Thursday, September 21, 2023

Rank and File; Soldiers in the Alcyon Sector

  Adapted from Starfinder Playtest


Last month Paizo released their first play test document for Starfinder 2e. The first taste of what is to come from this exciting game setting is the first few levels of the Soldier class, supported by a few pieces of setting-appropriate equipment and a few monsters at the end to allow playtesters to run encounters against. Nestled in with these new rules elements, developers included notes on approaching this rules update. 

Not content to simply play a few encounter variants, I can’t wait to play campaigns in a science fantasy setting supported by the game design innovations from PF 2e. I will use the context clues from the Field Test document to convert elements into my derivative setting for a west marches campaign.

The Fundamental Assumption

One major design concept the playtest revealed is, Starfinder 2e elements will operate within a Pathfinder 2e game, and vice versa. This is a huge step towards a Paizo rules engine that can support game settings across the spectrum of genre fiction. Cross compatibility opens up PF 2E’s published material to supplement what hasn’t been made yet for Starfinder 2e. The soldier class has been built up to the fourth level with three fighting styles. I have projected what the soldier class may look like out to level twenty. 

Looking at the elements of this class, Soldier would be a Rare class in a Pathfinder setting; much of their class mechanics are dependent on weapons with the Automatic or Area trait. Developing options for a soldier to impose the suppressed condition within a fantasy context still seemsvery limited wen compared to the rest of the Pathfinder classes. Leaving Soldier characters as visitors that have brought their implements of war with them.


Soldier


Soldier


You are a master of area weapons, heavy armor, and taking punishment. You stand in the thick of the battle and unleash devastating salvos against your foes while taking withering fire in return. By laying down a barrage of suppressing fire with powerful weapons, you set your allies up to fulfill their respective roles while encouraging enemies to focus on you.

Key Ability: Constitution

At 1st level, your class gives you an ability boost to Constitution.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Soldier

During Combat Encounters...

You set yourself up on the battlefield to rain down fire with heavy weapons. You then take abuse from foes as they advance through your attacks, having the ability to swap to heavy melee attacks once your foes close the distance.

During Social Encounters...

You often stand back and let others talk while providing support with the threat of your weaponry and sheer bulk. Sometimes, you might surprise others with an insightful take.

While Exploring...

You’re at the front of the group, weathering any foes or hazards that appear along the way. You position yourself to take advantage of your weaponry but also act as a shield for your allies.

In Downtime...

You work long and exhausting jobs. You might take time to retrain certain things you’ve learned or tinker with your heavy weapons and procure new ammunition and upgrades.

You Might...

  • Employ your heavy weapons to take the brunt of the enemy’s attention in combat, relishing the attention while taking heavy fire.

  • Rush forward into danger, knowing that your sheer bulk and endurance will see you through.

  • Make dangerous gambits when employing your area of effect weapons, either putting yourself or your allies in danger.

Others Probably...

  • Rely on you to take the lead and absorb incoming fire.

  • Assume there’s not much more to you than wielding big weapons and taking a beating.

  • Appreciate what your presence alone brings to the negotiating table.


Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Trained in Will

Skills

Trained in Intimidation

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in all armor

Trained in unarmored defense

Class DC

Trained in Soldier class DC

 

Class Features

You gain these features as a Soldier. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, initial proficiencies, attribute boosts, suppressing fire, primary target, Soldier fighting styles, walking armory, Soldier feat

2

Soldier feat, skill feat

3

Fearsome bulwark, general feat, Iron Will, skill increase

4

Soldier feat, skill feat

5

Ability boosts, ancestry feat, skill increase, weapon expertise

6

Soldier feat, skill feat

7

Armor expertise, general feat, Hardened Will, skill increase, weapon specialization

8

Soldier feat, skill feat

9

Ancestry feat, Soldier expertise, Expert Combatant, juggernaut, lightning reflexes, skill increase

10

Ability boosts, Soldier feat, skill feat

11

Alertness,  Exalted Combatant, Steel Will, general feat, skill increase

12

Soldier feat, skill feat

13

Ancestry feat, armor mastery, skill increase, weapon mastery

14

Soldier feat, skill feat

15

Ability boosts, general feat, greater weapon specialization, skill increase

16

Soldier feat, skill feat

17

Ancestry feat, Soldier mastery, legendary armor, skill increase

18

Soldier feat, skill feat

19

General feat, Weathered Troop, skill increase

20

Ability boosts, Soldier feat, skill feat

Level 1

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Soldier Feats

You gain a Soldier class feat at 1st level and every even-numbered level thereafter.

Suppressing Fire

You have a knack for using powerful weapons to hinder your foes and prevent them from operating at their peak. If you attack with a weapon with the area trait (such as from the Area Fire or Automatic Fire actions), you use it to suppress your targets. Creatures in the affected area who fail their save against your attack become suppressed until the start of your next turn. A Suppressed 1 target takes a –1 circumstance penalty on attack rolls and takes a –5-foot status penalty to its Speeds.

Primary Target

When you make an attack with an area of effect weapon (such as from the Area Fire or Automatic Fire actions), you can choose to make a ranged attack roll against a single creature either adjacent to the center point of the attack or the closest within a cone or line,

instead of requiring that creature to make a save. If two or more creatures are closest and equidistant, you can choose which one is your primary target. Other creatures within the area of effect must save against the effect as normal. If you successfully hit your primary target then that target is Suppressed 1 until the start of your next turn.

Soldier Fighting Styles

As a soldier, you applied yourself to a specific style of combat.

Your style determines how you approach combat and take advantage of your ability to suppress targets. Choose a soldier fighting style. The fighting styles are as follows.

  • Armor Storm

  • Bombard

  • Close Quarters

Walking Armory

You bring the heaviest armor and largest weapons to bear but also can carry them all and keep up. When determining your Strength threshold for using medium or heavy armor, you can use your Constitution modifier instead.

If you already meet the Strength requirement for the armor you’re wearing, reduce that armor’s Bulk by 1 (to a minimum of 1). In addition, increase the amount of Bulk you can carry before becoming encumbered by half your Constitution modifier rounded up. Increase your maximum carried Bulk by your Constitution modifier rounded up.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.


Level 2

Skill Feats

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Level 3

Fearsome Bulwark

Your sheer mass terrifies foes when they see you. You can use your Constitution modifier instead of your Charisma modifier on Intimidation checks.

General Feats

At 3rd level and every 4 levels thereafter, you gain a general feat.

Iron Will

Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.

Skill Increases

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert. At 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Level 5

Ability Boosts

At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above or by 2 if it starts out below 18.

Ancestry Feats

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Expertise

You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

Level 7

Armor Expertise

You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.

Weapon Specialization

You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Level 9

Soldier Expertise


Your Combat Skills have been hardened in the forge of battle. Your proficiency ranks for your soldier class DC.

Expert Combatant

Your Soldier’s Fighting Style  improves. See specific Styles for more information.

Juggernaut

Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Lightning Reflexes

Your reflexes are lightning-fast. Your proficiency rank for Reflex saves increases to expert.

Level 11

Alertness

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Steel Will

Your experience grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Exalted Combatant

You have further honed your Fighting Style.

Level 13

Armor Mastery

Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Weapon Mastery

You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.

Level 15

Greater Weapon Specialization

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.

Level 17

Soldier Mastery

You've mastered your arsenal of Soldier techniques. Your proficiency ranks for your soldier class DC increase to master.

Legendary Armor

You shield yourself with steel as easily as with faith. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to legendary.


Drawing a Soldier into the Adventure


  • A distress call comes from a remote space station that has gone dark. Assemble a squad to investigate and neutralize any threats.

  • Rebels are ambushing Protectorate supply convoys near the frontier. Lead patrols to track down their base and eliminate it.

  • Your old squadmate disappeared during a covert op. Go rogue to follow the clues and take down the corrupt officials responsible.

  • A mineral needed for colony life support systems has run scarce. Escort mining expeditions to new resource-rich asteroids.

  • Space pirates are raiding settlements across multiple systems. Help local defense forces by training militia recruits.

  • First contact was made with an underground-dwelling species. Provide security for science teams studying these aliens.

  • A warlord is uniting raider bands into a serious threat. Infiltrate their ranks and assassinate the leader.

  • Dangerous alien specimens escaped from a research lab. Lead the recovery team to contain or destroy them safely.

  • Protect a delegation of diplomats during high-stakes peace negotiations with a hostile faction.

  • An extremist cult is detonating bombs on crowded stations. Stop their terrorist attacks.

A Soldier’s Secrets

  • Hidden military research outposts where unethical experiments are conducted, such as breeding alien-human hybrid supersoldiers.

  • Black ops officers funding extremist groups to justify increased military spending and expansion of power.

  • Secret hyperspace lanes and fortresses allow rapid fleet deployment across the sector.

  • Clandestine efforts by corporate interests to prolong ongoing conflict to profit from arms sales.

  • A former squadmate who disappeared is actually running an elite mercenary outfit for shadowy clients.

  • Suppressed technology based on precursor artifacts is being selectively leaked to certain factions to destabilize the balance of power.

  • Officials considered war heroes are war criminals who covered up atrocities committed during battle.

  • A mental conditioning program is secretly used to enhance loyalty/obedience in elite units but has debilitating long-term effects.

  • Lost alien ruins point to a powerful ancient civilization that may have influenced early human development and progress.

  • First contact was made with a mysterious extraterrestrial intelligence, but all communication records are classified.


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