Ion's Modern and Sci-Fi Homebrew Mishmash
Armor Proficiency: A grunt receives armor proficiency in light and medium armor for free. For each of those armor types he is already proficient, the grunt instead gains a bonus feat.
Enforcer Training (Ex): Half of a grunt’s levels in classes other than enforcer count as enforcer levels for the purpose of qualifying for feats.
Infantry’s Burden (Ex): The grunt is trained to carry a full load that could often exceed an untrained person’s ability to do so.At 2nd level, when determining the grunt’s carrying capacity, calculate it as if his Strength score was one higher. This has no effect on his Strength modifier or the impact of penalties due to wearing armor.Add an additional +1 to the Strength score used to calculate the grunt’s carrying capacity at 4th level, and again every 2 levels thereafter.
Grunt Talents: The specialties of a grunt vary by training and experience, often causing two simple “grunts” to be masters of very different skills and tactical options. As a grunt advances in level, he gains grunt talents selected from the list below. He gains his first grunt talent at 5th level, and gains additional grunt talents at 9th, 13th, and 17th level. Also, whenever a grunt gains a talent choice from his base class, he can choose one of these grunt talents instead.
Amphibious Assault (Ex): The grunt has been trained to move through and fight in aquatic environments. He adds half his class level to his Swim checks and takes no penalty to Defense , CMB checks, or melee attack checks made underwater.
Blind Fire (Ex): Whenever a grunt suffers a miss chance despite a successful attack roll, he rolls his miss chance twice.If either result hits, the attack is successful.
Patrol (Ex): One of the basic functions of infantry is to patrol, be that to guard a home base, seek out leading elements of an enemy force, or help establish control over an area. A grunt with this talent adds half his class level to Perception checks, and he can take 10 on a Perception check even when distractions or stress would normally prevent him from doing so.
Pursuit (Ex): Grunts often have their foes on the run and are forced to run after them and even track them down. A grunt with this talent gains a +5 foot bonus to his movement rate and can make Perception checks to follow tracks as if using the Survival skill.
Specialty (Ex): The needs of an army often lead to training its soldiers as specialists, and a grunt can pick up multiple specialties over the course of a career.When this talent is selected, the grunt selects one of the following skills: Appraise, Disable Device, Disguise, Escape Artist, Handle Animal, Knowledge (engineering), Knowledge (local), Linguistics, or Survival. That skill is always considered a class skill, and the grunt gains a +1 bonus to the skill for every three class levels.
This talent can be selected more than once. Its benefits do not stack. Each time it is selected, it applies to a different skill.
Spotter (Ex): The grunt has been trained to act as a spotter for the ranged attacks of another character. As a move action, the grunt can grant one ally able to hear him a +2 circumstance bonus on the next ranged attack roll the ally makes against a target the grunt has line of sight to before the end of the grunt’s next turn. If the grunt also has the blind fire talent, he can grant his ally the benefit of that talent instead of the +2 circumstance bonus to the attack roll.