Super Soldier
Super Soldier (Unchained Barbarian Archetype)
Forged in a distant star, a chosen warrior of perfect upbringing and even more perfect purpose.
Alignment: A super soldier may have any alignment.
This alters alignment.
Proficiencies: A super soldier is proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This alters the barbarian’s normal weapon and armor proficiencies.
Combat Training (Ex): A super soldier is considered a Proficient practitioner, gaining spheres and talents as appropriate. A super soldier chooses whether to use Charisma, Intelligence, or Wisdom as their practitioner modifier when they first gain the combat training class feature.
This replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Mightiest Weapons (Ex): At 1st level, and every odd level thereafter, the super soldier gains a Tinker sphere talent as a bonus talent.
This replaces fast movement and danger sense.
Powered Rage (Ex): At 1st level, the super soldier’s rage behaves differently, in a number of ways detailed below.
The super soldier gains fewer rounds of rage, equal to 4 + their Constitution modifier. For every even level they possess, the super soldier can rage for 1 additional round per day (to a maximum of 14 + their Constitution modifier at 20th level).
The super soldier’s rage also grants its bonus to ranged attack rolls and ranged damage rolls made with mechanical weapons or gizmos that do not add a Strength modifier to damage (such as crossbows and firearms, as well as Tinker sphere blasters with the ray blaster shape). The super soldier’s rage only benefits the super soldier, not any piloted mechanoid or indirectly operated gizmo.
The super soldier’s rage does not prevent them from using gizmos they crafted (even if such gizmos would normally require concentration, proficiency checks, or additional mental exertion subject to GM discretion).
Certain abilities may extend the current duration of the super soldier’s rage. When the super soldier’s rage has been extended by any such ability, the super soldier cannot choose to end their rage (the super soldier may only choose to freely end their rage when they would need to spend a round of rage to continue raging, as a normal barbarian would).
In addition, the super soldier gains the following personal battery use ability:
- Personal Battery Use [Powered Rage] (1 battery): While raging, the super soldier may deplete 1 battery to extend the current duration of their rage by 1 round. The super soldier may use this ability as a free action, even if it is not their turn.
At 17th level, this instead extends the current duration of their rage by 2 rounds.
This alters rage.
Power is Fuel (Ex): At 2nd level, while raging, whenever the super soldier depletes one or more batteries (except to use the powered rage personal battery use ability), the super soldier extends the current duration of their rage by 1 round.
This replaces tireless rage.
Burn the Hate (Ex): At 2nd level, whenever the super soldier would spend rounds of rage to use a rage power or other ability, the super soldier may instead reduce the current duration of their rage. If the duration of the super soldier’s rage would be 0 at the start of their turn, the super soldier’s rage ends unless the super soldier spends a round of rage to continue raging (as a normal barbarian would).
They Shall Know No Fear (Ex): At 14th level, the super soldier becomes immune to fear. Whenever the super soldier enters a rage, or uses the powered rage personal battery ability, the super soldier removes any fear effect they are under (such as certain fear effects that would bypass immunity to fear).
This replaces indomitable will.
Super Soldier Rage Powers
The super soldier gains access to the following unique rage powers. Many of these rage powers may directly spend rounds of rage (or rounds of the super soldier’s current rage).
Author’s Note: The mechanical design space of these rage powers is to incentivize a super soldier to be constantly depleting batteries, aggressively, as a resource.
Defeating Creatures: Some rage powers are denoted with an asterisk (\//). The super soldier may use any number of these rage powers whenever they reduce another creature to 0 hit points or fewer (or would otherwise render the creature helpless or unconscious) (“defeating” that creature). Defeating a helpless or unaware creature, or a creature that has fewer Hit Dice than half of the super soldier’s character level, does not allow the super soldier to use these rage powers.
Adrenal Reactant (Ex): As a free action at the start of the super soldier’s turn (or as part of beginning a new rage), the super soldier may spend 2 rounds of rage. If they do, until the start of their next turn, the super soldier adds 1/2 their super soldier level to Strength checks, to their Strength for the purposes of carrying capacity, and to their combat maneuver bonus and combat maneuver defense. In addition, while benefitting from this effect, the super soldier increases their base movement speed by +10 feet.
The super soldier may use this ability as an immediate action, but the effect’s duration instead ends at the end of the current turn.
Artificial Rage (Ex): The super soldier gains Expanded Tinkering as a bonus talent, choosing the (computation) package as one of the two selected packages. If the super soldier already possesses the (computation) package, they instead must select a Tinker talent that grants a (computation) package option.
While raging,the super soldier’s crafted AI may choose to benefit from the super soldier’s rage (provided that the AI’s host gizmo is in the super soldier’s possession). An AI benefitting from the super soldier’s rage may also use the super soldier’s rage powers (batteries spent by an AI do not extend the super soldier’s current rage). This allows an AI to benefit from mind-affecting effects, despite normally being immune.
Artificial Rage, Improved (Ex) (requires super soldier level 10, Artificial Rage): The super soldier gains a Tinker sphere talent as a bonus talent; the chosen Tinker sphere talent must grant a (computation) package option.
While raging, the super soldier’s crafted AI may choose to benefit from the super soldier’s rage even if their host gizmo is not in the super soldier’s possession (and instead, the AI must be able to see or hear the super soldier).
In addition, batteries depleted by the super soldier’s AI extends the super soldier’s rage as though the super soldier depleted the battery themselves for the power is fuel class feature. An AI does not need to benefit from the super soldier’s rage to extend the super soldier’s rage this way.
Blood is Fuel (Ex)\//: Whenever the super soldier defeats a creature, the super soldier may immediately recharge a single depleted battery (restoring it to full functionality).
Collateral Rampage (Ex)\// (requires super soldier 6, (modification) package): The super soldier gains Excavation Set as a bonus talent. They may craft a killer drill modification as a personal gizmo to grant it the benefits of the Advanced Excavation killer drill destroyer option.
Whenever you defeat a creature with a killer drill destroyer modified weapon, that creature explodes as though they failed their saving throw and died to the killer drill destroyer. This explosion may kill the defeated creature. If this explosion would defeat another creature, that creature also explodes. A creature can only be damaged by a single explosion (even if they would be caught in the area of overlapping explosions).
Exaltation (Ex)\// (requires Bluster, Gladiator, or Warleader sphere): Whenever the super soldier defeats an enemy, the super soldier may spend 1 round of rage to boast, quip, or shout as a free action that can be taken even when it is not the super soldier’s turn.
The super soldier may only use exaltation once per round, and cannot modify a boast, quip, or shout performed this way with any ability that would increase the action time required to use that ability (such as performing a boast with Self Confidence).
Exploit Opening (Ex) (requires super soldier 6): The super soldier gains Critical Focus as a bonus feat.
Whenever the super soldier confirms a critical hit or successfully performs a combat maneuver, the super soldier may benefit from a single rage power as though they defeated that enemy (unlike normally defeating an enemy, the super soldier may only use a single rage power). The struck target of the critical hit or combat maneuver must still qualify to be defeated, as normal (not helpless, unaware, or insufficient Hit Dice).
The super soldier may only benefit from this ability once per round. The super soldier does not need to be raging to benefit from this rage power.
Glory Kill (Ex)\//: Whenever the super soldier defeats a creature, the super soldier may perform one of the following:
- Adrenaline: The super soldier gains a number of temporary hit points equal to their super soldier level + their practitioner modifier (these temporary hit points last for duration of the super soldier’s rage).
- Quick Rush: The super soldier may immediately move up to 15 feet and make a single attack as an immediate action. If this attack defeats an opponent and the super soldier chooses to use this ability again, the super soldier does not get to move but may make an additional attack.
- Rapid Reload: The super soldier may immediately reload a single weapon in their possession (that takes 1 standard action or fewer to reload) or may attach a battery to a gizmo in their possession.
If the super soldier spends 2 rounds of rage, they may instead choose 2 options.
Launching Assault (Ex): The super soldier gains the Brute sphere as a bonus talent. The super soldier benefits from the Brute sphere Follow Through talent while raging. Whenever the super soldier uses the Follow Through talent, the super soldier increases the distance the target is moved by +5 feet, +5 feet per 5 super soldier levels.
The super soldier may spend 2 rounds of rage when performing any bull rush, drag, or reposition combat maneuver to roll twice on their combat maneuver check, taking the better result.
Lightning Sprint (Ex): The super soldier may spend 1 round of rage as a free action to move 10 feet. This movement does not provoke attacks of opportunity from battered enemies, but otherwise provokes attacks of opportunity normally. They may use this ability 2 times per round, +1 per 4 super soldier levels.
If the super soldier would use this movement to jump or become airborne, the super soldier may choose to take other actions before falling at the end of their turn, including to use this ability again to continue moving (if the super soldier jumped, use the super soldier’s original Acrobatics check to jump to determine the total movement the super soldier can move this way).
If already airborne, the super soldier must be capable of moving while airborne (possessing flight or otherwise being able to jump midair, etc.). If the super soldier does not possess an appropriate form of movement, they may instead glide up to 10 feet in any horizontal direction, descending 5 feet this way, and may only use this rage power once before landing.
Mechanized Rage (Ex): The super soldier gains Expanded Tinkering as a bonus talent, choosing the (transportation) packages as one of the two selected packages. If the super soldier already possesses the (transportation) package, they instead must select a Tinker talent that grants a (transportation) package option. While raging and piloting a mechanoid, the mechanoid benefits from the super soldier’s rage and may also use the super soldier’s rage powers. Batteries spent by a mechanoid piloted by the super soldier extend the super soldier’s current rage as though the super soldier depleted that battery for the power is fuel class feature.
Physiological Superiority (Ex) (requires super soldier level 8): The super soldier’s rage now also grants a bonus to the super soldier’s Fortitude saving throws.
While raging, as a swift action, the super soldier may spend 2 rounds of rage to make a new saving throw against an ongoing effect that normally grants a Fortitude or Will saving throw. This new saving throw is made against the effect’s the original DC, even if they have already failed the initial saving throw and would not be granted another. A failed saving throw does not count as a failure for effects that worsen (such as poisons). This rage power may only be used to attempt a new saving throw this way once per effect.
Technological Devastation (Ex): The super soldier gains Disruption Set or Technological Weapons as a bonus talent. While raging, the super soldier’s blaster and disruptor gizmos add the super soldier’s rage bonus to their gizmo DC. In addition, creatures that are damaged or fail their saving throw against any of the super soldier’s gizmo effects become battered for 1 round (but not more than once per round).
The Only One They Fear (Ex) (requires super soldier level 20): The super soldier’s rage powers that function against defeated creatures work against any creature that is the super soldier’s enemy, even if it is helpless, unaware, or has a number of Hit Dice less than half the super soldier’s character level.
While raging, the super soldier gains the frightful presence universal monster ability with a range of 60 feet and a DC equal to 10 + 1/2 their super soldier level + their practitioner modifier. The super soldier may cause creatures that would become frightened or panicked by their frightful presence to instead cower. A creature that cowers due to this effect is not considered defeated by other abilities.
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