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Veteran Soldier

Level Base Dodge Parry Fort Ref Will Special


Attack Bonus Bonus Save Save Save
1 1 0 0 2 0 0 Bonus Feat, Formation Combat
2 2 1 1 3 0 0 Bonus Feat
3 3 1 1 3 1 1 Formation Combat
4 4 2 2 4 1 1 Bonus Feat
5 5 2 2 4 1 1 Officer
6 6/1 3 3 5 2 2 Bonus Feat
7 7/2 3 3 5 2 2 Formation Combat
8 8/3 4 4 6 2 2 Bonus Feat
9 9/4 4 4 6 3 3 Officer +1
10 10/5 5 5 7 3 3 Bonus Feat
11 11/6/1 5 5 7 3 3 Formation Combat
12 12/7/2 6 6 8 4 4 Bonus Feat
13 13/8/3 6 6 8 4 4 Officer +2
14 14/9/4 7 7 9 4 4 Bonus Feat
15 15/10/5 7 7 9 5 5 Formation Combat
16 16/11/6/1 8 8 10 5 5 Bonus Feat
17 17/12/7/2 8 8 10 5 5 Officer +3
18 18/13/8/3 9 9 11 6 6 Bonus Feat
19 19/14/9/4 9 9 11 6 6 Formation Combat
20 20/15/10/5 10 10 12 6 6 Bonus Feat

Hit Dice: 1D8+Con Mod


Class Skills: Athletics (Str), Hand Animal (Cha), Know (Engineering), Know (Military Training) (Int), Know
(Military Tactics) (int), Know (Military Logistics) (Int), Know (Nobility & Courtesy) (Int), Notice (Wis), Ride
(Dex), Sign Language
Skill Points 1st Level: 2+Int Mod x 4
Skill Points Each Level: 2+Int Mod
Language Points: 2+Int Mod x 4
Language Points each level: 2+Int Mod
Weapon and Armor Groups: Select any 2 weapon groups + Basic
Armor Groups: Light armor, medium armor, all shields

1st Bonus Feats: The soldier gets a bonus Fighter feat in addition to the feat that any 1st level character
gets and any bonus feats granted by his race. The soldier gains an additional bonus feat at 2nd level and
every two levels thereafter (4th, 6th, 8th and so on). The feats that may be selected as soldier bonus
feats are indicated in the Feats table in the Feats chapter. A soldier must meet all prerequisites for a
feat, including ability score and base attack bonus minimums
1st Formation Combat: The soldier learns to fight as part of a formation rather than as an individual. He
may select one of the following formations. An improved formation can only be selected if the character
has the corresponding basic formation. The soldier may select a new formation at 7th, 11th, 15th and
19th levels.
Heavy Cavalry: Whenever the soldier is mounted and has two mounted and allied soldiers who
have also selected heavy cavalry within 20 feet of him, he gains a +1 circumstance bonus to his
Armour Piercing rating with any melee weapon. All three soldiers must be mounted and in
medium or heavy armour.
Improved Heavy Cavalry: Whenever the soldier is mounted and has two mounted and allied
soldiers who have also selected improved heavy cavalry within 20 feet of him, he gains
a +2 circumstance bonus to his Armour Piercing rating and to damage with any melee weapon.
All three soldiers must be mounted and in medium or heavy armour.
Heavy Infantry: Whenever the soldier has two allied soldiers who have also selected heavy
infantry adjacent to him, he gains a +1 circumstance bonus to his damage rolls with any
melee weapon. All three soldiers must be on foot and in medium or heavy armour.
Improved Heavy Infantry: Whenever the soldier has two allied soldiers who have also selected
improved heavy infantry adjacent to him, he gains a +2 circumstance bonus to his damage rolls
with any melee weapon and a +2 bonus to his Parry score when using a shield. All three soldiers
must be on foot and in medium or heavy armour.
Light Cavalry: Whenever the soldier has two and allied soldiers who have also selected light
cavalry within 20 feet of him, he gains a +1 circumstance bonus to all melee attack rolls. All
three soldiers must be mounted and in light or no armour.
Improved Light Cavalry: Whenever the soldier has two and allied soldiers who have also
selected improved light cavalry within 20 feet of him, he gains a +2 circumstance bonus to all
melee and ranged attack rolls. All three soldiers must be mounted and in light or no armour.
Skirmisher: Whenever the soldier has two allied soldiers who have also selected skirmisher
within 10 feet of him, he gains a +1 circumstance bonus to Defence. All three soldiers must be
on foot and in light or no armour.
Improved Skirmisher: Whenever the soldier has two allied soldiers who have also selected
improved skirmisher within 10 feet of him, he gains a +2 circumstance bonus to Defence and a
+2 bonus to Initiative. All three soldiers must be on foot and in light or no armour.
Fighting Spirit: Whenever the soldier has two allied soldiers who have also selected fighting
spirit within 30 feet of him, he gains a +1 bonus to Will saves and Fortitude saves.
Improved Fighting Spirit: Whenever the soldier has two allied soldiers who have also selected
improved fighting spirit within 30 feet of him, he gains a +2 bonus to Will saves and Fortitude
saves.
5th Officer: The soldier gains the ability to co-ordinate and command others. He may temporarily allow
other people to count as a soldiers with a specific formation, so long as the characters in question are of
equal or lower level to the soldier with the officer class feature. For example, a 5th level soldier and a
3rd level soldier both have the skirmisher formation. Under normal circumstances,
they would be unable to benefit from this formation. However, by using the officer ability, the 5th level
soldier could extend the formation to a third character, allowing the three to enter skirmisher
formation. This ability can affect a number of people at any one time equal to the soldier’s Intelligence
bonus. To use this ability, the soldier must spend a free action every round shouting orders. Those using
the formation must obey those commands. If a character uses Fighting Madness, crimson mist or
another effect that is incompatible with disciplined fighting, or falls victim to fear or terror, that
character does not count as part of the formation for the duration of the effect. The soldier can target
other soldiers with this ability to give them formations that they do not possess. A soldier can only use
the officer ability to share improved formations if the target already possesses the basic version of the
formation. At 9th, 13th and 17th levels, the number of people the soldier
can affect with his officer ability increases by +1.

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