Player > Class > Soldier > Styles
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 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: ethereal, flaming, frost, 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.
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 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 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 (Core Rulebook 194) 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 (Core Rulebook 194) 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.
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.
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