Soldier Class

Soldiers combine discipline with martial skills to become the best pure warriors in the galaxy. Soldiers can be stalwart defenders of those in need, cruel marauders, or brave adventures. They can be hired guns, noble champions, or cold-hearted killers. They fight for glory, for honor, to right wrongs, to gain power, to acquire wealth, or simply for the thrill of battle.

Exploits
Many soldiers see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves; others seek to use their muscle to carve their own place of importance in the galaxy. Whatever their initial motivation, most soldiers wind up living for the thrill of combat and the excitement of adventure. Adventuring soldiers call themselves guards, bodyguards, champions, enforcers, mercenaries, warriors, soldiers of fortune, or simply adventurers.

Characteristics
Soldiers have the best all-around fighting abilities, and an individual soldier develops styles and techniques that set him apart from his peers. A given soldier might be especially capable with certain weapons, another trained to execute specific combat maneuvers. As soldiers gain experience, they get more opportunities to develop their fighting skills.

Background
Most soldiers come to the profession after receiving at least some amount of formal training from a military organization, local militia, or private army. Some attend formal academies; others are self-taught and well tested. A soldier may have taken up his weapon to escape a mundane life. Another may be following a proud family tradition. Soldier in a particular unit share a certain camaraderie, but most have nothing in common except battle prowess and the desire to apply it to a given situation.

Game Rule Information
Soldiers have the following game statistics.

Abilities
Since most combat in the Star Wars universe uses blasters and other ranged weapons, Dexterity is the soldier’s most important ability score, followed closely by Constitution and Strength. Don’t underestimate the importance of Intelligence and Wisdom, however, since many of a soldier’s useful skills are based on these abilities.

Vitality
Soldiers gain 1d10 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The soldier’s class skills, and the key abilities for each, are as follows.
Astrogate (Int), Computer Use (Int), Craft* (Int), Demolitions (Int), Pilot (Dex), Profession (Wis), Repair (Int), Treat Injury (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All of the following are class features of the soldier.

Starting Feats
The soldier begins play with the following feats:
Armor Proficiency (Light)
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Blaster Rifles)
Weapon Group Proficiency (Heavy Weapons)
Weapon Group Proficiency (Simple Weapons)
Weapon Group Proficiency (Vibro Weapons)

Bonus Feats
At 2nd, 3rd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level the soldier gets a bonus feat. This feat must be drawn from the following list, and the soldier must meet any prerequisites.
Advanced Martial Arts, Agile Riposte, Ambidexterity, Armor Proficiency (Medium), Armor Proficiency (Heavy), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Combat Veteran, Dodge, Dual Strike, Echani, Echani Expertise, Echani Mastery, Exotic Weapon Proficiency, Far Shot, Great Cleave, Heroic Surge, Improved Critical, Improved Feint, Improved Grapple, Improved Initiative, Improved Martial Arts, Improved Overrun, Improved Two-Weapon Fighting, K’tara, K’tara Expertise, K’tara Mastery, K’thri, K’thri Expertise, K’thri Mastery, Martial Arts, Mobility, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Redirect Attack, Ride-By Attack, Shot on the Run, Spring Attack, Spirited Charge, Starship Dodge, Starship Operation*, Stava, Stava Expertise, Stava Mastery, Stunning Strike, Superior Expertise, Teräs Käsi, Teräs Käsi Expertise, Teräs Käsi Mastery, Two-Weapon Fighting, Weapon Finesse*, Weapon Focus*, Weapon Specialization, Whirlwind Attack, Wrruushi, Wrruushi Expertise, Wrruushi Mastery
A character can select feats marked with an asterisk (*) more than once, but it must be for a different aspect of starship operation or a different weapon each time.

Credits
A 1st-level soldier starts play with 1d6 x 500 credits.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +1 +2 +0 +0 Starting Feats +3 +0
2 +2 +3 +0 +0 Bonus Feat +3 +1
3 +3 +3 +1 +1 Bonus Feat +4 +1
4 +4 +4 +1 +1 Bonus Feat +4 +1
5 +5 +4 +1 +1 +5 +1
6 +6 +5 +2 +2 Bonus Feat +5 +2
7 +7 +5 +2 +2 +6 +2
8 +8 +6 +2 +2 Bonus Feat +6 +2
9 +9 +6 +3 +3 +7 +2
10 +10 +7 +3 +3 Bonus Feat +7 +3
11 +11 +7 +3 +3 +8 +3
12 +12 +8 +4 +4 Bonus Feat +8 +3
13 +13 +8 +4 +4 +9 +3
14 +14 +9 +4 +4 Bonus Feat +9 +4
15 +15 +9 +5 +5 +10 +4
16 +16 +10 +5 +5 Bonus Feat +10 +4
17 +17 +10 +5 +5 +11 +4
18 +18 +11 +6 +6 Bonus Feat +11 +5
19 +19 +11 +6 +6 +12 +5
20 +20 +12 +6 +6 Bonus Feat +12 +5
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