Variant Fighters
Variant Fighters
Variant Fighters
This class is unchanged from The Players Handbook; however, there are also several variants listed below. All variants function identically to the standard fighter except where listed below. As these are all still fighters, a character can not take levels in two or more variants. These variants are adapted from Dragon Magazine #310. Note that for this campaign, neither the Pugilist or Thug are considered variants: they are treated as full classes to themselves.
Combat Expertise to a different adjacent creature as a free action. When the Bodyguard does this, she does not gain these benefits to her AC. If an adjacent creature gaining protection moves more than 5 feet from the Bodyguard, it immediately loses the defensive bonus. The dodge bonus or shield bonus provided by the Bodyguard stack with such bonuses the protected character already has. Clear the Path: The Bodyguard gains the Cleave and Great Cleave feats, but they only apply when the Bodyguard fights defensively, uses the Combat Expertise feat, or gives her shield bonus to another creature by using the cover special ability.
Alertness, Animal Affinity, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Great Fortitude, Greater Weapon Focus, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Overrun, Improved Shield Bash. Iron Will, leadership. Mobility, Mounted Combat, Negotiator, Persuasive, Power Attack, Quick Draw, Spring Attack, Toughness, Trample, Weapon Focus, and Whirlwind Attack.
Special Abilities: The Commander can choose any of the following special abilities in place of a bonus feat: Helpful Hints: By standing back and surveying a fight, the Commander can shout quick directions to his comrades, pointing out openings and incoming attacks. This allows the Commander to use the aid another action from up to 60 feet away giving an ally in melee combat with an opponent a +2 bonus to her next attack roll against that opponent or a +2 bonus to AC for the next attack against her that opponent
makes, so long as the attack comes before the Commander's next turn. The Commander must use a standard action and successfully make an attack roll against AC 10 as normal. In addition, the ally must be able to hear and understand the Commander. Rousing Speech: Whether it's before the battle or in the midst of it, Commanders have a way of delivering stirring speeches that inspire those who stand with them. As a full round action that does not provoke an attack of opportunity, the Commander can give such a speech to his companions, providing allies within 60 feet with a +1 morale bonus to attacks for 1 round. The Commander must succeed at a Diplomacy check (DC 15). The effects of his speech last 1 additional round for each point by which the Commander's roll exceeds the DC. The Commander may use this ability once per day for every two Commander class levels he has; he cannot take this ability until 2nd level.
Special Abilities: The Corsair gains one of the following special abilities for free. At 1st and 2nd level, the Corsair and may choose any of the following special abilities in place of a bonus feat: Climb Fighting: The Corsair becomes so used to fighting in the rigging of a ship that she is no longer considered flat-footed when climbing. Rope Movement: The Corsair may use the Use Rope skill in place of Tumble when trying to move through threatened areas, provided there is rigging, rope, vine, or something else from which she can swing. Like with Tumble, 5 or more ranks in Jump grant a +2 synergy bonus to Use Rope checks made to tumble past foes. Slow Fall: Whenever the Corsair is within reach of a sail, tapestry, or similar item, she may use it to slow her fall provided she has a bladed weapon in her hand, driving the blade through the cloth and riding it down. A Corsair with this ability could also use a rope or pole to slow her fall provided it could fit in her hand. When using this ability, the Corsair treats the fall as 30 feet shorter than its actual distance for purposes of calculating damage. The Corsair may take this ability multiple times, and the distance stacks each time, but the Corsair can only slow her fall for the length of the cloth or rope. The Corsair can additionally use the Jump and Tumble skills to treat the fall as a shorter distance if she wishes. Swinging Bull Rush: Grabbing a rope and swinging hard, the Corsair plants both heels into an opponent, sending him stumbling back. If the Corsair can swing from something while making a bull rush attack, she can use the momentum to her benefit. For every 5 feet swung in the attack, add +1 to the opposed Strength check. If the Corsair wins the opposed check, she forces the opponent back an additional 5 feet, the Corsair does not need to move with the opponent for these 5 feet. This attack still provokes an attack of opportunity unless the Corsair has the Improved Bull Rush feat. Big Breath: The Corsair learns to control her need for air. When she must start making Constitution checks to avoid drowning, the Corsair only needs to make the check every other round. The check still increases by one each time, but because a check is made every other round, it increases at half the normal rate. Ocean Tangle: When grappling underwater, the Corsair's expertise in swimming grants her mobility denied to other creatures. Whenever the Corsair is in
Athletic, Cleave, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Great Cleave, Great Fortitude, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Initiative, Improved Sunder, Improved Trip, Improved TwoWeapon Fighting, Improved Unarmed Strike, Power Attack, Quick Draw, Skill Focus (any class skill), Toughness, Two Weapon Fighting, Two-Weapon Defense, Weapon Finesse, Weapon Focus, and Weapon Specialization.
water deep enough to swim in. she can use a Swim check instead of a grapple check in any opposed grapple check.
trip attempts she initiates using her exotic weapon and opposed disarm rolls. Strange Strike: The Exoticist learns to fully exploit her knowledge of exotic fighting styles. She gains a +1 competence bonus to all attack rolls if her opponent is not proficient with the weapon the Exoticist wields.
Combat Expertise, Combat Reflexes, Dodge, Far Shot, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Sunder, Improved Two Weapon Fighting, Lightning Reflexes, Manyshot, Mobility, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Two-Weapon Fighting, TwoWeapon Defense, Weapon Finesse, Weapon Focus, Weapon Specialization, and Whirlwind Attack.
Special Abilities: The Exoticist may choose any of the following in place of a bonus feat. To use any of the abilities described below, the Exoticist must wield an exotic weapon with which she is proficient. Dazzling Display: By making a flamboyant display of her weapon, the Exoticist hides attack maneuvers, suddenly lashing out with an unexpected blow. The Exoticist gains a +4 bonus to Bluff checks to feint in combat. Exotic Arrack: The Exoticist not only learns to wield strange weapons but to wield them strangely, and this unusual technique is more difficult to counter. The Exoticist gains a +2 bonus to opposed
fight, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Mobility, Persuasive, Quick Draw, Shield Proficiency, Skill Focus (any class skill), Spring Attack, Two-Weapon Fighting, Two-Weapon Defense, Weapon Finesse, Weapon Focus, Weapon Specialization.
Special Abilities: Starting at 4th level, the Fencer may choose any of the following special abilities in place of a bonus feat: Encouraging Blow: Whenever the Fencer scores a threat against an opponent, regardless of whether it becomes a successful critical, he gains a +3 morale bonus to his Armor Class against that foe's attacks for a number of rounds equal to his Charisma bonus (minimum of 1). If the threat becomes a critical, double the morale bonus. This ability does not work
against creatures with an Intelligence score lower than 3 or those immune to mind-influencing effects. Denigrating Banter: The Fencer's method of fighting assaults his opponent's self-confidence and pride. Taunts and jibes are as integral to his methods as feints and thrusts. However, an accomplished Fencer can do more than insult his opponent; he can add great weight to his superior air, cowing others. As a standard action, the Fencer may bait and taunt a Foe. The Fencer and the target creature make an opposed Charisma check. If the target creature Fails to equal the Fencer's Charisma check, its base attack bonus is penalized by -2. This penalty increases by one for every 5 points by which the creature failed to equal the Fencer's Charisma check. This effect lasts a number of rounds equal to the Fencer's Charisma bonus plus 1 (minimum of 1). The effects of multiple denigrating banter attempts do not stack. This is a language-dependant, sonic, mindaffecting effect. Creatures that cannot understand or hear the Fencer are immune to the effect. A Fencer may use this ability a number of times per day equal to 3 + his Charisma bonus. Insurmountable Counter: With a quick read of his opponent, the Fencer identifies one of his foe's techniques and assumes a fighting posture that nullifies it. When attacked by a foe using Power Attack or Combat Expertise, the Fencer gains a +2 dodge bonus to AC.
Expertise, Combat Reflexes, Cleave, Dodge, Exotic Weapon Proficiency, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Improved Sunder, Lightning Reflexes, Mobility, Mounted Archery, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Finesse, Weapon Focus, Weapon Specialization.
Special Abilities: The Horseman may choose any of the following special abilities instead of a bonus feat. Quick Turn: When making a charge on a mount, the Horseman may make a number of turns (each not more than 90 degrees) equal to the mount's Dexterity modifier. To do this, the Horseman must succeed at a Ride check (DC 15) at each turn or the charge becomes a double move and the mount cannot attack. Share Shield: The Horseman may share his shield bonus with his mount as a move action by making a successful Ride check (DC 15). Spur: The Horseman can urge his mount to greater speeds adding 10 feet to the mount's base speed for one round. A mount can be spurred a number of times per day equal to its Constitution bonus. Steady Hand: The Horseman develops such a sense of trust with his mount that he can help it overcome its primal fears and foreign influences. Any time the mount must succeed at a Will save to overcome a mind-influencing effect the Horseman may make a Ride check (DC 10 + spell DC). If successful, treat the roll as a successful Will save for the mount.
Weapon and Armor Proficiency: The Kensai is proficient in the use of all simple weapons, light armor, and a single martial or exotic melee weapon that is the Kensai's chosen weapon. Bonus Feats: The Kensai does not gain a bonus feat at 1st level like the normal fighter class does. Instead, the Kensai gains a +1 bonus to all attack and damage rolls with her chosen weapon. This bonus increases by +1 at 5th level and increases by +1 again every five levels thereafter. The Kensai gains bonus feats as the normal fighter class does but the Kensai must select bonus feats from the following list (any of the bonus feats that apply to a specific kind of weapon must be applied to the Kensai's chosen weapon): Cleave,
perseverance to complete the apprenticeship never earn the title "Sir." Class Skills: Craft (Int), Diplomacy (Cha). Handle Animal (Cha), Heal (Wis), Jump (Str), and Ride (Dex). Weapon and Armor Proficiency: The Knight is proficient in the use of all simple and martial weapons, all armor (heavy. medium. and light), and shields (except tower shields). Bonus Feats: The Knight gains bonus feats as the normal fighter class does but the Knight must select bonus feats from the following list: Athletic, Combat
Combat Expertise. Combat Reflexes, Dodge. Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative. Improved Sunder, Improved- Two Weapon Fighting, Lightning Reflexes, Mobility, Power Attack, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon finesse, Weapon focus, Weapon Specialization, and Whirlwind Attack.
Special Abilities: The Kensai can choose any of the following special abilities in place of a bonus feat. These abilities only apply to the Kensai's chosen weapon. Rain of Blows: When taking the full attack action with her chosen weapon, the Kensai can choose to suffer a -3 penalty to all attack rolls in the round and make an additional melee attack with her chosen weapon at her highest attack bonus. Storm of Blows: When taking the full attack action with her chosen weapon, the Kensai can suffer a -6 penalty to all attack rolls in the round and make two additional melee attacks with her chosen weapon at her highest attack bonus. The Kensai must have the rain of blows special ability to take this ability.
Reflexes, Cleave, Exotic Weapon Proficiency, Great Cleave, Great Fortitude, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Bull Rush, Improved Overrun, Improved Sunder, Mobility, Mounted Combat, Negotiator, Power Attack, Ride-By Attack, Spirited Charge, Toughness. Trample, Weapon Focus, and Weapon Specialization.
Special Abilities: The Knight may choose any of the following special abilities in place of a bonus feat: Hard Charge: When a Knight makes a mounted charge, both the Knight's and the mount's attacks gain a +2 bonus to damage so long as the mount has moved a distance equal to or greater than its speed. Jousting Charge: If the Knight has a heavy or light shield readied when making a mounted charge, he does not suffer a -2 penalty to his Armor Class (but his mount still does). Staggered Gait: If the Knight successfully overruns an opponent using the Trample feat, his mount may take a -2 penalty to all its attack rolls for the round in order to gain a second hoof attack against a tripped opponent. The Knight must have the Trample feat to take this ability. Vicious Mount: The Knight works with his mount to make it especially potent when it attacks. The mount's attacks gain a +1 bonus to damage when the Knight is riding the mount.
with their shields. When violence comes, they charge to the front ranks, for they are melee fighters first and foremost, eschewing most ranged weapons because of their incompatibility with the warriors' beloved shields. Class Skills: Climb (Str), Craft (lnt), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), and Ride (Dex). Weapon and Armor Proficiency: The Shield Bearer is proficient in the use of all simple and martial weapons, all armor (heavy, medium, and light), and shields (including tower shields). In addition, Shield Bearers are proficient with armor spikes. Bonus Feats: Shield Bearers must take the Improved Shield Bash feat as their first fighter bonus feat. The Shield Bearer otherwise gains bonus feats as the normal fighter class does but she must select bonus feats from the following list (any of the bonus feats that apply to a specific kind of weapon must be applied to a type of shield for the purposes of making shield bash attacks): Blind-Fight, Cleave, Combat
maximum Dexterity bonus of the armor by one when she wears it. The Shield Bearer may take this ability multiple times, but each time it applies to a new type of armor. Armor Optimization: Choose one type of armor, such as a breastplate. The Shield Bearer adds +1 to the armor bonus of this armor when she wears it, learning to twist and shift in order to take blows on the most protective parts of the armor. The Shield Bearer loses this bonus whenever she is denied her Dexterity bonus to AC. The Shield Bearer may take this ability multiple times, but each time it applies to a new type of armor. Fortification: Choose one type of armor, such as a breastplate. The Shield Bearer adds +2 to the armor bonus of this armor, but this bonus only applies when an opponent is rolling to confirm a critical hit. This armor bonus stacks with all other armor bonuses, including Armor Optimization. The Shield Bearer may take this ability multiple times, but each time it applies to a new type of armor. Shield Strike: The Shield Bearer may use her shield in place of an unarmed attack to perform special maneuvers. Treat the Shield Strike ability as the Improved Unarmed Attack feat for purposes of taking other feats in the unarmed attack chain, such as Stunning Fist and Deflect Arrows. Instead of having a free hand, the Shield Bearer must have her shield readied in order to use these feats.
Expertise. Combat Reflexes, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical. Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Overrun, Improved Trip, Improved TwoWeapon Fighting, Mobility, Persuasive, Power Attack, Spring Attack, Stunning Fist, Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack.
Special Abilities: The Shield Bearer may choose any of the following special abilities in place of a bonus feat: Armored Gait: Choose one type of armor, such as a breastplate. The Shield Bearer treats the armor as one weight category lighter for determining speed penalties. This does not reduce the armor's weight category for the barbarian bonus movement, ranger class abilities, or other abilities dependent on the armor's weight category. Thus medium armor would not hinder her speed, while heavy armor would still reduce it, but still allow her to run at four times her normal rate. The Shield Bearer may take this ability multiple times, but each time it applies to a new type of armor. Armored Grace: Choose one type of armor, such as a breastplate. The Shield Bearer increases the
Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Far Shot, Great Fortitude, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Initiative. Improved Overrun. Improved Precise Shot, Improved Trip, Improved Unarmed Strike. Iron Will, Lightning Reflexes, Mobility. Point Blank Shot, Power Attack, Precise Shot, Run, Self- Sufficient, Shot on the Run, Skill Focus (any class skill), Spring Attack, Stealthy, Toughness, Track, Two- Weapon Fighting, Weapon Finesse, Weapon Focus, and Weapon Specialization.
Sniper: When using the full attack option, the Targetteer can sacrifice attacks to gain deadly accuracy. For each attack from a full attack sacrificed the threat range of the Targetteer's weapon increases by 1. Thus if the Targetteer's ranged attack normally has a threat range of 19-20, sacrificing one attack from a full attack would increase the threat range to 18-20. A sacrificed attack only enhances the next attack. However, a Targetteer can sacrifice multiple attacks to further increase the threat range. A Targetteer cannot sacrifice all attacks from a full attack action. Vital Aim: The Targetteer may add his Dexterity modifier to his damage rolls with a ranged-weapon attack instead of his Strength bonus. The Targetteer cannot replace a Strength penalty to damage rolls with his Dexterity modifier unless his Dexterity modifier is also a penalty. The Targetteer cannot use his Dexterity modifier to replace his Strength modifier when attacking creatures immune to critical hits.
Exotic Weapon Proficiency, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Lightning Reflexes, Martial Weapon Proficiency, Manyshot, Mobility, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Run, Shot on the Run, Stealthy, Weapon Focus, and Weapon Specialization.
Special Abilities: The Targetteer may choose any of the following special abilities in place of a bonus feat: Arrow Swarm: By taking a -5 penalty to all attack rolls for a round, the Targetteer may make two additional ranged attacks at his highest attack bonus. The Targetteer must have the Rapid Shot feat to take this ability and must be making a full attack to make use of Arrow Swarm.