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Military (General)

Military (General) CR 10

Source GameMastery Guide pg. 287
XP 9,600
Human fighter 11
N Medium humanoid
Init +1; Senses Perception +10

Defense

AC 23, touch 13, flat-footed 21 (+10 armor, +1 deflection, +1 Dex, +1 dodge)
hp 85 (11d10+25)
Fort +11, Ref +6, Will +5; +3 vs. fear
Defensive Abilities bravery +3

Offense

Speed 30 ft.
Melee +1 glaive +19/+14/+9 (1d10+11) or armor spikes +15/+10/+5 (1d6+4)
Ranged composite longbow +13/+8/+3 (1d8+5/×3)
Special Attacks weapon training (polearms +2, bows +1)

Statistics

Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 10
Base Atk +11; CMB +15; CMD 28
Feats Combat Expertise, Combat Reflexes, Disruptive, Dodge, Improved Vital Strike, Lunge, Mobility, Spellbreaker, Spring Attack, Vital Strike, Weapon Focus (glaive), Weapon Specialization (glaive), Whirlwind Attack
Skills Diplomacy +5, Handle Animal +5, Intimidate +13, Knowledge (dungeoneering) +6, Knowledge (engineering) +10, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility) +4, Perception +10, Profession (soldier) +14, Ride +9, Sense Motive +5, Survival +4
Languages Common, Goblin, Orc
SQ armor training 3
Combat Gear potions of cure light wounds (2); Other Gear +1 full plate with cold iron armor spikes, +1 glaive, composite longbow (+4 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, ring of protection +1, heavy horse (combat trained) with chain shirt barding and military saddle

Boon Generals can provide access to trustworthy mercenary troops. A character with Leadership gains a +2 bonus to Leadership for recruiting followers for 1 month. Other PCs can hire mercenaries at a 20% discount.

Generals are the masters of the battlef ield, expert and veteran soldiers who conceive and execute tactical plans and inspire their troops on to victory. Generals may command from a rearward vantage point, but when needed, may dive into the fray with sword in hand to turn the tide through sheer puissance. Generals can be used as arena champions, masters of fighting schools, or elite warriors trained to fight with or against spellcasters. A general is usually accompanied by a knight adjutant, with a lance of four cavalry as bodyguards and messengers (CR 12).