by Charles Wenzler Jr.
To qualify to become a soldier, a character must fulfill all the following criteria.
Base Attack Bonus +5
Feats Heavy Armor Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Tower Shield Proficiency
HIT DICE D10
The soldier's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis) and Sense Motive (Cha).
Skill Ranks per Level 2 + Int modifier.
The following are the class features of the soldier.
Weapon and Armor Proficiency The soldier is proficient with all simple and martial weapons. The soldier does not gain proficiency with any armor.
Armor Expertise (Ex) At 1st level the soldier learns to be more maneuverable while wearing armor. Whenever wearing armor the fighter reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At 4th and 7th level 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 the soldier can also move at their normal speed while wearing medium armor. At 4th level the soldier can move at their normal speed while wearing heavy armor.
The benefits of the class feature stack with the fighter class ability of the same name and the Armor Focus feat.
Armored Redoubt (Ex) Beginning at 1st level, whenever you occupy a space, you hold it against your enemies like a walking fortress. Any allies that gain cover from you gain an additional cover bonus to their Armor Class equal to half your class level (minimum 1) +1 in addition to the +4 bonus they already get for having cover.
In addition the soldier gains a competence bonus equal to half her class level (minimum 1) +3 to her Armor Class, on checks and on saves to resist any attack that would force her to move or knock her prone.
Bonus Feats At 1st level and every two levels thereafter the soldier gains one bonus feat, which must be either a combat or tactical feat (see the Advanced Player's Guide). The soldier may select fighter bonus feats and treats her effective fighter level as equal to her soldier level. If the soldier already has levels in the fighter class, she adds her soldier class levels to her fighter class levels to determine her effective fighter level for the purpose of qualifying for fighter exclusive feats.
Professional Expertise (Ex) Soldiers gain an insight bonus equal to their class level on Profession (Soldier) checks.
Reinforced Defenses (Ex) At 2nd level the soldier can build add-ons to further reinforce her armor at the cost of sacrificing one chakra (see Chapter X: Magic Items) that would otherwise be used to wear a magic item and each add-on provides an extra +1 armor bonus to the soldiers Armor Class. The soldier may build as many add-ons to her armor equal to the total amount of chakras she has, but cannot have more than one add-on per class level that she has. These add-ons cannot be enchanted and any special benefits from construction materials do not apply, except for weight reduction.
Tactical Aid (Ex): Starting at 2nd level the soldier can provide tactical aid to a number of allies equal to half her class level +1 that are within her line of sight. This aid provides a competence bonus equal to half the soldiers class level on attack rolls for a number of rounds equal to the soldiers class level. This ability can be used a number of times per day equal to half the soldiers class level +2.
Armor Mastery (Ex): At 3rd level the soldier gains DR 1/— whenever he is wearing armor or using a shield. Every three levels thereafter the soldiers damage reduction increases by +2.
Overcome Injury (Ex): Starting at 5th level the soldier can use an immediate action to convert lethal damage to non-lethal damage. The soldier can convert a total amount of lethal damage per day equal to her class level plus her Constitution modifier to non-lethal damage. At 8th level the soldier can convert a total amount of lethal damage per day equal to twice her class level plus twice her Constitution modifier to non-lethal damage.
Dismiss Injury (Ex): Starting at 10th level the soldier can use an immediate action to treat an injury as if it hadn't happened. The soldier can directly overcome an amount of damage per day equal to equal to twice her class level plus twice her Constitution modifier. The soldier can use the benefit of this class feature in conjunction with her overcome injury class feature to convert as much remaining damage to non-lethal damage as possible from an attack.
|Class Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Bonus Feats||Tactical Aid|
|1||+1||+1||+0||+1||Armor Expertise, Armored Redoubt, Professional Expertise||1st|
|2||+2||+1||+1||+1||Reinforced Defenses, Tactical Aid||+1|
|3||+3||+2||+1||+2||Armor Mastery 1/-||2nd|
|6||+6||+3||+2||+3||Armor Mastery 2/-||+3|
|9||+9||+5||+3||+5||Armor Mastery 3/-||5th|