Men at arms, trained in the use of many different weapons, and employed to do battle with ones enemies. Soldiers come from all corners of the world. Some are military tacticians, some prefer to fight through brute strength, while others specialize in ambushing their enemies.
|1||1||0||F: 2 R: 0 W: 0||Discipline|
|2||2||1||F: 3 R: 0 W: 0||Bonus Feat|
|3||3||1||F: 3 R: 1 W: 1||Discipline|
|4||4||2||F: 4 R: 1 W: 1||Bonus Feat|
|5||5||2||F: 4 R: 1 W: 1||Discipline|
|6||6||3||F: 5 R: 2 W: 2||Bonus Feat|
|7||7||3||F: 5 R: 2 W: 2||Discipline|
|8||8||4||F: 6 R: 2 W: 2||Bonus Feat|
|9||9||4||F: 6 R: 3 W: 3||Discipline|
|10||10||5||F: 7 R: 3 W: 3||Bonus Feat|
|11||11||5||F: 7 R: 3 W: 3||Discipline|
|12||12||6||F: 8 R: 4 W: 4||Bonus Feat|
|13||13||6||F: 8 R: 4 W: 4||Discipline|
|14||14||7||F: 9 R: 4 W: 4||Bonus Feat|
|15||15||7||F: 9 R: 5 W: 5||Discipline|
|16||16||8||F: 10 R: 5 W: 5||Bonus Feat|
|17||17||8||F: 10 R: 5 W: 5||Discipline|
|18||18||9||F: 11 R: 6 W: 6||Bonus Feat|
|19||19||9||F: 11 R: 6 W: 6||Discipline|
|20||20||10||F: 12 R: 6 W: 6||Bonus Feat|
Soldiers gain 4 + Intelligence Modifier Skill Points at each level. At 1st level the number is quadrupled. Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Sense Motive, and Swim.
Health & Mana Points:
Soldiers gain 1d10 + Constitution Modifier in Health points and 1d4 + Magic Modifier in Mana points. At first level these rolls are maximized.
Armor Mastery – The Maximum Dexterity bonus of your armor improves by +1. You must be proficient with the armor you are wearing to gain this benefit. Prerequisites: Armored Defense
Armored Defense – When calculating your Armor Class, you may add a +1 miscellaneous bonus to your Armor Class for every three heroic levels. You must be proficient with the armor you are wearing to gain this benefit.
Improved Armored Defense – When calculating your Armor Class, you may add a +1 miscellaneous bonus to your Armor Class for every two heroic levels. You must be proficient with the armor you are wearing to gain this benefit. Prerequisites: Armored Defense
Juggernaut – Your armor does not reduce your speed or the distance you can move while running. You must be proficient with the armor you are wearing to gain this benefit. Prerequisites: Armored Defense
Second Skin – When wearing armor with which you are proficient, your armor bonus to your Armor Class increases by +1. Prerequisites: Armored Defense
Expert Grappler – You gain a +2 competence bonus on grapple attacks.
Improvised Club – You can use a ranged weapon as a melee weapon but without taking a penalty on your attack roll. The weapon is treated as a club.
Melee Smash – You deal +1 damage with melee attacks.
Stunning Strike – When you damage an opponent with a melee attack, your opponent moves an additional -1 step along the condition track if your attack roll result equals or exceeds the targets damage threshold. Prerequisite: Melee Smash.
Unbalance Opponent – You are skilled at keeping your opponents off balance in melee combat. During your action, you designate an opponent no more than one size category larger or smaller than you. That opponent doesn’t get to add his Strength bonus on attack rolls when targeting you (If your opponent has a Strength penalty, he still suffers that penalty). The opponent’s Strength Modifier applies to damage, as usual. You can select a new opponent on your next turn. Prerequisite: Expert Grappler.
Battle Analysis – As a swift action, you can make a DC 15 Sense Motive check. If the check succeeds, you know which allies and opponents in your line of sight are reduced to at least half of their maximum total hit points.
Harm’s Way – Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally’s stead. Until the start of your next turn, any attack made against the protected ally affects you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made. Prerequisite: Dexterity 13.
Indomitable – Once per day as a swift action, you can move +5 steps on the condition track. This does not remove persistent conditions that may be affecting you. You can select this Discipline multiple times. Each time you select this Discipline you can use it one additional time per day.
Tough as Nails – You can catch a second wind one extra time per day. If you have this Discipline and the Extra Second Wind Feat, you can catch your second wind a total of three times per day.
Devastating Attack – Choose a single weapon with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target’s damage threshold as if it were 5 points lower when determining the result of your check. You may take this Discipline multiple times. Each times you select this Discipline; it applies to a different weapon.
Penetrating Attack – Choose a single weapon with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you target’s damage threshold as if it were 5 points lower when determining the result of your attack. You may select this Discipline multiple times. Each time you select this Discipline, you choose a different weapon. Prerequisites: Weapon Focus with chosen weapon.
Weapon Specialization – Choose a single weapon with which you are proficient. You gain a +2 bonus on damage rolls with such weapons. You may select this Discipline multiple times. Each times you select this Discipline; it applies to a different weapon. Prerequisites: Weapon Focus with chosen weapon.
Ambush Specialist – If you are not surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the surprise round for the purposes of Disciplines and feats that trigger only during the surprise round. Additionally, during the surprise round as a free action you can designate that target as your prime target. You gain a +2 morale bonus to attack rolls against your prime target until the end of the encounter.
Destructive Ambusher – After you designate a prime target, you deal +1 die of damage on attacks against the prime target until the end of the encounter. Prerequisite: Ambush specialist.
Keep It Going – If you reduce your prime target to 0 hit points, as a free action you can designate another target within your line of sight as your new prime target remains your Prime Target until the end of the encounter. Prerequisite: Ambush Specialist.
Keep Them Reeling – Once per turn as a swift action, you can make an Initiative check opposed by the Initiative check of your Prime Target. If your check result equals or exceeds your prime targets check result, your target is flat-footed against all attacks you make before the end of your turn. Prerequisite: Ambush Specialist
Perceptive Ambusher – You gain a +5 circumstance bonus to Spot checks against your prime target until the end of the encounter. Prerequisite: Ambush Specialist.
Spring the Trap – If you and all your allies roll higher Initiative checks to start combat than do all your opponents, you automatically gain a surprise round, even if the opponents are aware of you when combat begins.
Armor Proficiency (Heavy), Assured Strike, Cleave, Combat Expertise, Combat Reflexes, Conditioning, Coordinated Attack, Crush, Defensive Strike, Defensive Throw, Dodge, Echani Training, Extra Second Wind, Extra Stunning, Fast Surge, Flying Kick, Follow Through, Great Cleave, Greater Two Weapon Defense, Greater Two Weapon Fighting, Improved Bull Rush, Improved Charge, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Improved Two Weapon Defense, Improved Two Weapon Fighting, Karmic Strike, Martial Arts, Martial Arts II, Martial Arts III, Mighty Swing, Mobility, Point Blank Shot, Power Attack, Powerful Charge, Rapid Strike, Rapid Stunning, Roundabout Kick, Running Attack, Shield Proficiency, Stunning Fist, Trench Warrior, Two Weapon Defense, Two Weapon Fighting, Weapon Focus, Weapon Proficiency, Whirlwind Attack.