Infantryman

Infantry are the backbone of many armies, and for good reason. They are comparatively inexpensive to outfit, can go places that more armored or mounted troops couldn't reach, and can generally acts as jacks of all trades in the field. Combine this with their endless endurance training and firearm practice, and infantry are a force to be reckoned with in any field.

Foot Soldier (Ex)

At 3rd level, an infantryman is put through a rigorous series of drills designed to push him to the limits of abilities and endurance. His HP roll increases to d4+4 (apply retroactively). Infantrymen are immune to exhaustion - any time they would be exhausted, they are instead fatigued. They are also immune to the ill effects of forced marches.

An infantryman may choose any four additional skills to be class skills, and gains an extra skill point per level (apply retroactively).

Infantrymen are proficient in firearms, heavy weapons, and simple melee weapons. They lose all other proficiencies, including armor. An infantryman wearing armor loses all abilities granted by this archetype.

Duck and Cover (Ex)

Cover is an infantryman's best friend. At 3rd level, the infantryman gains a +2 dodge bonus to AC and a +1 to Reflex saves whenever he is in any sort of cover, or is lying prone. These bonuses increase by 1 for every 3 levels beyond 3rd. At 7th level, the infantryman no longer suffers a penalty to AC against melee attacks while prone (though he still takes a penalty on melee attack rolls). At 11th level, abilities that allow one to ignore the effects of cover no longer work against the infantryman. At 15th level, the infantryman no longer suffers a penalty to melee attack rolls while prone.

Evasion (Ex)

At 7th level, the infantryman gains the Evasion ability as a 5th-level shugenja.

Jack of all Trades (Ex)

At 11th level, the infantryman can use any skill, even if the skill normally requires him to be trained. At 15th level, the infantryman considers all skills to be class skills. At 19th level, the infantryman can take 10 on any skill check, even if it is not normally allowed.

Crack Shot (Ex)

At 15th level, the infantryman's extensive experience with firearms has improved his ability to hit weak points. The base critical threat range for all firearms is increased to 19-20 for him (18-20 for shotguns). This alters the base value, and therefore stacks with abilities such as Improved Critical.

Tough Nut (Ex)

At 19th level, the infantryman has reached the pinnacle of resilience. He becomes immune to fatigue, and gains DR 5/- while wearing no armor. Additionally, thrice per day when making a Fortitude save, he may roll twice and take the better result.