Militant (Apath)
Unofficial rules compendium | |
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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.
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).
Bonus Feats
Militants get no bonus feats. They can, however, trade 10 skill points for one feat. This can be any feat, not just combat feats.
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