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Soldier

SOLDIER is the elite fighting force of Shinra Electric Power Company. Its members are advanced super-soldiers with superhuman strength, speed, and agility. Much stronger than the Shinra Peacekeeping Troops and the Turks, Shinra uses SOLDIER for special missions that require the greatest use of strength.

The soldier is an archetype of the fighter class.

Weapon and Armor Proficiency

A soldier is proficient with all simple weapons and a weapon used with his chosen weapon class feature. Soldiers are also proficient with all armor except heavy and shields.

Limit Break (Su)

At 1st level, the soldier receives the Limit Break (Blade Beam).

Blade Beam (Su): This Limit Break allows the soldier to make waves of powerful energy burst forth out of his weapon and collide with an enemy up to 60 feet away that deals 2d6 points of non-elemental damage + an additional 2d6 per four fighter levels after 1st. which then explodes out in a cone for an additional 30 feet for half damage. A Reflex save (DC 10 + half of the fighter’s level + his Constitution modifier) halves this damage.

This ability replaces one of the fighter’s standard Limit Breaks.

Giant Weapon Wielder (Ex)

At 1st level, a soldier can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an over-sized two-handed weapon.

This ability replaces martial flexibility.

Mako Infusion (Su)

Beginning of 4th level, the soldier discovers how to create an infusion of mako energy that he can inject in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mako infusion, and once brewed, it remains potent until used. A soldier can only maintain one dose of mako infusion at a time—if he brews a second dose, any existing mako infusion becomes inert.

When a soldier brews a mako infusion, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to inject a mako infusion. Upon being injected, the mako infusion causes the soldier to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per fighter level. In addition, while the mako infusion is in effect, the fighter takes a –2 penalty to one of his mental ability scores. If the mako infusion enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-soldier who injects a mako infusion must make a Fortitude save (DC 10 + half of the fighter’s level + the soldier’s Constitution modifier) or become nauseated for 1 hour—a non-soldier can never gain the benefit of a mako infusion, but a soldier can gain the effects of another soldier’s mako infusion if he injects it.

This ability replaces a fighter talent gained at 4th level.

Incredible Heft (Ex)

At 5th level, a soldier becomes more skilled at wielding weapons intended for creatures one size category larger than himself. The penalty on attack rolls for using such weapons is reduced by 1, including when using over-sized two-handed weapons.

At 10th level, this penalty is reduced by another 1.

This ability replaces reliable strike.

Unstoppable Momentum (Ex)

At 9th level, a soldier gains a +1 bonus on combat maneuver checks and to CMD while wielding a weapon sized for a creature of a larger size category.

At 12th level and every 3 levels thereafter, this bonus increases by 1. When wielding over-sized weapons, the soldier can attempt to bull rush, drag, overrun, reposition, and trip creatures up to two sizes categories larger than himself.

This ability replaces rapid attack.

Mako Perfection (Su)

At 10th level, a soldier can use the mako energy inside him to great effect. The soldier is affected by spells of HasteProtect III, and Shell III for 1 round per two fighter levels. He can use this ability a number of times per day equal to 3 + his Constitution modifier as a swift action. When the effects end, the soldier becomes fatigued (or exhausted if the soldier is already fatigued).

This ability replaces war cry.

Soldier Techs

The soldier employs abilities using their mako power, often dealing high damage and weakening enemies. Starting at 11th level and every other level thereafter, the soldier gains a new soldier tech ability at the indicated level. The soldier may use any of the currently available soldier techs up to 3 + Constitution modifier times per day.

Braver (Su): At 11th level, the soldier can make a running leap and slam his weapon down on the opponent. The soldier charges at an opponent and makes a single attack at his highest base attack bonus. If it hits, this attack deals an additional 1d6 points of damage per two fighter levels. In addition, the target must make a Reflex save (DC 10 + half of the fighter’s level + his Constitution modifier), or is knocked prone.

This ability replaces retaliation.

Cross Slash (Su): At 13th level, the soldier uses this powerful skill to utilize two mako-infused sword slashes, and adds incredible force to immobilize and crush the target from both sides. The soldier makes two attacks at +2 to attack rolls, each adding +2d6 points of damage. If both attacks connect, the target must make a Fortitude save (DC 10 + half of the fighter’s level + his Constitution modifier), or be immobilized for 1 round per fighter level.

This ability replaces piledriver.

Climhazzard (Su): At 15th level, the soldier infuses his weapon with energy, and then swings it towards the enemy, creating a large explosion of power in a 20-foot radius. Creatures in the area of effect takes 1d6 points of non-elemental damage plus an additional 1d6 per two fighter levels unless they make a Reflex save (DC 10 + half of the fighter’s level + his Constitution modifier) for half damage. This ability has a range of 100 feet.

This ability replaces unstoppable strike.

Finishing Touch (Su): At 17th level, the soldier spins in a circle, slashing with a held weapon, and creates a cutting whirlwind all around their body in a 30-ft.-radius burst. Creatures in the area of effect take 1d10 points of wind damage plus an additional 1d10 per two fighter levels unless they make a Reflex save (DC 10 + half of the fighter’s level + his Constitution modifier) for half damage.

This ability replaces devastating blow.

Meteorain (Su): At 19th level, the soldier calls on deep reserves of inner Mako energy, conjuring up four 10-ft.-radius flaming spheres and launches them down towards the ground, resembling a meteor shower. The soldier directs each of the spheres within 30 feet of each other. Those within the area of effect take 5d6 points of damage (half in fire damage, the other half in earth damage), a Reflex save (DC 10 + half of the fighter’s level + his Constitution modifier) for half damage. Creatures hit with multiple meteors must make multiple Reflex saves. This ability has a range of 100 feet.

This ability replaces doublestrike.

Persistent Mako Infusion (Su)

At 14th level, the effects of a mako infusion last for 1 hour per level instead.

This ability replaces a fighter advanced talent gained at 14th level.