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 Features
Class Skills
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).
Militants get 8 + Intelligence bonus skill points each level.
This replaces all the fighter's bonus feats except at level 8 and 16, heavy armor proficiency and armor training to move at full speed in heavy armor.
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).
Armor Training (Ex)
Starting at 3rd level, a militant learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a militant can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor, but only if he is proficient in heavy armor (which the militant initially is not).
Table: Militant
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +0 | |
2nd | +2 | +3 | +0 | +0 | Bravery +1 |
3rd | +3 | +3 | +1 | +1 | Armor training 1 (medium) |
4th | +4 | +4 | +1 | +1 | |
5th | +5 | +4 | +1 | +1 | Weapon training 1 |
6th | +6/+1 | +5 | +2 | +2 | Bravery +2 |
7th | +7/+2 | +5 | +2 | +2 | Armor training 2 |
8th | +8/+3 | +6 | +2 | +2 | Bonus feat |
9th | +9/+4 | +6 | +3 | +3 | Weapon training 2 |
10th | +10/+5 | +7 | +3 | +3 | Bravery +3 |
11th | +11/+6/+1 | +7 | +3 | +3 | Armor training 3 |
12th | +12/+7/+2 | +8 | +4 | +4 | |
13th | +13/+8/+3 | +8 | +4 | +4 | Weapon training 3 |
14th | +14/+9/+4 | +9 | +4 | +4 | Bravery +4 |
15th | +15/+10/+5 | +9 | +5 | +5 | Armor training 4 |
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Bonus feat |
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Weapon training 4 |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Bravery +5 |
19th | +19/+14/+9/+4 | +11 | +6 | +6 | Armor mastery |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Weapon mastery |
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Class skills
- Skill Points per Level
- Armor Proficiency
- Bonus Feats (except at level 8 and 16)
- Armor Training (level 7)