|Unofficial rules compendium|
The militant is a fighter variant that is less specialized in fighting techniques and learns more skills. Some militants are militiamen who keep a civilian career on the side. Others are military regulars who learn extensive and specialized skills required for their position, such as naval officers, artillerists, military engineers, mapmakers, and logistics specialists. Others mix might and art as government officials, tax collectors, law enforcers, bodyguards, security specialists, or military advisers.
This is a Fighter archetype
Hit Die: d10.
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int ), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks Per Level: 6 + Int modifier. This replaces all the fighter's bonus feats except the ones at level 1 and 8.
The militant has all the fighter's class features, except as noted and that militants get no bonus feats.
The militant gains a bonus combat feat at level 4 and 8. He must fulfill the prerequisites of these bonus feats. This is a modification to the fighter's bonus feats class feature.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|3rd||+3||+3||+1||+1||Armor training 1 (medium)|
|5th||+5||+4||+1||+1||Weapon training 1|
|7th||+7/+2||+5||+2||+2||Armor training 2 (heavy)|
|9th||+9/+4||+6||+3||+3||Weapon training 2|
|11th||+11/+6/+1||+7||+3||+3||Armor training 3|
|13th||+13/+8/+3||+8||+4||+4||Weapon training 3|
|15th||+15/+10/+5||+9||+5||+5||Armor training 4|
|17th||+17/+12/+7/+2||+10||+5||+5||Weapon training 4|
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Class skills
- Skill Points per Level
- Bonus Feats (Level 2, 4, 6, 10, 12, 14, 16, 18, 20)
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