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<blockquote data-quote="Reynard" data-source="post: 5072248" data-attributes="member: 467"><p>Because post-apocalyptic adventure and sword and sorcery are so closely related as genres, the transition from one to the other should be fairly easy (and fun!). For example:</p><p></p><p>soldier</p><p>Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, soldiers are a disparate lot, training with many weapons or just one, perfecting the making and uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering mutants, and rousing the hearts of whole tribes. Mercenaries, shock troops, hunters, and artists of war, soldiers are unparalleled champions, and woe to those who dare stand against them.</p><p>Role: soldiers excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match soldiers for sheer battle prowess.</p><p>Alignment: Any.</p><p>Hit Die: d10.</p><p>Class Skills</p><p>The soldier's class skills are<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Climb<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Str),<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Craft<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Int),<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Drive (Dex), Handle Animal<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Cha),<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Intimidate<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Cha),<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Knowledge<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(ruins) (Int),<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Knowledge<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(engineering) (Int),<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Profession<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Wis),<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Ride<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Dex),Survival<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Wis), and<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Swim<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Str).</p><p>Skill Ranks per Level: 4 +<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Int<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />modifier.</p><p></p><p>Table: soldier (per fighter table)</p><p></p><p>Class Features</p><p>The following are class features of the soldier.</p><p>Weapon and Armor Proficiency: A soldier is proficient with all<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />simple<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />and<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />martial<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />weapons Archaic and Modern, and with all Modern and Archaic armor (heavy, light, medium and piecemeal) and all shields (including riot shields).</p><p>Bonus Feats: At 1st level, and at every even level thereafter, a soldier gains a bonus feat in addition to those gained from normal advancement (meaning that the soldier gains a feat at every level). These bonus feats must be selected from those listed as<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />combat feats, sometimes also called “soldier bonus feats.”</p><p>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.</p><p>Bravery<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Ex): Starting at 2nd level, a soldier gains a +1 bonus on Git Check<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Will saves. This bonus increases by +1 for every four levels beyond 2nd.</p><p>Armor Training<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(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<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Dexterity<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Dexterity<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />bonus allowed.</p><p>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.</p><p></p><p>In addition, when fashioning Piecemeal Armor, the Material Quality rating is automatically increased by one.</p><p></p><p>Weapon Training<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Ex): Starting at 5th level, 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.</p><p>Every four levels thereafter (9th, 13th, and 17th), 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 9th 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 5th 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.</p><p>A soldier also adds this bonus to any<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />combat maneuver checks<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />made with weapons from this group. This bonus also applies to the soldier's<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Combat Maneuver Defense<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />when defending againstdisarm<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />and<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />sunder<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />attempts made against weapons from this group.</p><p>Weapon groups are defined as follows. Individual weapons within each group are listed in the Equipment chapter.</p><p></p><p>Melee, Slashing (ex: axe, broadsword, cleaver)</p><p>Melee, Piercing (ex: spear, rapier, knife)</p><p>Melee, Crushing (ex: hammer, mace, club, tire iron)</p><p>Melee, Powered (ex: cattle prod, chainsaw, vibro-blade)</p><p>Ranged, Thrown (ex: shuriken, shot put, grenade)</p><p>Ranged, Muscle Powered (ex: bow, sling, slingshot)</p><p>Ranged, Mechanical (ex: crossbow, manapult)</p><p>Firearms, Small Arms (ex: pistol, hunting rifle, nail gun)</p><p>Firearms, Automatic (ex: auto-pistol, assault rifle, needler)</p><p>Firearms, Heavy (ex: machine gun, grendade launcher, micro-turret)</p><p>Energy Weapons, Light (ex: laser pistol, plasma torch, destabilizer)</p><p>Energy Weapons, Automatic (ex: laster rifle, gravigun)</p><p>Energy Weapons, Heavy (ex: tesla coil, gravigun, imploder)</p><p>Natural Weapons, Melee</p><p>Natural Weapons, Ranged</p><p>Natural Weapons, Energy</p><p>Vehicle Mounted Weaponry</p><p>Computer Controlled Weaponry</p><p>WMDs</p><p></p><p>Armor Mastery<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Ex): At 19th level, a soldier gains<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />DR<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />5/— whenever he is wearing armor or using a shield.</p><p>Weapon Mastery<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(Ex): At 20th level, a soldier chooses one weapon from a weapon group (as above) with which he has a +3 bonus or greater. 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.</p><p></p><p>(quick and dirty mod of the fighter entry from the PFSRD)</p><p></p><p>EDIT: sorry about the smilies. How'd that happen?</p></blockquote><p></p>
[QUOTE="Reynard, post: 5072248, member: 467"] Because post-apocalyptic adventure and sword and sorcery are so closely related as genres, the transition from one to the other should be fairly easy (and fun!). For example: soldier Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, soldiers are a disparate lot, training with many weapons or just one, perfecting the making and uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering mutants, and rousing the hearts of whole tribes. Mercenaries, shock troops, hunters, and artists of war, soldiers are unparalleled champions, and woe to those who dare stand against them. Role: soldiers excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match soldiers for sheer battle prowess. Alignment: Any. Hit Die: d10. Class Skills The soldier's class skills are:)Climb:)(Str),:)Craft:)(Int),:)Drive (Dex), Handle Animal:)(Cha),:)Intimidate:)(Cha),:)Knowledge:)(ruins) (Int),:)Knowledge:)(engineering) (Int),:)Profession:)(Wis),:)Ride:)(Dex),Survival:)(Wis), and:)Swim:)(Str). Skill Ranks per Level: 4 +:)Int:)modifier. Table: soldier (per fighter table) Class Features The following are class features of the soldier. Weapon and Armor Proficiency: A soldier is proficient with all:)simple:)and:)martial:)weapons Archaic and Modern, and with all Modern and Archaic armor (heavy, light, medium and piecemeal) and all shields (including riot shields). Bonus Feats: At 1st level, and at every even level thereafter, a soldier gains a bonus feat in addition to those gained from normal advancement (meaning that the soldier gains a feat at every level). These bonus feats must be selected from those listed as:)combat feats, sometimes also called “soldier bonus feats.” 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. Bravery:)(Ex): Starting at 2nd level, a soldier gains a +1 bonus on Git Check:)Will saves. This bonus increases by +1 for every four levels beyond 2nd. 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. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum:)Dexterity:)bonus allowed. 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. In addition, when fashioning Piecemeal Armor, the Material Quality rating is automatically increased by one. Weapon Training:)(Ex): Starting at 5th level, 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 (9th, 13th, and 17th), 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 9th 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 5th 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 this group. This bonus also applies to the soldier's:)Combat Maneuver Defense:)when defending againstdisarm:)and:)sunder:)attempts made against weapons from this group. Weapon groups are defined as follows. Individual weapons within each group are listed in the Equipment chapter. Melee, Slashing (ex: axe, broadsword, cleaver) Melee, Piercing (ex: spear, rapier, knife) Melee, Crushing (ex: hammer, mace, club, tire iron) Melee, Powered (ex: cattle prod, chainsaw, vibro-blade) Ranged, Thrown (ex: shuriken, shot put, grenade) Ranged, Muscle Powered (ex: bow, sling, slingshot) Ranged, Mechanical (ex: crossbow, manapult) Firearms, Small Arms (ex: pistol, hunting rifle, nail gun) Firearms, Automatic (ex: auto-pistol, assault rifle, needler) Firearms, Heavy (ex: machine gun, grendade launcher, micro-turret) Energy Weapons, Light (ex: laser pistol, plasma torch, destabilizer) Energy Weapons, Automatic (ex: laster rifle, gravigun) Energy Weapons, Heavy (ex: tesla coil, gravigun, imploder) Natural Weapons, Melee Natural Weapons, Ranged Natural Weapons, Energy Vehicle Mounted Weaponry Computer Controlled Weaponry WMDs Armor Mastery:)(Ex): At 19th level, a soldier gains:)DR:)5/— whenever he is wearing armor or using a shield. Weapon Mastery:)(Ex): At 20th level, a soldier chooses one weapon from a weapon group (as above) with which he has a +3 bonus or greater. 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. (quick and dirty mod of the fighter entry from the PFSRD) EDIT: sorry about the smilies. How'd that happen? [/QUOTE]
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