The Soldier Prestige Class

Soldiers form the military might of the many kingdoms the world-over. Whether they start as simple footmen, join the ranks of the light infantry, press the charge as cavalry, or even command; they’re still a soldier. This Prestige Class attempts to handle the many intricacies of the Soldier, from ranks to command. Soldiers are often a charismatic lot, inspiring those nearby with either courage (allies), or fear (enemies). Soldiers are capable of working alone or in sync with others.

Base Attack Bonus: +2
Fortitude Save Bonus (Base + Ability Modifier): +4
Reflex Save Bonus (Base + Ability Modifier): +2
Will Save Bonus (Base + Ability Modifier): +2
Feat: Martial Weapon Proficiency.
Skills: Climb 3 Ranks, Jump 3 Ranks, Swim 3 Ranks

Level BAB Fort Refl Will Special
1 +1 +2 +2 +2 Aura of Courage, Rank
2 +2 +2 +2 +2 Rank
3 +3 +3 +3 +3 Rank, Special Mount or Cohort
4 +4 +3 +3 +3 Rank
5 +5 +4 +4 +4 Frightful Presence, Rank
6 +6 +4 +4 +4 Rank
7 +7 +5 +5 +5 Rank
8 +8 +5 +5 +5 Leadership, Rank
9 +9 +6 +6 +6 Rank
10 +10 +6 +6 +6 Rank, True Command

HD: D8

Class Skills
The Soldier’s Class sills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Tumble (Dex)

Skill Points per Level: 2+INT Modifier

Prestige Class Features
All of the following are Prestige Class Features of the Soldier

Weapons and Armor Proficiency
A Soldier gains proficiency in all Simple and Martial Weapons and with all Armor (Heavy, Medium, and Light) and Shields (including Tower Shields). In Low-Magic Campaign Settings, this includes Exotic Weapon Proficiency: Musket & Pistol.

Aura of Courage
The Soldier need not fear the unknown, for certain death awaits all at some point. The Soldier is immune to fear (Magical or Otherwise). Each ally within 10 feet of him gains a +4 morale bonus to saves against Fear effects.

The Soldier comes from a very regimented caste, one in which suffers its own laws and culture. Soldiers are commanded from the start by those of a higher rank, and as they progress in the life of a soldier, they begin to command those of lower ranks. Anytime the Soldier gains a Rank, he gains certain abilities common to those of that rank. At lower levels, the non-commissioned soldier learns seemingly trivial things; at upper levels, the Soldier is able to take on his own Command. At the highest of levels, the Soldier is as much a Tactician as he is a Diplomat.

Rank is a factor of the Soldier’s Prestige Class Level, plus the Soldier’s Intelligence modifier, plus the Soldier’s Charisma modifier, divided by two, rounded-up. Thus, a 1st level Soldier without an Intelligence or Charisma would begin as a Rank1 Soldier – a Private in the Army, Seaman in the Navy, or Cadet for the Airforce, as applicable. Generally once a specific chain is begun (Airforce, Army, Navy), it is followed throughout the course of the Prestige Class. The DM may rule otherwise due to campaign conditions.

Rank Airforce Army Navy
R1 Cadet Private Seaman
R2 Corporal Corporal Leading Rate
R3 Sergeant Sergeant Petty Officer
R4 Warrant Officer Warrant Officer Warrant Officer
R5 Flying Officer Lieutenant Sub-Lieutenant
R6 Flight Lieutenant Captain Lieutenant
R7 Squadron Leader Major Lieutenant-Commander
R8 Wing Commander Lieutenant-Colonel Commander
R9 Group Captain Colonel Captain
R10 Air Commodore Brigadier Commodore
R12 Air Marshal General Admiral

Ranks gained during active campaign play generally constitute a Role-Play opportunity for the PC. Whenever the Soldier obtains an Even-Numbered Rank, the DM may award the Soldier in some additional fashion. Usually, only titles are gained, with resultant badges of honor.

Quarter: Due to the Culture of the Soldier, however, he need never worry about Food or Shelter while attached to a Military Unit, often called Quarter. During such times, however, he is subject to the command of a higher Ranked Soldier. Alternately, a Soldier can attempt to usurp command of a military unit if the highest Ranked Soldier is equal to or less than his own Rank. In such cases, either a Diplomacy or Intimidate check is required, opposed by Sense Motive. The winner of the check has the command of the Military Unit.

Inspiration: When a Soldier is present on the field of battle, he can provide a Morale Bonus to Armor Class, Attack, Damage, and Save rolls equal to half his Rank. This Morale Bonus applies to those within 30 feet of the Soldier who have line of sight and is retained as long as Line of Sight is retained and the Soldier causing this effect remains uninjured or unaffected by known enemies, for at most 1 round per Soldier Level. The Soldier can inspire such confidence a number of times per day equal to the bonus he provides (1/2 rank). These effects do not stack, which means that many soldiers working as apart of a military unit are benefitting from a few senior-ranked soldiers. Inspiration requires not but a Free Action to invoke, but must be done Verbally.

Special Mount or Cohort
The Soldier has either been assigned or has conscripted another creature for service. Most often this is a mount of some form; unusually intelligent, strong, and loyal to serve in his military campaigns. This mount is usually a heavy warhorse (for a medium soldier), though any animal companion with not more than 3HD can be chosen. Furthermore, the Soldier can take the Improved Familiar feat, enabling him to select a Special Mount or Special Cohort, per DMG. The Mount/Cohort doesn’t reside on another plane, unless as apart of its, natural function. It operates in all other ways as a Special Mount as per the Paladin Class Feature. Paladins with Soldier levels stack for the purposes of Mount/Cohort feature.

Frightful Presence
Anytime the Soldier obtains a Critical Threat against an opponent in combat, foes within 30 feet who witness the attack become either frightened or shaken, depending on the success of their Will Save. DC for this effect is 10 + Rank + Charisma Modifier. Failure results in Frightened for 2d6+2 rounds, success results in Shaken for 1d6+1 Rounds. An already Shaken individual is immediately Frightened. A Frightened individual becomes Shaken for 1d6+1 rounds at the end of their Frightened duration.

The Soldier gains a following either assigned or conscripted, to aid in his missions, gaining the Leadership Feat as a bonus feat. If the Soldier already has the Leadership Feat, he increases his Leadership Score by his Soldier Level. Further, his Cohort is no longer limited in level and can be of higher level than the Soldier. “More often than not, the Commander of a military isn’t the best-fighter…”

True Command
Such confidence surrounds the mighty Soldier that has attained this height in his career that his words seem almost infused with magic. Not a half-truth, the Soldier is actually able to make a very basic command and force his words upon those around him, though it’s taxing to do and becomes more difficult the more its used in a day. The Soldier gains the Supernatural Ability to make a Greater Command effect by sacrificing 2 points of Charisma. The temporary Charisma Drain is recovered at the rate of 1 point per hour. The DC to avoid this effect is 10 + Rank + Charisma Modifier.


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