Soldier
Soldiers are warriors forged by repeated combat drills and near death experiences on the battlefield. Soldiers rely heavily on their armor, equipment and comrades to keep them safe in the heat of battle.
Soldiers are warriors forged by repeated combat drills and near death experiences on the battlefield. Soldiers rely heavily on their armor, equipment and comrades to keep them safe in the thick of it. Soldiers specialize in medium armor and close quarters combat and are outfitted with a variety of movement and combat abilities to see them through. Strength and Dexterity should be a Soldier’s highest Attributes.
Playing a Soldier
XP Cost : 4 Prerequisites : STR 14
Meet the Prerequisites and pay this Archetype's XP cost to gain the following:
Training
Gain Training in Athletics and 2 of the following Skills: Perception, Acrobatics, Medicine, or Intimidate.
Gain Training in the use of Medium Armor.
Gain Training in the use of 3 Melee, Ranged or Thrown Weapon Types of your choice.
Equipment
Acquire a Common or Uncommon Suit of Medium Armor of your choice.
Acquire 3 Common or Uncommon Melee, Ranged or Thrown Weapons of your choice.
Acquire a Common or Uncommon Bundle of your choice.
Trait
Battlefield Tactics You gain +1 to AC for every 2 Allies currently adjacent to you.
Choose a Warrior Code.
Archetype Trait
Battlefield Conditioning You have your Might, Stamina or Focus Total Increased by +2.
Traits and Abilities
Purchase with XP
Traits
Nimble
XP Cost: 2 Prerequisites: Soldier
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Soldier
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resiliant
XP Cost: 2 Prerequisites: Soldier
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Basic Maneuvers
(This Trait may be taken multiple times)
XP Cost : 1 Prerequisites : Soldier
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Complex Maneuvers
(This Trait may be taken multiple times)
XP Cost : 2 Prerequisites : Soldier, Basic Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Expert Maneuvers
(This Trait may be taken multiple times)
XP Cost : 3 Prerequisites : Soldier, Complex Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
Calvary Training
XP Cost : 1 Prerequisites : Soldier
You gain Training in the Driving Skill.
Survival Training
XP Cost : 1 Prerequisites : Soldier
You gain Training in the Survival Skill.
Forge Training
XP Cost : 1 Prerequisites : Soldier
You gain Training in the Fine Motor Skill.
Siege Engine Training
XP Cost : 1 Prerequisites : Soldier
You gain Training in the Engineering Skill.
Shield Wielder
XP Cost : 1 Prerequisites : Soldier
You gain training in Light or Medium Shields.
If you purchase this during character creation, gain a common or uncommon light or medium shield of your choice.
Heavy Shield Wielder
XP Cost : 2 Prerequisites : Soldier, Shield Wielder
You gain training in Heavy Shields.
If you purchase this during character creation, gain a common or uncommon heavy shield of your choice.
Shield Strapping
XP Cost : 2 Prerequisites : Soldier, Shield Wielder
You can now Strap your shield around your neck, granting you 1/2 the AC and the full Armor the Shield normally grants. While your Shield is strapped this way you do not need to wield it in a Free Hand, and may wield 2 handed weapons, and dual wield in combination with a Shield.
Heavy Armor Training
XP Cost : 3 Prerequisites : Soldier
You are now considered to be trained to effectively wear Heavy Armors. You can equip any piece of heavy armor that is your size.
Zweihander
XP Cost : 1 Prerequisites : Soldier, Cleave Maneuver
You gain an additional +2 damage vs all targets of your Cleave Attacks and Multi-Target Attacks made using 2 Handed Weapons.
Hammer-Jack
XP Cost : 1 Prerequisites : Soldier
You deal extra damage equal to your STR Modifier vs Prone Targets while you Wield Blunt Weapons.
Nerves of Steel
XP Cost : 2 Prerequisites : Soldier
You add a Destiny Die to all WIS Saving Throws you are forced to make after you have Rolled Initiative and before Active combat has ended.
Soldier’s Reflexes
XP Cost : 1 Prerequisites : Soldier
You gain training in Dexterity Saving Throws.
Frontline Soldier
XP Cost : 1 Prerequisites : Soldier
You gain +2 to your Initiative.
Soldier’s March
XP Cost : 2 Prerequisites : Soldier
You do not spend Stamina to Sprint long distances.
Weapons Training
XP Cost : 1 Prerequisites : Soldier
Gain training with one additional Melee or Ranged Weapon Type of your choice.
Special Weapons Training
XP Cost : 2 Prerequisites : Soldier
Gain training with two additional Melee or Ranged Weapons of your choice,
Or gain training with one High Skill Weapon of your choice.
Tough
XP Cost : 2 Prerequisites : Soldier
Your total HP is increased by +1 each time you level up.
Efficient
XP Cost : 1 Prerequisites : Soldier
You gain one additional Motion.
Extra Efficient
XP Cost : 2 Prerequisites : Soldier, Efficient
You gain one additional Motion.
Awkward Combat Style
XP Cost : 1 Prerequisites : Soldier
You halve the additional cost associated with Awkward Weapons.
Might Maneuver Expert
XP Cost : 2 Prerequisites : Soldier, Expert Might Maneuvers
You reduce the Initial cost of all Tier I Might Abilities by ½.
Stamina Maneuver Expert
XP Cost : 2 Prerequisites : Soldier, Expert Stamina Maneuvers
You reduce the Initial cost of all Tier I Stamina Abilities by ½.
Focus Maneuver Expert
XP Cost : 2 Prerequisites : Soldier, Expert Focus Maneuvers
You reduce the Initial cost of all Tier I Focus Abilities by ½.
Endurance Fighter
XP Cost : 2 Prerequisites : Soldier
You reduce the cost to Sustain all your Maneuvers by ½.
Fast Reaction Speed
XP Cost : 2 Prerequisites : Soldier
Gain one additional Reaction.
Blurred Reaction Speed
XP Cost : 3 Prerequisites : Soldier, Fast Reaction Speed
Gain one additional Reaction.
Ludicrous Reaction Speed
XP Cost : 4 Prerequisites : Soldier, Blurred Reaction Speed
Gain one additional Reaction.
Abilities
Quick Draw
XP Cost : 2 Prerequisites : Soldier
Once per Round, you can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.
Dual Wielder
XP Cost : 2 Prerequisites : Soldier
You gain +1 to your AC while Dual Wielding Melee Weapons.
While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.
Dual Wielder II
XP Cost : 4 Prerequisites : Soldier, Dual Wielder
Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.
While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.
Dual Wielder III
XP Cost : 6 Prerequisites : Soldier, Dual Wielder II
Increase your AC to Bonus While Dual Wielding Melee Weapons to +3.
Penalties for Additional Attacks while Dual Wielding are now Halved.
Phalanx Fighter
XP Cost : 2 Prerequisites : Soldier, Shield Wielder
You grant ½ your shield’s AC bonus to adjacent Allies.
You can use your Reaction to have an attack that would have hit an adjacent ally, hit you instead. The attack hits you even if the initial roll to hit was not high enough to match or exceed your AC.