Army Regular

Meet the Team...

The days of knights in shining armor sharing into battle atop their mighty steeds ahead of a forest of pikemen are long over. Gunpowder put an end to such things. It was a long and slow death, pockmarked with countless incidents of damn fools who believed the bow to be king only to paint the soil in the blood of their men.

Those battles too are long past. The humble gun has grown into its prime, and while many carry a melee tool to war, the self-contained metal cartridge is the new king. Wars are fought at distances unimagined by the great-grandparents of modern soldiers. The mass formations of yesteryear are gone, replaced by small squads working as independent units according to premade plans from the officers who dispatched them.

Modern warfare is its own beast, one which soldiers fear has yet to reach its peak. A new kind of soldier was required for the battlefields of today. Soldiers that know how to operate according to plan without officers breathing down their necks. Soldiers who can both stand and fight and run and hide. Soldiers who can rely on minimal armor and standardized equipment due to the extreme costs of levying armies. Soldiers who are willing to spend their lives as professional soldiers within a standing army, learning and practicing their assigned specialization.

Thus the Army Regular was born. The lowly person in a cloth uniform with a rifle, a knife, and a helmet who sits in the trenches, waiting for the order to fight and die for their country. Whatever that country may be. These are the salt of the earth working warriors of the modern age. The many, the filthy, the grunts.

Alignment: Any

Hit Die: See Specialization

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with equipment relevant to their specialization, and a single one handed firearm of their choice.

Class Skills

The Regular’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Int), Swim (Str), and Use Magic Device (Int).

Skill Ranks per Level: 6 + Int modifier.

Table: The Army Regular
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Regular's Training, Specialization, Bound Weapon
2nd +2 +0 +3 +0 Professionalism +1
3rd +3 +1 +3 +1 Army Training
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Specialization II
6th +6/+1 +2 +5 +2 Professionalism +2
7th +7/+2 +2 +5 +2 Army Training
8th +8/+3 +2 +6 +2 Bonus feat
9th +9/+4 +3 +6 +3 Army Training
10th +10/+5 +3 +7 +3 Specialization III
11th +11/+6/+1 +3 +7 +3 Army Training
12th +12/+7/+2 +4 +8 +4 Bonus feat
13th +13/+8/+3 +4 +8 +4 Army Training
14th +14/+9/+4 +4 +9 +4 Professionalism +4
15th +15/+10/+5 +5 +9 +5 Specialization IV
16th +16/+11/+6/+1 +5 +10 +5 Bonus feat
17th +17/+12/+7/+2 +5 +10 +5 Army Training
18th +18/+13/+8/+3 +6 +11 +6 Professionalism +5
19th +19/+14/+9/+4 +6 +11 +6 Army Training
20th +20/+15/+10/+5 +6 +12 +6 Specialization V

Class Features

All of the following are class features of the Regular.

Weapon and Armor Proficiency: All Regulars are proficient with all firearms, simple and marshal weapons, and light armor.

Regular's Training: At first level, Army Regulars are given intense training to bring them to the peak of physical performance. They gain +10 move speed, count as if their strength were 2 points higher for the purposes of encumbered, and a +1 bonus to fortitude saves.

Bound Weapon: Army Regulars start play with a single magic weapon (exactly what depends on their specialization). This weapon is bound to their very soul in order to prevent the enemy from making use of their weapon. Regulars can call their weapon to them as a free action should they ever become separated from it, effectively allowing them to pull their weapon out of nowhere. Their weapons conjure their own ammunition at a fixed rate (rate dependent on weapon, see specialization). This rate is set to a low level outside of wartime to allow Regulars to keep in practice as well as use their weapons for personal defense. Any army officer can enable the weapon to have practically infinite ammunition for a set period of time.

Specialization: Starting at 1st level, an Army Regular chooses their specialization. This choice determines what their role within the military is and consequently what they have been trained to do for a squad of soldiers. This choice cannot be changed after it has been made. The specializations are:

Army Regulars are split into several specializations. Each specialization is specifically trained for one of the roles within a modern military squad. The specializations are as follows:

  1. Soldier
    1. A jack of all trades which serves as the backbone of the modern military.
  2. Pyrotechnic
    1. A somewhat unhinged trooper trained to use terror and fire against the enemy.
  3. Medic
    1. A healer who can keep men and women fighting day in and day out.
  4. Demolition Expert
    1. A specialist who is trained to handle explosive ordinance.
  5. Engineer
    1. A soldier who employs the use of turrets and constructs fortifications.
  6. Heavy Gunner
    1. A suppressing fire specialist.
  7. Marksman
    1. A soldier given far more time on the shooting range than anyone else.

Would you like to know more? Select a specialization to view it in full.

Pyrotechnic

Hit Die: d6

Pyrotechnics are trained to make use of flame-based weapons, typically magical in nature. Their job is to clear enamy fortifications and defend allied fortifications. For this task, they have been given effective terror weapons, typically a simple flame thrower but occasionally other means of dispersing flame across large areas such as napalm lobbers.

Pyrotechnics start play with a flamethrower (Select Fire allows for a 30 foot cone, Reflex halves (DC 13 + 1/2 level), or a 60 foot line attack requiring an atack roll against each target in the line (this attack can crit). The flamer deals 2d4 fire damage (and gains +1 d4 every 2 levels to a maximum of 6d4), it has 20 charges and self-recharges 1 charge per 5 minutes), a gas mask, and Pyro Armor, a long coat which has been doped with flame retardant material (Acts as quilted armor with a resist fire 5 enchantment), and gain the skill Use Magical Device as a class skill.

Professionalism (Ex): Professionals have standards. Starting at 2nd level, Army Regulars gain those standards. So long as they have living allies within 45 feet of them, and those allies are in combat, every attack roll, save, and CMB check gains a +1 moral bonus. Should any ally be reduced to 0 HP, incapacitated, or killed, this bonus increases by 1d6+1 for CHA+1 rounds. Should multiple allies be downed, this ability stacks with itself by increasing the duration.

This ability improves every 4 levels thereafter. The bonus is increased according to Table: The Army Regular, the bonus to checks, bonus to the d6 roll, and number of rounds, all increase according to the table.

Army Training: At 3rd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a teamwork feat. These feats must be selected from those listed as Teamwork Feats.

Army Training allows an Army Regular to quickly teach others any teamwork feat they know. With 8 hours of practice, any allies an Army Regular has are able to benefit from one of their teamwork feats as if they all had the ability. The ally must be within 100 feet of the Regular to benefit from their teamwork feats.

Bonus Feats: At 4nd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a bonus feat in addition to those gained from normal advancement (meaning that the Army Regular gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “Fighter bonus feats.”

Upon reaching 8th level, and every four levels thereafter (9th, 13th, and so on), a Army Regular can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Army Regular 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 Army Regular 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.

Specialization II: At 5th level, a Pyrotechnic has learned to manipulate their weapon into something far more terrifying. Enemies who fail their save vs the Pyro's weapon are automatically lit on fire for 1d4+CHA rounds.

Specialization III: At 10th level, a Pyrotechnic has learned there are other things a flamer can spray aside form burning stuff. They can now change the damage type of their flame thrower between fire and acid as a swift action.

Specialization IV: At 15th level, a Pyrotechnic gains the ability to make a 60 foot line attack with their flamer as a full-round action. This can be used CHA times per day.

Specialization V: At 20th level, a Pyrotechnic gains the ability to spend 2 charges of their class weapon to make an attack against every enemy within 30 feet of themselves. This attack deals double damage, and automatically lights the targets on fire. The fire continues to burn until they die.

Medic

Hit Die: d6

Medics are trained to assist their comrades, keeping them in fighting shape by any means possible. Their job is to pull the wounded back into cover, dress and heal all wounds they can treat, and protect the wounded with their life. For this task, they have been issued simple weapons as well as specialist tools.

Medics start play with a blowback pistol (1d6 damage (and gains +1 d6 every 2 levels to a maximum of 6d6) 19-20 x2, range 15, capacity 12), a Medic's Field Kit (counts as Mastercraft tools for healing checks and providing long-term care), gain Brew Potion as a bonus feat, and can craft healing related potions as if they were a Cleric of equal level. All healing potions created by a Medic heal the subject for an additional amount of HP equal to the Medic's CHA.

Professionalism (Ex): Professionals have standards. Starting at 2nd level, Army Regulars gain those standards. So long as they have living allies within 45 feet of them, and those allies are in combat, every attack roll, save, and CMB check gains a +1 moral bonus. Should any ally be reduced to 0 HP, incapacitated, or killed, this bonus increases by 1d6+1 for CHA+1 rounds. Should multiple allies be downed, this ability stacks with itself by increasing the duration.

This ability improves every 4 levels thereafter. The bonus is increased according to Table: The Army Regular, the bonus to checks, bonus to the d6 roll, and number of rounds, all increase according to the table.

Army Training: At 3rd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a teamwork feat. These feats must be selected from those listed as Teamwork Feats.

Army Training allows an Army Regular to quickly teach others any teamwork feat they know. With 8 hours of practice, any allies an Army Regular has are able to benefit from one of their teamwork feats as if they all had the ability. The ally must be within 100 feet of the Regular to benefit from their teamwork feats.

Bonus Feats: At 4nd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a bonus feat in addition to those gained from normal advancement (meaning that the Army Regular gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “Fighter bonus feats.”

Upon reaching 8th level, and every four levels thereafter (9th, 13th, and so on), a Army Regular can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Army Regular 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 Army Regular 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.

Specialization II: At 5th level, a Medic has discovered a means of making potions last. Each cure potion they brew can be used CHA times before it is depleted.

Specialization III: At 10th level, a Medic has learned how to bring someone back from the brink of death. As a full-round action, a Medic can restore any character who has been dead for less than their CHA mod rounds to life and 1 hit point.

Specialization IV: At 15th level, a Medic can restore someone to full hitpoints with 4 hours of dedicated medical care, provided the patient is able to lay or sit for the entire company. This can be performed on up to CHA mod people at once.

Specialization V: At 20th level, a Medic has learned to brew a potion that renders the drinker indestructible for 1d4+CHA rounds. They can produce CHA potions per day. These potions expire after 24 hours.

Demolition Expert

Hit Die: d8

Demolition Experts are trained in destroying enemy fortifications, vehicles, and general demolition techniques relating to explosives. For this task they have been issued a fireball cannon, one specially modified to have a good old kinetic thumping along with the fwoosh.

Demolition Experts start with a Kinetic Rod Cannon (3d4 damage (fire/force and gains +1 d4 every 2 levels to a maximum of 10d4) , 10 foot AoE, range increment 15, 10 charges, replenishes 1 per minute), and gain the Alchemist's Bomb class feature as an Alchemist of equal level, and count as an Alchemist for the purpose of taking feats (or Discoveries related to bombs.

Professionalism (Ex): Professionals have standards. Starting at 2nd level, Army Regulars gain those standards. So long as they have living allies within 45 feet of them, and those allies are in combat, every attack roll, save, and CMB check gains a +1 moral bonus. Should any ally be reduced to 0 HP, incapacitated, or killed, this bonus increases by 1d6+1 for CHA+1 rounds. Should multiple allies be downed, this ability stacks with itself by increasing the duration.

This ability improves every 4 levels thereafter. The bonus is increased according to Table: The Army Regular, the bonus to checks, bonus to the d6 roll, and number of rounds, all increase according to the table.

Army Training: At 3rd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a teamwork feat. These feats must be selected from those listed as Teamwork Feats.

Army Training allows an Army Regular to quickly teach others any teamwork feat they know. With 8 hours of practice, any allies an Army Regular has are able to benefit from one of their teamwork feats as if they all had the ability. The ally must be within 100 feet of the Regular to benefit from their teamwork feats.

Bonus Feats: At 4nd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a bonus feat in addition to those gained from normal advancement (meaning that the Army Regular gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “Fighter bonus feats.”

Upon reaching 8th level, and every four levels thereafter (9th, 13th, and so on), a Army Regular can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Army Regular 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 Army Regular 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.

Specialization II: At 5th level, a Demolition Expert has discovered a way to set their bombs to explode on a delay. They can place one of their bombs on a surface, where it will stick for up to CHA rounds at which point it will explode. The Demolition Expert can choose to detonate their bomb at any time as an immediate action.

Specialization III: At 10th level, a Demolition Expert gains the ability to instinctively know where to plant explosives to deal maximum damage. Any time they stick a bomb to a target, they do so at just the right place, and thereby double their damage.

Specialization IV: At 15th level, a Demolition Expert gains the ability to use 2 charges of their class weapon to allow the projectile to seek a target like a magic missile. This ability can be used once per 1d10-CHA rounds.

Specialization V: At 20th level, a Demolition Expert can substitute a DC 25 Knowledge (Engineering) check for any sunder attempt they make against an object of less than 15 feet in diameter. If this check is made the item is automatically destroyed, gaining the broken condition.

Engineer

Hit Die: d4

Engineers are trained in the use of War Totems and construct turrets, as well as general maintenance and construction of fortifications. For this purpose, they have been issued a War Totem and a talisman that conjures construct turrets, and a second talisman for barricades and fortifications.

Engineers begin with a War Totem (Charge rate 0.75, Reservoir 10, range 60 ft), as well as a talisman of Conjure Lesser Construct Turret and a talisman of Fortify. They also gain Knowledge (Engineering) and Disable Device as class skills.

War Totems are a far more expensive variety of totem due to their compact size and low weight. They take the form of a large wooden box roughly half the size of a camping backpack and weigh approximately 22 pounds. The harness of each War Totem distributes its weight evenly, giving it an effective weight of 18 pounds when worn. The upper section of a War Totem includes a storage compartment for up to 2 cubic feet of items.

War Totems can discharge energy while being worn but the box needs to be opened to allow the collectors to recharge. While this can be done with the totem worn on one's back, it is not practical to do so in combat or indoors, imposing a -10 penalty to acrobatics checks as well as a -2 penalty to AC. An Engineer's War Totem and Talismins are bound to them, allowing them to be summoned if they are sperated.

Conjure Lesser Construct Turret

School conjuration (summoning); Level 1
Casting Time 1 round
Components N/A
Range touch
Effect one square
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no

You summon a small, immobile construct turret that occupies the square and shoots conjured mundane ammunition at the closest armed and unallied creature (Unless it is manually/remotely directed to shoot a specific target as a swift action). The turret must be deployed after it is summoned (this is a swift action) within five minutes or it is unsummoned and the energy for its summoning is returned to the totem. The turret has an attack roll of CHA+5 and deals 1d6+DEX damage, has a range of 20 feet and has a critical of x3. Each turret has an AC of 15 and 35 hit points and a hardness of 5. Once placed a turret has enough energy to continue operating for 2 hours (per Regular level), after which point it vanishes.

An Engineer may summon a turret every 1d4 rounds, and can pickup a deployed turret to move it as a standard action, and can set it back down in their current square as a free action. An engineer can have up to their CHA of turrets out at once, but may only manually order up to their INT turrets to fire manually per round (minimum 1).

Fortify

School conjuration (summoning); Level 1
Casting Time 1 round
Components N/A
Range close (25 ft. + 5 ft./2 levels)
Effect Four 5-ft. squares of loose earth, sand, snow, stone, wood, mud, rubble, or similar unworked/destroyed terrain/structures.
Duration Permanant
Saving Throw none; Spell Resistance no

A quick burst of arcane force rearranges the land nearby you, providing an emergency source of cover. By pushing or pulling the terrain away from or toward a central point and piling it at the outer edges of the area of effect, you can rapidly create a mundane safe-zone for sudden combat.

This creates one of three different effects:

  1. A small burrow three to five feet deep in the land, with a small wall that surrounds it which can provide cover for creatures within.
  2. Create a chest-high wall that provides partial cover to standing people and full cover to anyone crouching or sitting prone.
  3. Seals openings in a structure such as doors, windows, and holes by jamming them up with debris.

If the area of effect completely contains a creature’s space, including the caster, that creature must make a Reflex save or fall prone.

Professionalism (Ex): Professionals have standards. Starting at 2nd level, Army Regulars gain those standards. So long as they have living allies within 45 feet of them, and those allies are in combat, every attack roll, save, and CMB check gains a +1 moral bonus. Should any ally be reduced to 0 HP, incapacitated, or killed, this bonus increases by 1d6+1 for CHA+1 rounds. Should multiple allies be downed, this ability stacks with itself by increasing the duration.

This ability improves every 4 levels thereafter. The bonus is increased according to Table: The Army Regular, the bonus to checks, bonus to the d6 roll, and number of rounds, all increase according to the table.

Army Training: At 3rd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a teamwork feat. These feats must be selected from those listed as Teamwork Feats.

Army Training allows an Army Regular to quickly teach others any teamwork feat they know. With 8 hours of practice, any allies an Army Regular has are able to benefit from one of their teamwork feats as if they all had the ability. The ally must be within 100 feet of the Regular to benefit from their teamwork feats.

Bonus Feats: At 4nd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a bonus feat in addition to those gained from normal advancement (meaning that the Army Regular gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “Fighter bonus feats.”

Upon reaching 8th level, and every four levels thereafter (9th, 13th, and so on), a Army Regular can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Army Regular 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 Army Regular 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.

Specialization II: At 5th level, an Engineer has tweaked their talismans to be more useful. They now summon Construct Turrets (damage improves to 2d4). Their Fortify talisman can now affect up to 6 squares.

Specialization III: At 10th level, an Engineer has tweaked their totem. It improves by gaining the following stats: Recharge 2, Reservoir 20, Range 150.

Specialization IV: At 15th level, an Engineer gains the ability to pacify any construct system. This takes the form of a Knowledge Engineering roll (DC 10 + 1/2 Construct's level + INT). If the roll succeeds the Construct will treat the Engineer and up to CHA allies as friendly for one hour per level. This check can be made again after 1d4 rounds, either to add more allies to the friendly list, or to attempt to persuade the construct to help the Engineer. If the construct is made to help the Engineer it remains helpful for one minute per character level. In order to use this ability the Engineer must be within 10 feet of the construct they are attempting to manipulate. They may not manipulate the same construct more than twice per day.

Specialization V: At 20th level, an Engineer's War Totem is improved to the maximum in each category. They also improve their talismans, gaining Greater Construct Turret (3d4 19-20 x2), and Fortify can now be used on worked materials and structures.

Heavy Gunner

Hit Die: d10

Heavy Gunners are tasked with providing covering fire for their squads, as well as taking down heavily armored targets. To accomplish this task, they have been issued a set of Gunner's Plate and a heavy machinegun, and are conditioned to be willing to stand in the line of fire.

Heavy gunners start play with a set of Gunner's Plate (Acts as a breastplate, but protects the arms and provides +2 protection vs projectiles), as well as a Field HMG (2d4 x4 damage (+1 d4 every 2 levels to a maximum of 8d4), capacity 40, regenerates 5 per minute). Lastly, Heavy Gunners can expend 10 rounds from any firearm to create a 20-foot line attack (Damage equal to the weapon's, reflex for half damage, DC 10+1/2 character level)

Professionalism (Ex): Professionals have standards. Starting at 2nd level, Army Regulars gain those standards. So long as they have living allies within 45 feet of them, and those allies are in combat, every attack roll, save, and CMB check gains a +1 moral bonus. Should any ally be reduced to 0 HP, incapacitated, or killed, this bonus increases by 1d6+1 for CHA+1 rounds. Should multiple allies be downed, this ability stacks with itself by increasing the duration.

This ability improves every 4 levels thereafter. The bonus is increased according to Table: The Army Regular, the bonus to checks, bonus to the d6 roll, and number of rounds, all increase according to the table.

Army Training: At 3rd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a teamwork feat. These feats must be selected from those listed as Teamwork Feats.

Army Training allows an Army Regular to quickly teach others any teamwork feat they know. With 8 hours of practice, any allies an Army Regular has are able to benefit from one of their teamwork feats as if they all had the ability. The ally must be within 100 feet of the Regular to benefit from their teamwork feats.

Bonus Feats: At 4nd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a bonus feat in addition to those gained from normal advancement (meaning that the Army Regular gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “Fighter bonus feats.”

Upon reaching 8th level, and every four levels thereafter (9th, 13th, and so on), a Army Regular can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Army Regular 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 Army Regular 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.

Specialization II: At 5th level, a Heavy Gunner has learned the art of blowing holes in walls. A Heavy gunner, while using their class weapon, can deplete half of their remaining ammo to create a 5 foot hole in any thin wood or stone wall. The capacity of their class weapon increases by 10.

Specialization III: At 10th level, a Heavy Gunner gains the ability to fire different kinds of ammunition. As a swift action, they can switch between explosive, regular, and armor-piercing rounds. Explosive rounds deal 1d4 splash damage to any target adjacent to targets that are hit, but consume twice the normal ammunition. AP rounds ignore 5 points of armor but deal -2 damage. The capacity of their class weapon increases by 10.

Specialization IV: At 15th level, a Heavy Gunner learns how to use their class weapon for indirect fire. Provided there is an opening above a target of at least 5 feet in diameter, the Heavy Gunner ignores cover bonuses. The capacity of their class weapon increases by 10.

Specialization V: At 20th level, a Heavy Gunner becomes an immovable object. So long as they make a full attack action, they automatically succeed on all Combat Maneuver Defense checks, and become immune to being knocked down until the start of their next turn. This ability can be chained indefently.

Marksman

Hit Die: d4

Marksmen are tasked with striking targets at long range and countering the enemy's marksmen to protect their squad from them. For this purpose, they have been issued a long-range battle rifle and trained in the arts of camouflage and unbelievable patience.

Marksmen begin play with a Marksman's Battle Rifle (2d6 (+1 d6 every 2 levels to a maximum of 6d6) 18-20 x2, range 30, capacity 5, recharge 1 per minute). They also gain a +2 bonus to stealth checks and can craft a Ghillie Suit from local materials in 10 minutes to gain a +10 bonus to stealth checks, provided they do not move. Lastly, Marksmen gain Sneak Attack as per a rogue of equal level, but can only preform the sneak attack using ranged weapons so long as their target is at least 2 range increments away.

Professionalism (Ex): Professionals have standards. Starting at 2nd level, Army Regulars gain those standards. So long as they have living allies within 45 feet of them, and those allies are in combat, every attack roll, save, and CMB check gains a +1 moral bonus. Should any ally be reduced to 0 HP, incapacitated, or killed, this bonus increases by 1d6+1 for CHA+1 rounds. Should multiple allies be downed, this ability stacks with itself by increasing the duration.

This ability improves every 4 levels thereafter. The bonus is increased according to Table: The Army Regular, the bonus to checks, bonus to the d6 roll, and number of rounds, all increase according to the table.

Army Training: At 3rd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a teamwork feat. These feats must be selected from those listed as Teamwork Feats.

Army Training allows an Army Regular to quickly teach others any teamwork feat they know. With 8 hours of practice, any allies an Army Regular has are able to benefit from one of their teamwork feats as if they all had the ability. The ally must be within 100 feet of the Regular to benefit from their teamwork feats.

Bonus Feats: At 4nd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a bonus feat in addition to those gained from normal advancement (meaning that the Army Regular gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “Fighter bonus feats.”

Upon reaching 8th level, and every four levels thereafter (9th, 13th, and so on), a Army Regular can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Army Regular 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 Army Regular 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.

Specialization II: At 5th level, a Marskman has learned how to gauge wind. This allows them to ignore the first 2 ranged penalties they would experience on a shot.

Specialization III: At 10th level, a Marskman has fine turned their weapon. Its critical multiplier increases by 1, and it now inflicts 1d8 bleed on a critical hit.

Specialization IV: At 15th level, a Marskman learns how to be practically invisible, even while moving. Provided they are wearing a Ghillie Suit, the Marksman is treated as if they are under the effects of Invisibility.

Specialization V: At 20th level, a Marksman no longer needs make stealth checks to remain hidden unless an enemy is within 15 feet of them, or they are being observed by another Marksman.

Soldier

Hit Die: d6

Soldiers are the bread and butter of the army. There isn't a thing they can't do, but as the Joe of all trades, they have not had the time to master even one. As the backbone, Soldiers are issued all of the basics.

Soldiers begin play with all of the following:

  1. Kit, campsite
  2. Kit, climber’s
  3. Kit, cooking
  4. Kit, fishing
  5. Kit, gear maintenance
  6. Kit, healer’s
  7. Kit, mess
  8. Kit, tracker’s
  9. Kit, trapper’s

They are trained to carry all of this crap for incredible distances without tiring. As such, the weight and bulk of these kits are ignored when calculating their encumbrance. Lastly, Soldiers begin play with a firearm of their choice, as well as a Magi's Ammo Box which produces 50 rounds of ammunition for their weapon per day.

Professionalism (Ex): Professionals have standards. Starting at 2nd level, Army Regulars gain those standards. So long as they have living allies within 45 feet of them, and those allies are in combat, every attack roll, save, and CMB check gains a +1 moral bonus. Should any ally be reduced to 0 HP, incapacitated, or killed, this bonus increases by 1d6+1 for CHA+1 rounds. Should multiple allies be downed, this ability stacks with itself by increasing the duration.

This ability improves every 4 levels thereafter. The bonus is increased according to Table: The Army Regular, the bonus to checks, bonus to the d6 roll, and number of rounds, all increase according to the table.

Army Training: At 3rd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a teamwork feat. These feats must be selected from those listed as Teamwork Feats.

Army Training allows an Army Regular to quickly teach others any teamwork feat they know. With 8 hours of practice, any allies an Army Regular has are able to benefit from one of their teamwork feats as if they all had the ability. The ally must be within 100 feet of the Regular to benefit from their teamwork feats.

Bonus Feats: At 4nd level, and at every level indicated on Table: The Army Regular thereafter, a Army Regular gains a bonus feat in addition to those gained from normal advancement (meaning that the Army Regular gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “Fighter bonus feats.”

Upon reaching 8th level, and every four levels thereafter (9th, 13th, and so on), a Army Regular can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Army Regular 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 Army Regular 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.

Specialization II: At 5th level, a Soldier has learned how to manage their equipment effectively. They can now retrieve a single item from their inventory per round as a free action.

Specialization III: At 10th level, a Soldier has learned how to maneuver on the battlefield with ease. They gain a 10 foot movement speed bonus and are no longer affected by difficult terrain.

Specialization IV: At 15th level, a Soldier has learned the ins and outs of how to not die. They can dodge a ranged attack, entirely negating it, a number of times per day equal to their CHA mod. This ability cannot be used against AoE attacks. The Soldier can choose to dodge before or after the enemy makes their attack roll.

Specialization V: At 20th level, a Soldier gains the ability to sense danger. They always act first during a surprise round, regardless of other effects. They also subconsciously move in ways that make it extremely hard to hit their vital organs, which gives them an 80% chance to negate a critical hit.

Confused? Click the picture.