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Soldier

Conflict is an inevitable result of life. On every world that harbors complex living organisms, creatures battle one another for dominance, resources, territory, or ideals. Whether you’ve taken up arms to protect others, win glory, exact revenge, or simply earn a living, you are the perfect embodiment of this truth. You’re an expert at combat of all types but tend to prefer heavy armor and weapons—the bigger, the better. You may be a career soldier, a fresh mercenary recruit, or a lone wolf who rejects authority, but whether rushing in for hand-to-hand combat or firing Tactical barrages, you’re a consummate warrior, never hesitating to put yourself in the Line“>line of fire to protect your friends.

Hit Points: 7

Stamina Points: 7 + Constitution modifier

Key Ability Score: Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed. A high Constitution score allows you to soak up more damage.

Class Skills: Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Survival (Wis)

Skill Ranks per Level: 4 + Intelligence modifier

Proficiencies: Armor-light and heavy (and shields); Weapons-basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades

Table 4–9: Soldier
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features
1st +1 +2 +0 +2 Primary fighting style, primary style technique
2nd +2 +3 +0 +3 Combat feat
3rd +3 +3 +1 +3 Boost_3rd_Level”>Gear boost, weapon specialization
4th +4 +4 +1 +4 Combat feat
5th +5 +4 +1 +4 Primary style technique
6th +6 +5 +2 +5 Combat feat
7th +7 +5 +2 +5 Boost_3rd_Level”>Gear boost
8th +8 +6 +2 +6 Combat feat
9th +9 +6 +3 +6 Primary style technique, secondary fighting style, secondary style technique
10th +10 +7 +3 +7 Combat feat
11th +11 +7 +3 +7 Boost_3rd_Level”>Gear boost, soldier’s onslaught
12th +12 +8 +4 +8 Combat feat
13th +13 +8 +4 +8 Primary style technique, secondary style technique
14th +14 +9 +4 +9 Combat feat
15th +15 +9 +5 +9 Boost_3rd_Level”>Gear boost
16th +16 +10 +5 +10 Combat feat
17th +17 +10 +5 +10 Primary style technique, secondary style technique
18th +18 +11 +6 +11 Combat feat
19th +19 +11 +6 +11 Boost_3rd_Level”>Gear boost
20th +20 +12 +6 +12 Combat feat, kill shot

Class Features

Primary Fighting Style 1st Level

You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.

Descriptions of the fighting styles you can choose from are shown here.

Primary Style Technique 1st Level

At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.

Combat Feat 2nd Level

At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.

Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat.

Gear Boost 3rd Level

At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name.

Anchoring Arcana (Su; 7th level)

As a full action, you can make a single attack with a magic weapon against a single foe. If the attack is a ranged attack, the target must be within the first range increment. Even if the attack normally affects an area or multiple targets, it affects only your selected target. If your attack hits, you can spend 1 Resolve Point to force the target to attempt a Will saving throw (DC = 10 + half your soldier level + your key ability score modifier). If the target fails its save, it can’t voluntarily move from its current space for 1d4 rounds. This has no effect on involuntary movement, but it does prevent the creature from teleporting or moving to another plane. Once you’ve struck a foe with this attack, whether it succeeds at or fails its saving throw, it is immune to this ability for 24 hours.

Armored Advantage (Ex)

When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class.

Brutal Blast (Ex)

You gain a +2 insight bonus to damage rolls with weapons that have the blast special property (such as a scattergun). This extra damage applies only to creatures within 10 feet of you; creatures farther away take the normal amount of damage. This bonus increases by 1 for every 4 soldier levels you have.

Bullet Barrage (Ex)

You gain a +1 insight bonus to damage rolls for weapons in the projectile category. This bonus increases by 1 for every 4 soldier levels you have.

Electric Arc (Ex; 7th level)

When you hit a target with a weapon in the shock category, electricity arcs out from your original target to deal electricity damage to a secondary subject within 10 feet of the original target. This damage is equal to the weapon’s level. The secondary subject must be the creature nearest to the original target (your choice if multiple creatures are equidistant).

This gear boost does not function for weapons that have the explode or blast special property. If you use this gear boost with a weapon with the arc critical hit effect, your secondary subject for electric arc must be the same as your secondary subject for the arc critical effect.

Finesse Striker (Ex)

Source SCOM

You add half your soldier level to damage rolls using weapons with the operative special property.

Flash Freeze (Ex; 7th level)

When you hit a creature with a weapon in the cryo category, that creature’s speeds are reduced by 10 feet for 1 round, to a minimum of 10 feet.

Heavy Onslaught (Ex; 11th level)

Your attacks with heavy weapons bypass part of the target’s damage reduction. If your heavy weapon does not already overcome the target’s damage reduction, treat the target’s damage reduction as though it were 5 lower. At 15th level, treat the target’s damage reduction as 10 lower.

Laser Accuracy (Ex)

You gain a +1 insight bonus to attack rolls with weapons in the laser category.

Melee Striker (Ex)

Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.

Nimble Juggernaut (Ex)

Source SCOM

Whenever you’re wearing armor (including powered armor), you reduce your total armor check penalty by 1 (minimum 0) and total speed adjustment by 5 feet (minimum adjustment 0 feet). The armor check penalty reduction increases by 1 at 7th level and every 4 levels thereafter. At 11th level, you reduce the armor’s speed adjustment by 10 feet (minimum adjustment 0 feet). These benefits stack with similar effects, such as from the guard fighting style’s 1st-level style technique.

Plasma Immolation (Ex; 7th level)

You are expert at setting things on fire with plasma. If your attack roll with a weapon in the plasma category is a 19 (the d20 shows a 19), and the attack hits your target, the target gains the burning condition. The condition deals 1d4 fire damage if the weapon has an item level of 1st-6th, 1d8 if its item level is 7th-14th, and 2d8 if its item level is 15th or higher.

Powerful Explosive (Ex; 7th level)

When you attack with a weapon with the explode special property and a radius of 10 feet or greater, you can increase the radius of the explosion by 5 feet.

Sonic Resonance (Ex; 7th level)

When you hit a creature within 30 feet of you using a weapon in the sonic category, the sonic energy continues to resonate within that creature, giving it the flat-footed condition for 1 round. If you hit multiple creatures at the same time (such as with an automatic, blast, or explode weapon), only the creature nearest to you or to the center of the explosion (your choice if multiple creatures are equidistant) is affected.

Unburdened Shield (Ex)

Source SCOM

Whenever you’re wielding a shield, you ignore the shield’s armor check penalty and speed adjustment (if any). If the shield has a maximum Dexterity bonus, you also ignore its maximum Dexterity bonus.

Weapon Specialization (Ex) 3rd Level

You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

Secondary Fighting Style 9th Level

You choose another fighting style. Once you choose this second style, it cannot be changed.

Secondary Style Technique 9th Level

At 9th level and every 4 levels thereafter, you gain a style technique unique to your secondary fighting style. For the purposes of these style techniques, treat your soldier level as equal to your soldier level – 8.

Soldier’s Onslaught (Ex) 11th Level

When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.

Kill Shot (Ex) 20th Level

As a standard action, you can make a single attack against an enemy. If the attack hits and does not kill your enemy, you can expend 1 Resolve Point to force the creature to succeed at a Fortitude save or die. Once you’ve used this ability on a creature (regardless of whether or not you forced it to attempt a Fortitude save), that creature is immune to your kill shot for 24 hours.

Alternate Class Features

Soldiers have access to the following alternate class features.

Aesthetic Warrior

You study fighting styles thought lost, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.

This replaces the soldier’s proficiency with heavy armor and heavy weapons.

Feat Boosts

Whenever you would gain a gear boost, you can instead gain a technique called a feat boost that makes you better at using a specific combat feat that you have. All feat boosts require that you have a specific combat feat; this combat feat is indicated in parentheses after the feat boost’s name. You cannot select a feat boost at the same level you gain access to its related feat.

Advanced Coordination (Ex; Coordinated Shot)

Source SCOM

When you are threatening a foe with a wielded melee weapon, cover it gains from you doesn’t grant it any bonus to AC against your allies’ ranged attacks. The foe still counts as having cover for the purpose of effects such as the Coordinated Shot feat; it simply doesn’t gain any cover bonuses to AC against your allies’ attacks.

Beatdown (Ex; Improved Combat Maneuver [Trip])

Source SCOM

Whenever a prone opponent that you threaten attempts to stand up from prone, as a reaction you can make a melee attack against that opponent. This functions similarly to an attack of opportunity, except your attack resolves before the opponent’s action (meaning they’re still prone when your attack roll and damage are resolved). You cannot use this attack to make a combat maneuver, even if you have another ability or item that would normally allow you to do so.

Bodyguard Vigilance (Ex; Bodyguard)

Source SCOM

When you use the Bodyguard feat, it requires no action, but you must spend 1 Resolve Point each time after the first you use the Bodyguard feat during a single round, and each use must designate a different ally. Multiple uses of the Bodyguard feat don’t increase the penalty to Armor Class that you take using this feat. If you also have In Harm’s Way, each round you can use that feat to intercept one attack per target whose AC you have increased with the Bodyguard feat.

Chokehold (Ex; Improved Combat Maneuver [Grapple])

Source SCOM

Whenever you have an opponent pinned, that foe can’t speak or perform actions that involve speaking or uttering sound using their voice (such as roaring, singing, and so on). Normally this prevents the target from using language-dependent abilities unless they have limited telepathy or a similar ability.

Defensive Cleave (Ex; Cleave)

Source SCOM

When you use the Cleave or Great Cleave feat, you don’t take that feat’s penalty to your Armor Class.

Defensive Lunge (Ex; Lunge)

Source SCOM

When you use the Lunge feat, you don’t take that feat’s penalty to your Armor Class.

Grabbing Strike (Ex; Improved Combat Maneuver [Grapple])

Source SCOM

Whenever you attack an opponent with an unarmed strike and the result of your attack roll exceeds the foe’s KAC by 8 or more, that foe gains the grappled condition as if you had successfully attempted a grapple combat maneuver. You must be at least 11th level to select this feat boost.

Grapple Equipment (Ex; Improved Combat Maneuver [Grapple])

Source SCOM

Whenever you succeed at an attack roll to grapple an opponent, you can remove one item from the target’s body that can be easily accessed, as described by the grapple combat maneuver, instead of imposing the grappled condition on your foe.

Lightning Kip-Up (Ex; Kip-Up)

Source SCOM

Whenever you have at least 1 Resolve Point, you can stand from prone as part of any other action you take. Creatures with the moxie racial trait can select this feat boost even if they do not have the Kip Up feat.

Multi-Weapon Strike (Ex; Multi-Weapon Fighting)

Source SCOM

As a standard action, you can make two attacks against a single foe, taking a –3 penalty to each attack. Both attacks must be made using small arms or operative melee weapons. If both attacks hit and deal the same type of damage, combine the damage and apply damage reduction, resistances, vulnerabilities, and similar effects only once.

Multi-Weapon Versatility (Ex; Multi-Weapon Fighting)

Source SCOM

You treat all one-handed melee weapons as if they had the operative special property for the purpose of determining whether they benefit from the Multi-Weapon Fighting feat and any other combat feats and feat boosts that list Multi-Weapon Fighting as a prerequisite.

Sliding Disarm (Ex; Improved Combat Maneuver [Disarm])

Source SCOM

Whenever you successfully use the disarm combat maneuver against an opponent, you can knock the disarmed item up to 10 feet away from the opponent in a direction of your choice.

Soldier’s Adaptability (Ex; Adaptive Fighting)

Source SCOM

You can use the Adaptive Fighting feat multiple times per day. Each time per day you use Adaptive Fighting after the first, you must spend 1 Resolve Point. If you use Adaptive Fighting again before a previous use expires, you replace the previously chosen feat with a different choice. If a combat feat has any daily, encounter, or target limitations, any uses of any feat chosen with this ability count toward its daily limit.

Spinning Cleave (Ex; Cleave)

Source SCOM

Whenever you use the Cleave or Great Cleave feat, you can make subsequent attacks against foes that are not adjacent to one another, provided each foe is within your reach.

Springing Onslaught (Ex; Spring Attack)

Source SCOM

When you use Spring Attack, you can select two targets to attack during your movement instead of one. Both attacks are made with a –4 penalty. All restrictions of Spring Attack apply to both targets, and your movement does not provoke attacks of opportunity from either target. You can’t target the same creature twice with this ability. You must be at least 7th level to select this feat boost.

Springing Shot (Ex; Shot on the Run)

Source SCOM

When you use Shot on the Run, you can select two targets to attack during your movement instead of one. Both attacks take a –4 penalty. All restrictions of Shot on the Run apply to both targets, and your movement does not provoke attacks of opportunity from either target. You can’t target the same creature twice with this ability. You must be at least 7th level to select this feat boost.

Volleying Bombardment (Ex; Opening Volley)

Source SCOM

Whenever you deal damage to an opponent with a ranged attack on your second or subsequent turn in a combat, you gain a +1 circumstance bonus to your next melee attack against that opponent, so long as this melee attack occurs before the end of your next turn.

Special Ops Trainings

Whenever you would gain a gear boost, you can instead gain a technique called special ops training that makes you better with one or more skills commonly used to perform special military operations.

Advanced Operations Specialist (Ex)

Source SCOM

Choose one class skill you gained from the soldier class or a soldier class feature. You gain an insight bonus to this skill equal to one-third your soldier class level (minimum +1). You can select this special ops training more than once. Each time, you select a different class skill.

Operations Specialist (Ex)

Source SCOM

Choose one of the following skills: Bluff, Computers, Disguise, Perception, Piloting, or Stealth. Add the chosen skill to your list of soldier class skills, and gain a +1 bonus to checks with this skill. You can select this special ops training more than once. Each time, you select a different class skill.

Soldier Class Builds

Bodyguard

Theme: Mercenary

You excel at protecting others, usually taking the hits meant for your charges.

Ability Scores

Dexterity is most important because you need it both to hit and to increase your AC, but you also need plenty of Constitution and enough Strength to comfortably carry and use heavy weapons and armor.

Fighting Style

Guard

Gear Boosts

  • Armored advantage
  • Flash freeze (7th)

Feats

Skills

Close Combatant

Theme: Mercenary

You specialize in taking the fight to your foes, moving quickly and aggressively to strike them down with melee weapons.

Ability Scores

Strength is most important because you need it to hit your foes and deal more damage, but don’t ignore Dexterity or Constitution.

Fighting Style

Blitz

Gear Boosts

  • Armored Advantage
  • Melee Striker

Feats

Skills

Sniper

Theme: Outlaw

You are skilled at dealing death from afar.

Ability Scores

Dexterity is your most important ability score because you need it both to hit and to increase your AC, but you’re flexible in terms of your other ability scores.

Fighting Style

Sharpshoot

Gear Boosts

  • Bullet barrage
  • Laser accuracy

Feats

Skills

Spellsoldier

Theme: Priest

You specialize in the use of magic to improve your combat ability.

Ability Scores

Dexterity is your most important ability score because you need it both to hit and to increase your AC, but Strength is also important for your heavy weapons, and you need a bit of Wisdom for Connection Inkling.

Fighting Style

Arcane assailant

Gear Boosts

  • Anchoring arcana (7th)
  • Heavy onslaught (11th)

Feats

Skills