The Soldier
Soldiers run the gamut from Felthespar's trained Knights, to Revian's rank-and-file warriors, to street-level brawlers who study at the school of hard knocks. One thing they all have in common is a love of combat. Though from as diverse a background as any random freelancer, soldiers are specialists in the art of war, whether they have studied under a master or simply learned from countless rough and tumble battles.

Alignment: Any
Hit Die: d10
Starting Wealth 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Table: The Soldier
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Bonus feat, weapon aptitude
2nd +2 +3 +3 +0 Bonus feat
3rd +3 +3 +3 +1
4th +4 +4 +4 +1 Bonus feat
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +2 Bonus feat
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2 Bonus feat
9th +9/+4 +6 +6 +3
10th +10/+5 +7 +7 +3 Bonus feat
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4 Bonus feat
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4 Bonus feat
15th +15/+10/+5 +9 +9 +5
16th +16/+11/+6/+1 +10 +10 +5 Bonus feat
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat
19th +19/+14/+9/+4 +11 +11 +6 Armor mastery
20th +20/+15/+10/+5 +12 +12 +6 Bonus feat, weapon mastery

Class Skills


The soldier’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the soldier.

Weapon and Armor Proficiency

A soldier is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats

At 1st level, a soldier gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a Felthespari character. The solder gains an additional bonus feat at 2nd level and every two soldier levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as combat or teamwork feats. A soldier must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A soldier is not limited to the list of soldier bonus feats when choosing these feats.

Upon reaching 4th level, and every even level thereafter, 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.

Weapon Aptitude (Ex)

With 1 hour of practice with a new weapon a soldier may change the designated weapon for any feat he possesses that applies only to a single weapon (such as Weapon Focus or Boomerang Daze) replacing one weapon for another in both the prerequisites and the feat's description. He must have the newly designated weapon in hand during his practice and he must be proficient with it to make this change.

A soldier can adjust any number of feats with a single practice in this way, but he doesn't have to adjust them all in the same way. He cannot change the designated weapons in such a way that he no longer meets the prerequisites for another feat he possesses. Feats adjusted in this way remain so designated for as long as he likes. He may re-adjust to a previously designated weapon as a swift action within 1 day per soldier level of adjusting from that weapon, otherwise he must spend another hour in practice to adjust his feats.

For example, Kulara, a 6th level soldier, has the Power Attack, Improved Bull Rush, Improved Sunder, Weapon Focus (warhammer), Weapon Focus (handaxe), Weapon Focus (longsword), Weapon Specialization (longsword), and Greater Weapon Focus (handaxe) feats. He finds an enchanted shortsword that he likes, and decides to spend 1 hour practicing with it. He changes Weapon Focus (handaxe), Weapon Specialization (longsword) and Greater Weapon Focus (handaxe) to all utilize shortswords. The next day, he finds an enchanted longsword that he likes better. As a swift action, he can change Weapon Specialization (shortsword) back to Weapon Specialization (longsword), but would still need to practice for an hour to change Greater Weapon Focus to longsword.

Armor Mastery

At 19th level, a soldier gains Damage Reduction 5/— whenever he is wearing armor or using a shield.

Weapon Mastery

At 20th level, a soldier chooses one weapon, such as the longsword, greataxe,longbow, etc. 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.