
An occupation an actual job. A fighter can be an adventurer, that is his occupation, but can also be a city guardsmen, which is another occupation. In both cases the person uses their fighting abilities. In the case of the guardsman however, those skills are used in a more subdued way and in a terrian and location that is constant. The adventurer, uses those skills everywhere.
| Ability | Strength 15+, Dexterity 12, Constitution 14+ |
|---|---|
| Race | Human, Half-Elf, Dwarf, Halfling (rare) |
| Class | Paladin, Fighter, Cleric, Ranger |
| Feat | Ability Requirements | Prerequisite Feats | Prerequisite Skills |
|---|---|---|---|
| Line Formation | Strength 16, Constitution 14 | Shield Proficiency, Endurance | Balance 5, Intimadate 5 |
| Archer Formation | Dexterity 12 | Weapon focus Longbow or Heavy Crossbow | Concentration 5 |
| Line Skirmish | Strength 14, Dexterity 15 | Shield Proficency | Balance 5 |
Infantry fighting side by side gain bonuses to their armor class. Three infantrymen holding a line gains a +2-circumstance bonus to armor class for each infantryman at his side. Therefore, a group of three, the end units will gain a +2 and the center one will gain a +4. Those who are using pole arms with reach that are standing behind another infantryman will gain a +4 to armor class and a +2 to hit. In addition, all those on the line gain a +2 additional armor bonus when set to receive a charge. Mounted attackers lose their mounted bonuses for attack due to the coordinated efforts of the infantry. When three or more infantrymen are set in formation, they also gain a +1 armor class bonus for every 10 levels in intimidation skill (Averaged between the line). Infantrymen gain access to the improved shield bash and immobile feats for free.
Infantry archers gain an insight bonus to attack and damage when firing in formation of three or more archers with a trained spotter. The archers gain a +3 to hit and damage. This bonus increases to +4 for point blank range. Infantry archers also receive one additional attack per round at -2 while in formation. Infantry archers gain access to point blank shot and precise shot for free.
When the line breaks most army break and run. For the line skirmisher this is their time to shine. These infantrymen train to make order out of chaos, able to move through a battlefield with such precision to always gain a flank on an opponent. They are able to strike multiple opponents each round and gain one additional attack per round at their highest attack ability. Skirmishers use the chaos of the fight to their advantage, using their foes to cover for them, therefore skirmishers with light armor gain a +4 dodge bonus to armor class while in a skirmish. Skirmishers gain the dodge and mobility feats for free.