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 (All)(Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Militants get 6 + Intelligence bonus 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 all armor and all 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