SoldierAn unmitigated powerhouse in any combat, the Soldier is a team’s martial backbone, providing the firepower necessary to bring down any menace. Other characters may become competent fighters, but the Soldier was bred and trained for war. It’s his calling, and he answers without hesitation.
Climb (Str), Demolitions (Int), Hide (Dex), Intimidate (Int), Jump (Str), Move Silently (Dex), Parachuting (Dex), Pilot (Dex), Ride (Dex), Spot (Wis), Tumble (Dex).
Table: The Soldier
All of the following are class features of the hunter:Weapon and Armor Proficiency: A soldier is proficient with all simple weapons, two forms of martial weapons, personal firearms, advanced firearms, light armor, and medium armor.
Accurate: Your finely honed physique is your deadliest weapon. Each time you spend 1 action point to boost an attack check, you roll and add the results of twice the standard number of dice.
Fight On: At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 2 additional weapon proficiencies or 1 additional Basic, Melee, Ranged, or Unarmed Combat feat.
Fortunes of War: Through a combination of luck and skill, you shrug off most minor damage. At Level 2, you gain 1 point of damage reduction (DR 1/—). Further, as a free action, you may double the DR granted by this ability for 1 full round. You may boost your DR in this fashion a number of times per session equal to half your class level. At Level 11, your DR increases to 2/— (or 4/— when doubled). At Level 19, your DR increases to 3/— (or 6/— when doubled).
Armor Use: You’re at home in armor. At Level 4, you gain a +1 bonus to Defense while wearing armor. Further, your armor check penalty decreases by 1 (minimum 0). The bonus and reduction granted by this ability increase by 1 each at levels 8, 12, 16, and 20.
Weapon Specialist: You have trained with some of the world’s foremost weapon masters, developing your own unique strengths. At Level 6, you may choose 1 weapon proficiency you possess and 1 of the following abilities that will apply with weapons covered by the chosen proficiency. At Levels 9, 12, 15, and 18, you may choose either 1 additional ability or 1 additional weapon proficiency you possess. At any time, all weapons covered by all chosen proficiencies gain all abilities earned to date. Each of these abilities may be chosen only once.
Portable Cover: You make the most of any terrain, even improvising cover from objects kicked, knocked, or thrown into the path of incoming attacks. At Level 10, you and all of your teammates within 10 ft. are considered to benefit from 1/4 scenery cover at all times, even when standing out in the open. If you become flatfooted, you and all your teammates lose this benefit until the start of your next action. At Level 20, this ability provides 1/2 scenery cover to you and each of your teammates within 15 ft.
One in a Million: You can turn nearly any battlefield opportunity into savage amounts of pain. At Level 14, once per session, you may make 1 attack check, Fortitude save, or skill check for which Strength or Constitution is the key ability. You are considered to automatically roll a natural 20 with this check. This roll is considered a threat and may be activated as a critical success. Further, you may not be forced to re-roll this natural 20. You must declare that you’re using this ability before you make a roll for the chosen activity.