Human Foot Soldier

Human Foot Soldier
Level 2 (+2)
"Captain says we go to fight, then we go to fight. Gather up your sword, kid, you aren’t being paid 5 silver a week to think."
——Tanren, Veteran Foot Soldier
Seen at the forefront of most human armies, the Foot Soldier is well equipped with chain armor, long sword, shield, and even a light crossbow for ranged combat. Also known as Infantrymen, these warriors can be soldiers, mercenaries, militiamen, royal guards, or trained fighters conscripted into service. They are usually unaligned, fighting for money in the name of whoever pays them the most. A Foot Soldier has seen their fair share of battles and knows how to work well as a unit or fight alone if need be. A career in combat also tends to make these warriors a bit stronger and heartier than your average human, so they can be expected to march great distances to reach their goal.
Awareness
14
Senses
Normal
Initiative
13/1d10
Hitpoints: 32
Healing Value: 6
Resilience: +3
Morale
1
AC
17/22
Touch
13
Fort
13
Reflex
14
Will
12
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
16 / 18
DEX
12 / 14
CON
13 / 15
INT
10 / 11
WIS
11 / 12
CHA
9 / 10
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+5 vs AC (ArN 3)
Long Sword Swing
1d8 + 3 (avg 8) Slashing damage
Melee Reach 5ft • One Creature
The Human Foot Soldier takes a practiced swing into its target.
+4P vs AC (ArN 3)
Light Crossbow
1d8 + 1 (avg 6) Piercing damage
Range 225ft • One creature
The Human Foot Soldier takes a trained shot at its target.
1d8 + 3 (avg 8) Bludgeoning damage
Grapple +3
Special Attacks (3 AP)
+4 vs AC (ArN 3)
Allied Strike  • Basic
1d8 + 1 (avg 6) Slashing damage
Melee Reach 5ft • One creature
The Human Foot Soldier has been trained to coordinate its attacks with other soldiers in Melee. If one or more allies threated the Foot Solider's target, he gains a +4 bonus to damage.
Immediate Actions
Rally Comrades [1/Rest]  • Basic
Range 50ft • One creature
Seeing its nearby allies falter, the Human Foot Soldier yells with defiant courage, raising their spirits. Restore 1 Morale to an ally within range.
Special: A single creature may only be targeted once with this ability.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
55 ft
Overland Movement
30 mi/day
Qualities
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Balance R1 (-2), Climb R2 (+1), Jump R2 (+0), Riding R2 (-1), Tumble R1 (-3), Listen R2 (+4), Spot R2 (+4), First Aid R1 (+2), Orienteering R2 (+4), Survival R1 (+3), Martial Pract. R3 (+7), Coercion R2 (+5), Deception R2 (+4), Manipulation R2 (+4), Aloofness R2 (+4), Bravery R2 (+5), Intuition R2 (+4), Suspicion R1 (+2)
Feats: Improved Negation
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 3 Martial
Combat Training: None
Wits: +2, Brawn: +6
Equipment: Byrnie, Light Shield, Long Sword, Light Crossbow
Charm
0
Coercion
+5
Deception
+4
Manipulation
+4
Persuasion
0
Aloofness
+4
Bravery
+5
Intuition
+4
Tolerance
0
Suspicion
+2
Social
Composure: 12
Languages: Common
Motives: Defeat enemies, follow orders
Prejudices: