The soldier encompasses a wide range of techan classes, including mercenary, rifleman, officer, mechanized pilot, battalion commander, and gun-crazed thrill seeker. He is not necessarily in the armed forces of a specific bastion nor does he have to hold any form of rank, honorary or official. He can join the front line of a massive military complex or be the weapon man of a small interdiction party. No other techan class carries the variety of weapon skills as the soldier. If it fires arrows, bullets, laser blasts, or plasma bottles, the soldier knows how to use it. The only downside is that the soldier is not known for his overwhelming people skills. To him, diplomacy often flows from the barrel of a gun. A soldier is the best class as he uses the most technology and fires the most guns, which is why someone makes a techan class in the first place.

Role: Although one would assume the soldier takes control of a techan team, this is seldom the case. In combat situations, of course, the soldier often leads the group, but steps aside when the last enemy combatant falls. He may be the most loyal or least patriotic member of the party, depending on his moral standing. The soldier prefers to harness the best weapons, leaving the rest of the technologically adept to handle the other machines.


Abilities: For a soldier, his ranged weapon, and his survivability in combat rely on a high Dexterity above all else. A high constitution is another recommended ability to enhance survival. Unless the soldier plans on extended melee combat, strength is not as useful to them.
Alignment: Any
Hit Die: d10


Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Acrobatics (Dex), Climb (Str), Craft (Int), Demolitions (Int), Drive (Dex), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Tactics) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str)

Level Base Attack Fortitude Ref Save Will Save Special Bonus Defense
1 1 2 0 0 Bonus Feat 1
2 2 3 0 0 Bonus Feat 2
3 3 3 1 1 Armor Training 1 2
4 4 4 1 1 Bonus Feat 3
5 5 4 1 1 Weapon Training 1 3
6 6/1 5 2 2 Bonus Feat 4
7 7/2 5 2 2 Armor Training 2 4
8 8/3 6 2 2 Bonus Feat 5
9 9/4 6 3 3 Weapon Training 2 5
10 10/5 7 3 3 Bonus Feat 6
11 11/6/1 7 3 4 Armor Training 3 6
12 12/7/2 8 4 4 Bonus Feat 7
13 13/8/3 8 4 4 Weapon Training 3 7
14 14/9/4 9 4 4 Bonus Feat 8
15 15/10/5 9 5 5 Armor Training 4 8
16 16/11/6/1 10 5 5 Bonus Feat 9
17 17/12/7/2 10 5 5 Weapon Training 4 9
18 18/13/8/3 11 6 6 Bonus Feat 10
19 19/14/9/4 11 6 6 Bonus Feat, Armor Mastery 10
20 20/15/10/5 12 6 6 Bonus Feat, Weapon Mastery 11


The following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats can be selected from those listed as combat feats, sometimes also called “fighter bonus feats” however they are not limited to those feats.

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a f ighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the f ighter 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 f ighter 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.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), 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, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Double: dire f lail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.

Flails: dire f lail, f lail, heavy f lail, morningstar, nunchaku, spiked chain, and whip.

Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.

Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Pole Arms: glaive, guisarme, halberd, and ranseur.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: blowgun, bolas, club, dagger, dart, half ling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. 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.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License