Difference between revisions of "Militant (Apath)"

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m (→‎Bonus Feats: polish)
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and Swim (Str).
 
and Swim (Str).
  
Militants get Six skill points each level.  
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Militants get Six skill points each level.
 +
 
 +
This replaces all the fighter's bonus feats.
  
 
=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===

Revision as of 14:10, 7 January 2014

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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.

Class Abilities

Class Skills

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Any, taken individually)(Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Militants get Six skill points each level.

This replaces all the fighter's bonus feats.

Weapon and Armor Proficiency

The militant is proficient with all simple and martial weapons, as well as light and medium armor and with shields (including tower shields).

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class skills
  • Weapon and Armor Proficiency
  • Bonus Feats