Will Save Class Features Armor Class
1st +1 +1 +1 +1 Weapon Training +1
2nd +2 +2 +2 +2 Bonus feat +1
3rd +3 +2 +2 +2 Armor training +2
4th +4 +2 +2 +2 Bonus feat +2
5th +5 +3 +3 +3 Weapon Training +3
6th +6 +3 +3 +3 Bonus feat +3
7th +7 +4 +4 +4 Armor training +4
8th +8 +4 +4 +4 Bonus feat +4
9th +9 +4 +4 +4 Weapon Training +5
10th +10 +5 +5 +5 Bonus feat, weapon Mastery +5

Class Features

The following features pertain to the Soldier advanced class.

Weapon Training (Ex)

A Soldier can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (5th and 9th), a Soldier becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a Soldier reaches 5th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 1st level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A Soldier also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the Soldier’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Bonus Feats

At 2nd level, and at every even level thereafter, a Soldier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.

Armor Training (Ex)

Starting at 3rd level, a Soldier learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At 7th level these bonuses increase by +1 each time.

In addition, a Soldier can also move at his normal speed while wearing medium armor. At 7th level, a Soldier can move at his normal speed while wearing heavy armor.

Weapon Mastery (Ex)

At 10th level, a Soldier chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats.


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