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The following fighting styles represent those most commonly chosen by soldiers. Each fighting style lists the style techniques you learn as you gain levels.
The ambusher fighting style focuses on stealth, tactical positioning, and superior reflexes to gain an edge. You must have Stealth as a class skill to select this fighting style.
You watch for danger and respond swiftly. You gain Improved Initiative as a bonus feat. Whenever you act before an enemy during the first round of combat, you gain a +1 insight bonus to weapon attack rolls against that enemy until the beginning of your next turn.
When you succeed at a Stealth check to hide opposed by a target's Perception check or when you have improved or total cover against a target, as a full action you can make one ranged attack against that target that deals additional damage equal to half your Dexterity bonus.
When an enemy attacks you before you have taken any actions in combat, you can use your quick reflexes to retaliate. As a reaction, you can spend 1 Resolve Point to make one attack with a ranged weapon you are wielding immediately after the enemy's attack.
When you attempt a Stealth check to hide from an enemy that can see you, you gain a +4 insight bonus to the check if you can move into improved or total cover. In addition, whenever you attempt a Stealth check to hide while sniping, the penalty to your Stealth check is only –10.
As a full action, you can make one attack that, in addition to dealing its normal damage and effects, causes the target to gain the off-target condition until the end of its next turn. You can also use this ability as a standard action against any creature that is flat-footed.
The arcane assailant fighting style supplements its combat effectiveness with magic powers, drawing on traditions of warrior-wizards dating back to well before the Gap. This allows you to use magic runes to augment your weapons and call on legendary powers, giving you access to arcane options even when you don't have a magic weapon in your possession.
You can imbue a weapon with a magic sigil, the rune of the eldritch knight, allowing the weapon to act as a magic weapon for the purposes of bypassing DR and affecting incorporeal creatures. This takes 10 minutes, and you can imbue only a single weapon at a time. If you imbue a new weapon with the rune of the eldritch knight, any previously imbued weapon loses this benefit. When calculating the Hit Points and hardness of a weapon imbued with the rune of the eldritch knight, treat its item level as 5 higher.
When you imbue a weapon with the rune of the eldritch knight, in addition to its normal benefits, the rune grants the weapon one of the following weapon fusions of your choice: flaming, frost, ghost killer, merciful, or shock. The weapon can't gain a fusion it already has, and this bonus fusion doesn't count toward the maximum total level of fusions the weapon can have at once. The bonus fusion ends when the weapon ceases to be imbued with the rune of the eldritch knight. For more information on fusions, see page 191.
You can call on the link between you and the legendary heroes who wielded powerful magic weapons eons ago to overcome adversity. As a move action when wielding a magic weapon or a weapon imbued with the rune of the eldritch knight, you can spend 1 Resolve Point to end one of the following conditions affecting you: bleeding, burning, confused, exhausted, fatigued, flat-footed, off-target, shaken, or sickened. Alternatively, you can spend 1 Resolve Point to change the cowering condition to the frightened condition or change the frightened condition to the shaken condition. In this case, the new condition lasts for the same duration the original condition would have and can't be further affected by this ability.
You can imbue two weapons with the rune of the eldritch knight. If you attempt to imbue a third weapon, the weapon infused first loses its rune and all benefits. In addition to the normal benefits, the runes grant the weapons one or more of the following weapon fusions (see page 191) of your choice: bane, corrosive, ethereal, flaming, frost, holy, merciful, shock, thundering, or unholy. You can grant no more than 10 total levels' worth of fusions between the two weapons, and the bane fusion counts as a 10th-level fusion for this purpose.
As a standard action, you can spend 1 Resolve Point to use a weapon imbued with the rune of the eldritch knight to make an attack that strikes true. This attack ignores all cover and concealment, including total concealment (though you must at least be aware of a creature's presence to target it with this attack). If the attack is a ranged attack, the target must be within the first range increment. The attack only affects your selected target, even if it normally affects an area or multiple targets. You still must make a normal attack roll, and if your attack misses, it has no effect.
The armor storm fighting style focuses on using armor as a weapon by maximizing the damage of armor-based weapons while withstanding enemy fire. You learn to increase the effectiveness of attacks made with your armor and to add equipment normally beyond your armor's capacity.
You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove (see page 187) with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost (see page 112). If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don't benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).
You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities, having earned the trust of contacts that can get you experimental equipment, or a powerful patron giving you gear not available to the general public to help you achieve mutual goals. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount.
If I buy an armor upgrade using the additional upgrade slot from the enhanced tank ability of the soldier's armor storm fighting style (page 113), can I sell that armor upgrade? Can I move it to another upgrade slot?
An armor upgrade from this bonus slot sells at 10% of the reduced cost. If you move an armor upgrade from this bonus slot to another slot, you must pay the difference between the armor upgrade's reduced cost and its normal cost.
While you are wearing heavy armor or powered armor, you gain a +4 bonus to attack rolls to perform a bull rush combat maneuver (see page 246). If you successfully push the target back 10 feet or more, you can also damage the target with an unarmed attack (and can use your hammer fist ability when doing so).
You become a master of all weapons associated with your armor. You deal 1d6 additional damage with any attack from a weapon that is part of your armor, including unarmed attacks using the hammer fist ability and weapons that have been attached to your armor as an armor upgrade. The additional damage is of the same type as the weapon's normal type. Also, while wearing heavy or powered armor, you gain a +2 bonus to your KAC against combat maneuvers.
You learn to control your armor with such ease, you are actually more maneuverable in it than out of it. While wearing heavy armor or powered armor, you can move up to your speed when you make a full attack. You can move before or after all your attacks, but not both. If you have the Shot on the Run feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are ranged attacks. If you have the Spring Attack feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are melee attacks. If you have both feats, your attacks can be any combination of melee and ranged attacks.
The battlemaster fighting style focuses on adapting your natural advantages to new dangers and situations as they arise. By anticipating particular threats or adjusting mid-combat to deal with specific foes, you can assure your survival and gain the advantage. The following soldier fighting style is an adaptation of this technique that has made its way to the Pact Worlds. You must have the armor savant and natural weapons racial traits to take this fighting style.
As a move action, you can grant yourself DR 1/— for a number of rounds equal to your Strength or Constitution modifier (whichever is higher; minimum 1 round). Once you have used this ability, you can use it again only after you take a 10-minute rest to regain Stamina Points. This DR increases to DR 2/— at 5th level, DR 3/— at 9th level, DR 4/— at 13th level, and DR 5/— at 17th level. If you have DR from any other sources, the DR you gain from this ability increases by 1. Each time you are attacked while this ability is active, you can use either this DR or the DR gained from another source.
As a move action, you can study a target to spot vulnerabilities that make your melee attacks more effective. You gain a +1 insight bonus to the next melee attack roll you make against that target before the end of your next turn. You can study only one target at a time, and if you use this ability to gain a bonus against a new foe, any previous bonus is lost. Once you have made an attack against a creature with this bonus, you can't use instinctive strike against that foe again for 24 hours.
When you take energy damage, you can expend 1 Resolve Point as a reaction to gain energy resistance 10 against that type of energy damage (including the triggering damage) for 1 minute. If you took damage from multiple types of energy damage as part of the same attack or effect, you choose one to gain energy resistance against. You can have resistance against only one energy type from reactive resistance at a time. If you use this ability to gain resistance against a new damage type, any previous resistance gained from this ability is lost.
You can act during a surprise round.
As a move action, you can double the DR you gain from your bolster resilience style technique and the energy resistance you gain from your reactive resistance style technique until the start of your next turn.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
As a standard action, you can make a charge without the charge penalties (see page 248), and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier's onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a –4 penalty.
As a move action, you can spend 1 Resolve Point to regain Stamina Points equal to 2d6 + your soldier level. You can't use this ability again until after you regain Stamina Points from a 10-minute rest. The number of Stamina Points you regain increases by 1d6 at 10th level, 15th level, and 20th level.
When you hit a creature with an attack of opportunity, that creature can't move out of the squares you threaten until the start of its next turn. In addition, when an enemy takes a guarded step (see page 247) out of a square you threaten, you can make an attack of opportunity against it with a –2 penalty to the attack roll. If the target provoked an attack of opportunity by moving, hitting with your attack of opportunity ends the target's movement immediately, preventing it from carrying out the rest of its movement.
You gain a bonus to melee damage rolls equal to double the number of enemies within 10 feet of you. Enemies who don't constitute a significant threat (those with a CR equal to your level – 4 or less, or as determined by the GM) don't count when calculating this bonus.
The bombard fighting style emphasizes attacking multiple targets, often using grenades, and leverages substantial physical strength to control large weapons with significant recoil. At higher levels, you can use launchers, missiles, and other heavy weapons.
You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you're able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).
You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the automatic, explode, or unwieldy special property (see pages 180–182).
When you hit an enemy with a ranged attack or an attack with a weapon with the blast or explode special property, you can spend 1 Resolve Point to inflict a debilitating effect on that enemy for a number of rounds equal to your Strength bonus. You can choose to make the target deafened, flat-footed, or off-target (see pages 275–277), or to reduce its speeds by half (to a minimum of 10 feet). The target can negate this effect with a successful Fortitude save (DC = 10 + half your soldier level + your Strength modifier).
You increase the DC to avoid attacks you make using weapons with the explode special property by 1. You reduce the amount of any damage you take from any weapon with the explode special property by an amount equal to your Strength bonus.
As a full action, you can make a ranged attack that knocks enemies back. Targets you hit are knocked back 5 feet from you. If you use a weapon with the explode special property, all targets that fail their saving throws are instead knocked back 5 feet from the center of the explosion. An enemy that you critically hit or that rolls a natural 1 on its saving throw is also knocked prone. You can't make an impactful attack with an automatic weapon, but you can use this ability with a weapon that has the blast special property.
A fourfold tactician is a master of making use of multiple weapons and still having a spare hand. You must have four or more arms to select or use this fighting style.
You gain Double Draw as a bonus feat. If you have Double Draw, you can instead select a combat feat for which you meet the prerequisites. Starting at 9th level, you can draw or sheathe as many weapons as you have limbs, using the same action normally required to do so with one weapon.
While wielding at least two weapons, you can feint and make one attack as a standard action. This ability counts as Improved Feint for meeting prerequisites. If you have Improved Feint, you instead gain a +2 insight bonus to Bluff checks to feint while you are wielding at least two weapons.
You can expend 1 Resolve Point to reload every weapon you are wielding as a move action.
While you are holding two or more weapons, you can move up to your speed before or after a full attack. You can't move between attacks, and you can make no more than one attack with each weapon you are holding unless another ability, such as the Fusillade feat, allows you to do so.
As a full attack, you can fire two automatic weapons in their automatic mode, taking the same penalty to attack rolls you normally do for making a full attack.
A gloom gunner has an eldritch connection to the Shadow
Plane. By choosing this style, you create this link and use
it to infuse your weapon attacks with the dark dimension's
uncanny magic. As your martial skill increases, so does your
bond to the Shadow Plane. This stronger union with shadow
allows you to become a frightening combatant with any
armaments you wield.
A couple of these features add bonus fusions to a weapon you wield. No weapon can gain a fusion it already has. However, these bonus fusions don't count toward the maximum total level of fusions the weapon can have at once.
Due to your connection with the Shadow Plane, any weapon you wield is infused with planar power. Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.
Weapons are considered to have the ominous fusion while you wield them. A creature that gains the shaken condition from your bonus ominous fusion can gain that condition again from the same weapon, even if 24 hours haven't passed.
If you score a critical hit with a weapon you wield, you can apply the critical hit effect of the ominous fusion in addition to one other critical hit effect the weapon has. When you render a target shaken, you can spend 1 Resolve Point to change that condition to frightened for the same duration. In addition, once per day when you fail a saving throw against a mind-affecting effect, you can reroll that saving throw.
Weapons are considered to have the ghost killer fusion while you wield them (this is in addition to the ominous fusion granted by your shadow fusion ability). In addition, you can use your connection to the Shadow Plane to add one of the following benefits to a weapon you wield. These benefits cause bizarre visual distortions when you use them because they're made possible by your manipulation of the spatial incongruities between the Shadow Plane and the Material Plane. A chosen benefit lasts until the end of your turn.
As a standard action, you can spend 1 Resolve Point to make an attack against a creature you are aware of, ignoring all cover and concealment (including total). If the attack is a ranged attack, the target must be within your weapon's first range increment. The attack affects only your selected target, even if it normally affects an area or multiple targets. You still have to roll to hit your target, and an attack that misses has no effect
The guard fighting style focuses on defense. You become adept at wearing armor, protecting against attacks, and enduring damage and other setbacks from attacks that get through your defenses.
You reduce the armor check penalty of armor you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.
When an ally adjacent to you is damaged by an attack, you can use your reaction to intercede. You take half the damage, and your ally takes the other half. This has no effect on spells, and any conditions delivered by the attack apply to both of you. In addition, you are now proficient with powered armor.
You can spend Resolve Points to ignore detrimental conditions. As a move action, you can spend 1 Resolve Point to suppress one of the following conditions for 10 minutes: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered (see pages 276–277). After 10 minutes, if the condition's duration hasn't ended, the condition's effects return. You can suppress only one condition at a time; if you are both fatigued and shaken, you can avoid the effects of only one of them, and if you are affected by two different instances of the same condition, you're still affected by the second one.
You gain DR 3/—. At 17th level, this DR increases to 5/—.
As a standard action, you can set up a strong defense for yourself and an adjacent ally. Until the start of your next turn, you gain three benefits: your damage reduction increases to DR 10/—; you and the chosen ally each gain a +4 bonus to AC; and if you use guard's protection, you direct all the damage to yourself such that your ally takes none.
The hit-and-run fighting style focuses on tactical movement as you move in and out of combat. You use ranged weapons but fight close up, and you can even mix ranged and melee attacks. Your abilities allow you to move even when you make full attacks and to avoid getting locked down by your enemies.
You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.
When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can't be split up.
When you move or make a ranged attack, you can spend 1 Resolve Point to avoid provoking attacks of opportunity from that movement or ranged attack.
On any turn in which you move, you gain a +1 insight bonus to your AC until the start of your next turn.
As a full action, you can make one attack and give the benefit of harrying fire (see page 247) against any creature you hit with that attack. If you use a blast weapon or automatic weapon, the benefit applies against all targets hit. You can also take your nimble fusillade movement before or after this attack.
You're a master of hunting all sorts of creatures, from big-game animals to runaway criminals and similar marks. You may use this expertise as a sniper, trophy hunter, sport enthusiast, or fugitive tracer. Far more focused on skills than other soldiers, your unique talents combine experience in the field with refined combat ability.
You add Perception to your list of class skills, and you gain a free skill rank at each soldier level you can use only for Perception or Survival (this does not allow you to exceed the maximum number of skill ranks in a single skill). If you take the hunter fighting style as your secondary fighting style, you gain a free skill rank for these skills only at 9th level and at each soldier level gained thereafter.
As a move action, you can choose one opponent that you have line of sight to and that you are aware of and attempt a Survival check (DC = 15 + 1-1/2 × the creature's CR). Alternatively you can attempt this skill check against a creature that you can't see or aren't aware of if you've discovered and identified a set of tracks belonging to the chosen creature that are within 30 feet of you. If you succeed, you gain a +1 insight bonus to damage rolls against the target, and to Bluff, Perception, Sense Motive, and Survival checks against them, as well as all skill checks to recall knowledge about them. The save DCs of your weapon attacks and soldier class abilities also increase by 1 against the target. You can maintain these bonuses against only one opponent at a time, and the bonuses remain in effect until your target is dead, you hunt a new target, or you end the effect without spending an action. If you fail the check to hunt your foe, you can't attempt to hunt any creature again for 24 hours.
You take no penalty when using the Survival skill to find or follow tracks while moving at your full speed, and you reduce the penalty for finding or following tracks while moving twice your normal speed to –2.
You can hunt two foes simultaneously using the hunt foe fighting technique, though each foe requires a separate move or swift action and a separate successful skill check to hunt. In addition, you can rally your allies to hunt your foes by spending 1 Resolve Point as a standard action, granting each ally within light of sight of you the benefits of your hunt foe style technique against your current designated target for 1 minute.
You can hunt three foes simultaneously using the hunt foe fighting technique, though each foe requires a separate move or swift action and a separate successful skill check to hunt. In addition, you take no penalty to Survival checks for finding or following tracks at twice your normal speed.
A soldier's familiar rifles and heavy weapons are often too obvious for discreet work, but pistols are easily concealed and, in the right hands, elegant engines of death. The pistol dancer combat style teaches you to wield small arms to devastating effect while moving with precision to sidestep the usual tactics employed by other gunfighters.
You learn to treat a pistol as an extension of your body. Sleight of Hand becomes a class skill for you. You can reload a small arm as a swift action, and you can wield a small arm in melee combat as if it were a battleglove with an item level equal to or lower than your soldier level.
When you make a full attack with small arms and target a different creature with each attack, reduce the penalty to each attack by 1.
When you fight defensively, double the bonus to your Armor Class against attacks from small arms and longarms.
As a full action when you are wielding two or more identical small arms, you can spend 1 Resolve Point to fire them all simultaneously to shoot at all creatures in a burst centered on you with a radius equal to one-quarter the weapon's range increment. This otherwise duplicates the effect of an automatic weapon (Core Rulebook 180).
You gain a cumulative +2 insight bonus to damage rolls for every previous successful ranged or melee attack with a small arm in the same combat, to a maximum bonus equal to half your soldier level. The bonus doesn't reset if you miss with an attack, but it does if you didn't spend the previous round attacking with a small arm.
You are able to tap into your personal life force, enabling you to unleash incredible strikes upon your foes. Whether you've discovered these techniques on your own or studied at ancient monasteries and temples devoted to these lost arts, yours is a power cultivated through intense training and skill.
Your life-giving qi infuses your weapon attacks with your life essence, granting them eldritch power. Whenever you have at least 1 Resolve Point, your melee and ranged attacks count as magic for the purpose of bypassing damage reduction and other situations, such as attacking incorporeal creatures.
As a move action, you assert a degree of control over your
body's qi, allowing you to perform incredible feats of spiritual
power. Each time you use gather qi, you spend 1 Resolve
Point and choose one of the following qi powers. You gain
that qi power until you rest for 8 hours or you use gather qi
again to swap benefits.
Extreme Speed: You gain a +10-foot enhancement bonus to your land speed.
Plasma Blast: You condense your body's qi into a beam of superheated plasma, allowing you to make a special ranged unarmed strike that targets KAC, requires one hand, is not archaic, has a range increment of 30 feet, deals lethal electricity and fire damage, and has the stunned critical hit effect. For the duration of this ability, you gain a special version of the Weapon Specialization feat that adds 1-1/2 times your level to the damage of this unarmed strike (rather than adding your level).
Qi Flight: You gain a fly speed equal to your base speed with average maneuverability. At the end of each turn, if you are not on ground able to support you, you fall. If you already have a fly speed, it increases by 10 feet instead.
Whenever you use gather qi, you can gain one qi power
without spending any Resolve Points or two qi powers by
spending 1 Resolve Point. Alternatively, you can gain one
qi power with its associated enhancement (see below) by
spending 1 Resolve Point. The list of qi power enhancements
is described below.
Extreme Speed: The enhancement bonus to speed that you gain from this qi power increases to 20 feet.
Plasma Blast: Choose one of the following weapon special properties: blast, explode (10 ft.; DC = 10 + half your character level + your Constitution modifier), or line. Each time you attack with your plasma blast, you can make the attack with the chosen weapon special property and the unwieldy weapon special property.
Qi Flight: The fly speed you gain from this qi power is equal to twice your base speed or your fly speed + 20 feet (whichever is higher).
You gain a +1 insight bonus to the save DCs of all your soldier class features, weapon special properties, critical hit effects, and weapon fusions.
Whenever you use gather qi, you can gain one qi power with its associated bountiful qi enhancement without spending any Resolve Points, two such powers by spending 1 Resolve Point, or all three such powers by spending 2 Resolve Points.
No wilderness gets the better of you, and thanks to your special training and hard-learned lessons, your leadership might be crucial to your companions surviving the wilds as well.
You are at ease in the wilderness, able to navigate treacherous terrain, and capable of recognizing flora and fauna. You gain the Nimble Moves feat. If you already have the Nimble Moves feat, you gain an additional combat feat of your choice for which you qualify. Further, you can use Survival in place of Life Science to identify creatures of the plant, animal, and vermin types, and you gain a +1 insight bonus to Survival checks. This bonus increases by 1 at 5th level and every four levels afterward to a maximum of +5 at 17th level.
You gain a climb speed and a swim speed equal to your land speed. Further, when you gain a fly speed from any source, your fly speed increases by 10 feet. This effect stacks with abilities such as the Sky Jockey feat. As a swift action, you can spend 1 Resolve Point to inspire allies within 30 feet who can see you to match your athletic prowess; affected allies gain a +2 insight bonus to Athletics checks for a number of rounds equal to your key ability modifier.
You gain Improved Great Fortitude as a bonus feat. As a reaction, you can spend 1 Resolve Point to have an ally you can see within 10 feet reroll a failed Fortitude save. You can’t affect another ally in this way until you take a 10-minute rest to recover Stamina Points.
You easily move around both treacherous terrain and dangerous creatures without either slowing you down. You ignore all non-magical difficult terrain. Further, you don’t provoke attacks of opportunity from moving through an enemy’s threatened space, though you still provoke attacks of opportunity as normal when casting a spell or making a ranged attack.
You gain cold and fire resistance equal to your level. If you have cold or fire resistance from another source, then this resistance stacks with one other source to a maximum value of 1-1/2 × your soldier level.
The sharpshoot fighting style enables you to excel at making accurate attacks, usually with ranged weapons at a long distance. You can ignore cover and other impediments to your shots, and your attacks are improved by your intense focus.
When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can't use sniper's aim against an enemy with total cover.
When you make a full attack with a ranged weapon, you can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 penalty. Once you have the soldier's onslaught class feature (see page 112), you can use this ability with it, making three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out your target, you can make your remaining attacks against a different creature at a –6 penalty.
When you make a ranged attack against a target with cover or concealment, you can spend 1 Resolve Point to negate its AC bonus from cover and reduce its concealment by one category (from total concealment to concealment or from concealment to no concealment). This benefit applies to all ranged attacks you make against that target this round. You can't use intense focus more than once per round, nor can you use it against an enemy with total cover.
When you use focus fire, each attack against the first target deals 2d6 additional damage. Additional creatures you attack after killing or knocking out your first target don't take this extra damage.
As a standard action, you can study a target before you attack. The target must be within line of sight of you and either flat-footed or unaware of your presence. On the first attack you make against that target on your next turn, you gain a +2 bonus to your attack roll. If your attack hits, the target is staggered for 1 round; if you score a critical hit, the target is instead stunned for 1 round. Once you make a prepared shot, you can't use this ability again against the same target for 24 hours. You can't make an attack on the same round you study the target, even if an ability would let you attack without spending a standard or full action.
The shock and awe fighting style excels at overwhelming enemies senses with overpowering auditory and visual stimuli. You can modify your weapons to issue thunderous booms or blazing flashes of light, at the same time mitigating these effects with regard to your own senses. This style is strongest with weapons that deal sonic damage or that affect an area.
You gain a +2 bonus to saving throws against effects that would blind or deafen you. Any weapon you wield that has the powered weapon special property or that uses ammunition gains the bright weapon special property; you can activate or deactivate this ability as a swift or move action. Bright weapons you wield gain the blind critical hit effect (see page 31) or the deafen critical hit effect (Core Rulebook 182). If your bright weapon already has a critical hit effect, when you score a critical hit, you apply either the weapon's normal critical hit effect, the blind critical hit effect, or the deafen critical hit effect.
As a full action, you can make a single attack using a weapon that deals sonic damage or has the bright special property. After resolving the attack, as part of the full action you can attempt an Intimidate check to demoralize any one creature within 60 feet of you that the attack hit or damaged. You can spend 1 Resolve Point to instead attempt an Intimidate check to demoralize every creature within 60 feet of you that the attack hit or damaged.
As a swift action on your first turn of combat or as a reaction after being subject to a critical hit, you can spend 1 Resolve Point to cause your armor, weapons, and other devices' displays to flash with brilliant lights, blare loudly, or both. This causes all creatures within 10 feet of you to gain your choice of the flat-footed or off-target condition until the end of your next turn. A creature can negate this effect with a successful Fortitude save (DC = 10 + half your soldier level + your Strength modifier). At 15th level, you can affect all creatures within 15 feet of you.
When you make a full attack using a weapon that deals sonic damage or has the bright special property, your targets take a cumulative –1 penalty to saving throws against your critical hit effects for each of your previous attacks that hit that target since the beginning of your turn. When a target fails its save against your blind critical hit effect, it also takes 4d6 fire damage. When a target fails its save against your deafened critical hit effect, it also takes 4d6 sonic damage.
When attacking with a weapon that deals sonic damage or has the bright special property, you deal an amount of additional damage equal to your Strength modifier to targets with the blinded, deafened, or shaken condition.
The silent slayer fighting style focuses on lurking quietly in the shadows and striking in close combat without warning. You train heavily in the use of melee weapons and light armor, pushing both beyond their normal limits, and eventually learn to fade away as quickly as you emerge.
Stealth becomes a class skill for you, and when you strike silently, you disorient your opponent. When you successfully attack a target from hiding with a melee weapon with the operative weapon special quality, that target is off-target until the end of its next turn.
You gain Mobility as a bonus feat. If you already have Mobility, you instead gain Spring Attack as a bonus feat.
As a move action, you can spend 1 Resolve Point to vanish in a whorl of shadows and teleport yourself to any point within 30 feet that you can see. This counts as a diversion, as if you had just successfully used the Bluff skill, so you can immediately attempt a Stealth check to hide with only a –10 penalty. Starting at 15th level, if you have the Spring Attack feat, you can use this ability to teleport, make a single melee attack against an opponent within reach, and then teleport away. The total distance you move between both teleports cannot exceed 30 feet. Like with Spring Attack, you can't attack a foe that is adjacent to you at the start of your turn.
Any melee weapon you wield gains the wound critical hit effect. If it already has the wound critical hit effect, it gains the severe wound critical hit effect. If a weapon already has a critical hit effect, you can apply either the critical hit effect from this ability or the weapon's normal critical hit effect when you score a critical hit.
Your unexpected attacks leave targets devastated and erratic. When you hit an opponent with a melee attack who was not aware of your presence, it is frightened for 1d4 rounds. If you score a critical hit, the target is instead panicked for 1d4 rounds. The target can attempt a Will saving throw at the end of each round to remove the frightened or panicked condition (DC = 10 + half your soldier level + your key ability modifier).
Soldiers in large organizations, such as the Stewards, learn to fight effectively together in small squads. You have mastered these techniques, and your combat skills focus on aiding your allies. Half-elves epitomize the cooperative spirit this style taps into.
You can help squad mates hit targets even if you're in the way. You gain Coordinated Shot as a bonus feat. Your allies gain the bonus even if you are providing cover to the target. If you already have that feat, you gain a bonus combat feat instead.
As a full action, you can move up to twice your speed and make one attack, but your target must be a creature threatening an ally. Once you have used this ability, you cannot do so again until you have taken a 10-minute rest to regain Stamina Points.
As a move action, you can expend 1 Resolve Point to teleport, switching places with one ally within 60 feet.
You and allies who flank a foe with you gain an extra +1 bonus (+3 total) to your melee attack rolls against that target. If the flanked creature takes a guarded step, it provokes attacks of opportunity from you and allies who flank it with you.
Select three combat feats you have. When you start your turn adjacent to an ally, as a reaction, you can select one of these feats and grant the ally its benefit for 1 round. To benefit from the selected feat, the ally must still meet its prerequisites.
The wrathful warrior style draws upon your emotions– specifically your rage and wrath–to enable devastating attacks. You may have trained yourself to intentionally overload your fight-or-flight adrenaline response, or may just come from a long line of berserker warriors. At higher levels, you're able to use your anger to ignore damage and strike with impudence.
As a swift action, you can enter a frenzy that empowers your
attacks and deadens you to fear and pain for a number of
rounds equal to 1d4 + half your soldier level (rounded up).
While frenzied, you gain a +2 bonus to melee damage rolls and
Will saves, as well as a –1 penalty to AC.
At 5th level and every 4 levels thereafter, the bonus to melee damage rolls granted by your frenzy increases by 1. While frenzied, you can't use any ability that requires patience or concentration, such as spellcasting. or any Charisma-, Dexterity-, or Intelligence-based skills except Acrobatics, Intimidate, and Piloting. After your frenzy ends, you can't use this ability again until after you rest for 10 minutes to regain Stamina Points.
Each time you use the frenzied fighting technique, you gain a number of temporary Hit Points equal to your soldier level. These temporary Hit Points are lost when your frenzy ends. You also gain a +4 bonus to saving throws against pain effects while frenzied.
Whenever you attempt an attack roll against an opponent while frenzied and miss, but your d20 roll is not a 1, you can spend 1 Resolve Point to treat the attack as a successful hit. This attack automatically deals minimum damage. For example, if you would normally deal 4d6+10 damage on a hit and use this ability, you would deal a total of 14 damage.
Choose either kinetic damage or one of acid, cold, electricity, fire, or sonic. If you choose kinetic damage, you gain damage reduction equal to half your soldier level. If you choose acid, cold, electricity, fire, or sonic, you gain energy resistance against that type of energy equal to half your soldier level. If you have the Enhanced Resistance feat or later gain it, you must choose different damage types for each ability.
As a swift action, or as a reaction whenever you take damage, you can change which type of damage your shrug off the pain ability applies to. This lasts until the next time you use this ability, but once you use adaptive damage reduction, you can't do so again until you spend 1 Resolve Point to regain Stamina Points.