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Alternative name: Marine (Prime Directive)

[h=5]Requirements[/h] To qualify to become a Soldier, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skill: Knowledge (tactics) 3 ranks.
Feat: Personal Firearms Proficiency.

[h=5]Class Information[/h] Hit Die: 1d10
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills: The Soldier’s class skills (and the key ability for each skill) are: Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: 5 + Int modifier.

Table: The Soldier
Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+1+1+0Weapon Focus+1+0
2nd+1+2+2+0Weapon Specialization+1+0
3rd+2+2+2+1Bonus Feat+2+0
4th+3+2+2+1Tactical aid+2+0
5th+3+3+3+1Improved Critical+3+1
6th+4+3+3+2Bonus Feat+3+1
7th+5+4+4+2Improved reaction+4+1
8th+6+4+4+2Graeter Weapon Specialization+4+1
9th+6+4+4+3Bonus feat+5+2
10th+7+5+5+3Critical strike+5+2
[h=5]Class Features[/h] The following features pertain to the Soldier advanced class.

Weapon Focus: At 1st level, a Soldier gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Soldier chooses a specific weapon. The soldier can choose unarmed strike or grapple as the weapon. The soldier must be proficient with the chosen weapon.
The soldier adds +1 to all attack rolls made using the selected weapon.
Weapon Specialization: At 2nd level, a Soldier gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The soldier gets a +2 bonus on damage rolls with the chosen weapon.
Bonus Feats: At 3rd, 6th, and 9th level, the Soldier gets a bonus feat. The bonus feat must be selected from the following list, and the Soldier must meet all the prerequisites of the feat to select it.
Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Brawl, Burst Fire, Cleave, Combat Reflexes, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Improved Brawl, Improved Knockout Punch, Knockout Punch, Power Attack.

Tactical Aid: As a full-round action, the Soldier provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point.
This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half of the Soldier’s level in the advanced class, rounded down.
Improved Critical: For the weapon the Soldier has applied weapon specialization to the Soldier’s threat range increases by one.
Improved Reaction: At 7th level, a Soldier gains a +2 competence bonus on initiative checks.
Greater Weapon Specialization: At 8th level, a Soldier gains greater weapon specialization with the weapon he or she selected at 2nd level. This ability increases the bonus on damage rolls to +4 when using the selected weapon.
Critical Strike: At 10th level, a Soldier gains the ability to automatically confirm a threat as a critical hit when attacking with the weapon he or she has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.

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