In this treatise, you are presented with some new fighter kits and alternative fighter classes: The Rhennee Darkhagards, the Sheldomar Swordsman, the Myrmidon and the Swashbuckler.
Fighter
Kits and Class Alternatives Part 1
Darkhagard
Only
those Rhennee men who have exhibited a high degree of skill, and
vigor is considered for membership in the Darkhagard. A Darkhagard
has devoted himself to defend the Rhennee way of life. He sees all
land folks as threats to his continued existence, and has left behind
his mundane duties aboard the barge to keep a constant vigil against
outside forces. To this end, he pursues weapon mastery and seamanship
with equal ardor, honing his dual crafts so that his people will not
have to fear giving up their nomadic lifestyle at the demand of a
foreign prince. Being bound by any sovereign rule would be tantamount
to death.
Alignment:
Any Lawful,
though most are Lawful Neutral.
Hit
Dice: d10
Skill
Points at 1st Level: (4 + Int modifier) x 4.
Skill
Points at Each Additional Level: 4 + Int modifier
Class
Skills
The
Darkhagard skills are Balance (Dex),Climb (Str), Gather Information
(Cha), Intimidate (Cha), Jump (Str), Knowledge Local (Int), Knowledge
Navigation (Int), Move Silently (Dex), Profession Boater/Sailor
(Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim
(Str), Use Rope (Dex)
Requirements
To
qualify to become a member of the Darkhagard, a character must
fulfill the following criteria. This class alternative is only open
to Rhennee males with abilities' scores of 13 or more in Strength or
Dexterity, and no ability score below 10. They must have at least 2
ranks in Profession Boater or Sailor and Swim. With a feat at first
level must take weapon focus (darkha). Darkhagard’s are
proficiencient in light armor and shields save the tower, and all
simple, martial, and an exotic weapon called the darkha. A Darkhagard
does not receive bonus feats normally available for the class.
1st
Level Sneak Attack (Ex)
Much
like the rogue a Darkhagard gains the sneak attack at 1st level the
damage bonus is 1d6. Otherwise this works just like the rogue sneak
attack ability. At 5th Level 2d6, 10th Level 3d6, 15th Level 4d6, and
20th Level 5d6.
1st
Level Bonus Languages (Ex)
In
their travels, the Darkhagard come into contact with various
merchants from other cultures, and have picked up some of their
speech. This gives the Darkhagard an edge in dealing with trading
partners and potential enemies. The Darkhagard can read and write in
this language, as if he had acquired it in the usual manner. The
language must be one with which the Darkhagard has had some contact.
He can add one language to his list of known languages starting at
first level and every four levels thereafter.
2nd
Level Prone Fighting (Ex)
Having
spent countless hours training with their darkhas, the Darkhagard
suffer no penalties to melee attacks using a darkha while prone.
Further, opponents fighting a prone Darkhagard enjoy no melee attack
bonuses due to his prone status.
3rd
Level Darkha Specialization (Ex)
A
Darkhagard gains the weapon specialization feat with the darkha, even
if he does not meet the prerequisites for the feat.
3rd
Level Swim likes a Fish (Ex)
A
Darkhagard with 5 or more ranks in his swim skill can swim at half
his speed as a move action or full speed as an full round action. At
6th Level, he can swim for two hours before needing to roll for
fatigue and only receives half the normal swim check penalties for
wearing armor and carrying equipment. At 9th Level, he can hold his
breath for a number of rounds equal to four times his constitution
score
5th
Level Increased Range (Ex)
In
the hands of a Darkhagard, a darkha now has the range of 40’ft
while being thrown. This range increases to 50’ft at 11th level and
60’ft at 17th level.
5th
Level Instant Stand (Ex)
Naturally
agile and trained for combat, a Darkhagard has learned to lead to his
feet from a prone position as a free action.
7th
Level Darkha Greater Focus (Ex)
A
Darkhagard receives the greater weapon focus feat with his darkha,
even if he does not meet the prerequisites for the feat.
9th
Level Darkha Mastery (Ex)
Through
arduous practice with his weapon and rope, the Darkhagard has
mastered his weapon to the degree that it can be considered to have
reach, allowing him to make melee attacks against enemies within 10
ft. Further. He may swing the darkha and strike with the blunt haft
of the weapon, inflicting sub dual damage at a hit penalty of only
-2.
11th
Level Darkha Greater Specialization (Ex)
A
Darkhagard receives the greater weapon specialization feat with his
darkha, even if he does not meet the prerequisites for the feat.
13th
Level Water Tracking (Su)
The
most difficult skill for a Darkhagard to master, the ability to track
creatures on water poses a mighty challenge to even the most veteran
seaman. In effect, this allows members of the Darkhagard to follow a
creature's trail across the surface of the Nyr Dyv, or any other body
of water, as per the Track feat. In a sense, the Darkhagard consults
the water itself, reading signs and portents from waves and ripples.
In this manner, the Darkhagard may track a creature that has not even
broken the surface. The base DC for such check is 25, and the usual
modifiers for Track checks apply. This is a supernatural ability.
15th
Level Darkha Greater Mastery (Ex)
The
Darkhagard has mastered his darkha and rope to the degree that he can
make trip attacks with it against enemies within 20ft. If tripped
during his own trip attempt, the Darkhagard may drop the weapon to
avoid being tripped.
17th
Level Waters Edge (Su)
All
water-based spells, spell-like abilities, or anything that’s
derived from water has its negative effects halved when consumed or
when used against the Darkhagard. He also receives a +4 to any saves
of this type as well. All saves are at the DM’s discretion.
Myrmidon
The
Myrmidon is the ultimate soldier. Soldiering is his life. He may be a
high-ranking officer or a career sergeant. He can be part of a
nation’s armed forces or a mercenary. He brings discipline and a
useful understanding of military tactics. He’s often rigid and
contemptuous to rugged individualists or characters who don’t like
to take orders.
When
created the Myrmidon’s player must decide whether his character is
part of a standing army or a mercenary unit. A Myrmidon’s role in
these military units is up to the DM’s discretion.
Alignment:
Any.
Hit
Dice: d10
Skill
Points at 1st Level: (2 + Int modifier) x 4
Skill
Points at Each Additional Level: 2 + Int modifier
Kit
Skills
The
Myrmidon kit skills are Climb (Str), Craft (Int), Handle Animal
(Cha), Intimidate (Cha), Jump (Str), Knowledge Military History
(Int), Profession Soldier (Wis), Ride (Dex), Spot (Wis) and Swim
(Str).
Requirements
To
become a Myrmidon the character must take 2 ranks in Profession
Soldier and Knowledge Military History. The Myrmidon must also
possess an ability score of 12 or more in one of the following
abilities; Intelligence, Wisdom, or Charisma. Strength, Constitution,
and Dexterity scores must be higher than 9.
A
fighter which takes this kit receives the Tactician ability and must
take a teamwork feat with his bonus feat at first level. Information
on this ability is listed below.
Tactician
(Ex): At 1st level, a myrmidon receives a
teamwork feat as a bonus feat. He must meet the prerequisites for
this feat. As a standard action, the myrmidon can grant this feat to
all allies within 30 feet who can see and hear him. Allies retain the
use of this bonus feat for 3 rounds plus 1 round for every two levels
the myrmidon possesses. Allies do not need to meet the prerequisites
of these bonus feats. The myrmidon can use this ability once per day
at 1st level, plus one additional time per day at 3rd level and for
every 3 levels thereafter. When a Myrmidon reaches 5th level, he may
also confer a non teamwork combat feat with an ally within 30’ feet
who can see and hear him. Note he must have 5 or more ranks in
Profession Soldier and Knowledge Military History to confer this
ability at 5th level. At 10th level, he can increase his range of
this ability to 60’ feet if his Profession Soldier and Knowledge
Military History skills have 10 or more ranks in them
Teamwork
Feats
Coordinated
Defense (Combat, Teamwork)
You
are adept at working with allies to avoid being tripped, grappled,
and subjected to other maneuvers.
Benefit:
Whenever you are adjacent to an ally who also has this feat, you
receive a +2 competence bonus to your Armor Class. This bonus
increases to +4 if the creature attempting the maneuver is larger
than both, you and your ally.
Coordinated
Maneuvers (Combat, Teamwork)
You
are skilled at working with your allies to perform dangerous combat
maneuvers.
Benefit:
Whenever you are adjacent to an ally who also has this feat, you
receive a +2 competence bonus on all attack rolls. This bonus
increases to +4 when attempting to break free from a grapple.
Duck
and Cover (Teamwork)
Your
allies assist you in avoiding certain attacks.
Benefit:
Whenever you are adjacent to an ally who also has this feat, and both
of you are required to make a Reflex saving throw against a spell or
effect, you may take the result of your die roll or that of your ally
(your modifiers still apply to the roll, regardless of which result
from you take). If you take your ally's result, you are knocked prone
(or staggered on your next turn, if you are already prone or cannot
be knocked prone). In addition, you receive a +2 cover bonus to your
AC against ranged attacks as long as your ally is wielding a shield.
Lookout
(Combat, Teamwork)
Your
allies help you avoid being surprised.
Benefit:
Whenever you are adjacent to an ally who also has this feat, you may
act in the surprise around as long as your ally would normally be
able to act in the surprise round. If you would normally be denied
the ability to act in the surprise round, your initiative is equal to
your initiative roll or your allies roll –1, whichever is lower. If
both, you and your ally would be able to act in the surprise round
without the aid of this feat, you may take both a standard and a move
action (or a full-round action) during the surprise round.
Outflank
(Combat, Teamwork)
You
look for every edge when flanking an enemy.
Prerequisite:
Base attack bonus +4.
Benefit:
Whenever you and an ally who also has this feat are flanking the same
creature, your flanking bonus on attack roll's increases to +4. In
addition, whenever you score a critical hit against the flanked
creature, it provokes an attack of opportunity from your ally.
Paired
Opportunists (Combat, Teamwork)
You
know how to make an enemy pay for a lax in their defenses.
Benefit:
Whenever you are adjacent to an ally who also has this feat, you
receive a +4 circumstance bonus on attacks of opportunity against
creatures that you both threaten. Enemies that provoke attacks of
opportunity from your ally also provoke attacks of opportunity from
you so long as you threaten them (even if the situation or an ability
would normally deny you the attack of opportunity). This does not
allow you to take more than one attack of opportunity against a
creature for a given action.
Precise
Strike (Combat, Teamwork)
You
are skilled at striking where it counts, as long as an ally distracts
your foe.
Prerequisites:
Dex 13, base attack bonus +1.
Benefit:
Whenever you and an ally who also has this feat are flanking the same
the creature, you deal an additional 1d6 points of precision damage
with each successful melee attack. This bonus damage stacks with
other sources of precision damage, such as a sneak attack. This bonus
damage is not multiplied on a critical hit.
Shield
Wall (Combat, Teamwork)
You
form a unified defense with those around you.
Prerequisite:
Shield Proficiency.
Benefit:
Whenever you are wielding a shield and are adjacent to an ally
wielding a shield which also has this feat, the AC bonus from your
shield increases, depending on the shield wielded by your ally. If
your ally is wielding a buckler or a light shield, your shield bonus
increases by +1. If your ally is wielding a heavy shield or a tower
shield, your shield bonus increases by +2. You keep these bonuses
even if your ally loses his shield bonus due to making a shield bash
attack. If an adjacent ally with this feat uses a tower shield to
grant total cover, you also benefit if an attack targeting you passes
through the edge of the shield.
Swap
Places (Combat, Teamwork)
You
are skilled at changing places with your ally during a chaotic melee.
Benefit:
Whenever you are adjacent to an ally who also has this feat, you can
move into your ally's square as part of normal movement. At the same
time, your ally moves into your previous space as an immediate
action. Both, you and your ally must be willing and able to move to
take advantage of this feat. Your ally must be the same size as you
to utilize this feat. Your ally does not provoke an attack of
opportunity from this movement, but you provoke as normal. This
movement does not count against your ally's movement on his next
turn.
Swashbuckler
The
Swashbuckler is a sophisticated, witty, lightly armed and armored
hero. Happiest when in a big city ready to perform his martial
prowess and charm the opposite sex at a moment’s notice.
Swashbucklers are sword fighters and display their craft with
unparalleled vigor. They excel at avoiding the blades of their
opponents while expertly targeting their vulnerabilities.
Alignment:
Any (rarely lawful).
Hit
Dice: d10
Skill
Points at 1st Level: (4 + Int modifier) x 4
Skill
Points at Each Additional Level: 4 + Int modifier
Class
Skills
The
Swashbuckler kit skills are Balance (Dex), Bluff (Cha), Escape Artist
(Dex) Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str),
Listen (Wis), Perform (Cha), Sense Motive (Wis), Ride (Dex), Rope Use
(Dex), Spot (Wis) and Tumble (Dex).
Requirements
To
qualify for the Swashbuckler kit as the character must possess
abilities' scores of 13 or higher in their Intelligence, and
Dexterity scores. They must also poss at least 2 ranks in Perform
(dancing) skill and 3 ranks in their Tumbling skill. Swashbucklers
are proficient with all simple and martial weapons, and light armor
but no shields. The Swashbuckler must take the Dodge and Mobility
feats at first level. A Swashbuckler does not gain fighter bonus
feats after 1st level.
Abilities
for the swashbuckler are listed below.
1st
Level Canny Defense (Ex)
When
not wearing armor or using a shield, a swashbuckler adds his
Intelligence point bonus to his Dexterity bonus to modify Armor Class
while wielding a melee weapon. If a swashbuckler is caught
flat-footed or otherwise denied his Dexterity bonus, he also loses
this bonus.
1st
Level Bonus Feat: Weapon Finesse.
2nd
Level Charming Presence (Ex)
A
swashbuckler receives a +3 circumstance bonus to their bluff and
diplomacy skills when dealing with members of the opposite sex. Note
if the player character prefers members of the same sex, the bonus
can apply to same-sex members instead.
3rd
Level Heightened Reaction (Ex)
The
swashbuckler gains a +2 bonus on initiative checks, at 9th level the
bonus increases to +4. This ability stacks with the Improved
Initiative feat.
3rd
Level Enhanced Mobility (Ex)
When
wearing no armor and not using a shield, a swashbuckler gains an
additional +4 bonus to AC against attacks of opportunity caused when
he moves out of a threatened square.
4th
Level Bonus Feat: Combat Expertise if the
swashbuckler has this feat, then they can take Improved Disarm or
Improved Feint.
5th
Level Graceful (Ex)
A
swashbuckler gains a +3 competence bonus on all Reflex savings
throws. This ability function for a swashbuckler only when he is
wearing no armor and not using a shield.
5th
Level Exposed Strike (Ex)
Whenever
a swashbuckler is flanking an enemy, he gains an extra 1d6 damage
added to his damage roll. This extra damage is applied only once per
round and creatures immune to critical hits are immune to this
ability. The additional damage increases by 1d6 for every five levels
the swashbuckler has achieved to a maximum of 4d6 at 20th level.
7th
Level Counter Attack (Ex)
If
wearing no armor or shield a swashbuckler fighting with two weapons
can parry his enemies attack using his base attack bonus with a
successful DC 15 + his opponent’s level check. If successful the
swashbuckler gets an attack of opportunity on his opponent. This
ability can only be used once per combat round.
9th
Level Deflect Missiles (Ex)
When
wielding a weapon the swashbuckler can deflect all types of bolts,
arrows, pebbles and bullets much like the Deflect arrow's feat only
with his weapon instead.
11th
Level Uncanny Dodge (Ex)
A
swashbuckler can react to danger before his senses would normally
allow him to do so. He retains his Dexterity bonus to AC (if any)
even if he is caught flat-footed or struck by an invisible attacker.
However, he still loses his Dexterity bonus to AC if immobilized.
13th
Level Defensive Roll (Ex)
The
swashbuckler can roll with a potentially lethal blow to take less
damage from it than he otherwise would. Once per day, when he would
be reduced to 0 or fewer hit points by damage in combat (from a
weapon or other blow, not a spell or special ability), the
swashbuckler can attempt to roll with the damage. To use this
ability, the swashbuckler must attempt a Reflex saving throw (DC =
damage dealt). If the save succeeds, he takes only half damage from
the blow; if it fails, he takes full damage. He must be aware of the
attack and able to react to it in order to execute his defensive
roll—if he is denied his Dexterity bonus to AC, he can’t use this
ability. Since this effect would not normally allow a character to
make a Reflex save for half damage.
15th
Level Improved Deflect Missiles (Ex)
This
ability works like the 9th level ability except the swashbuckler
gains a +2 bonus to deflect normal missiles. This ability also allows
the swashbuckler to deflect missiles and rays created by spells,
provided the missile created does not exceed a 1 foot diameter. Note:
if this ability is used to deflect a disintegrate spell the weapon
receives the damage, a lightning bolt would be treated the same way
through a cone of cold, and fireball would not be effected by this
ability.
17th
Level Improved Uncanny Dodge (Ex)
A
swashbuckler can no longer be flanked. This defense denies a rogue
the ability to sneak attack the character by flanking him, unless the
attacker has at least four more levels than the target does.
Sheldomar
Swordsman
While
the bulk of a Sheldomar army would typically consist of poorly
armored spearman, it was the warrior nobles which wielded swords that
were the most feared. These Sheldomar Swordsmen were wealthier than
their peers, and could afford to equip themselves not only with their
slashing and stabbing sword, but also with a helmet and shield. They
often charged into battle bare-chested or completely naked,
occasionally wearing vividly patterned pants or cloaks. They began
their battles by viciously taunting their enemies, and followed it
with a mad rush against enemy lines. This was the standard behavior
for skirmishes between clans, which were frequent in Sheldomar
society. These tribal conflicts provided starting points for young
flans, who sought to display their bravery and skill as a warrior.
Sheldomar warriors were also known to serve as mercenaries in armies.
The influence of flannish clans meshed with oeridian culture well,
and many oeridians incorporated this tradition. Still, many young
oeridian nobles and flannish tribal’s practice this tradition to
this day, and many followers of the suel god Kord has welcomed those
practicing this tradition.
Alignment:
Any (usually chaotic).
Hit
Dice: d10
Skill
Points at 1st Level: (4 + Int modifier) x 4
Skill
Points at Each Additional Level: 4 + Int modifier
Class
Skills
The
Sheldomar Swordsman kit skills are Balance (Dex), Climb (Str), Craft
(Int), Handle Animal (Cha), Intimidate (Cha) Jump (Str), Knowledge
History (Int), Knowledge Local (Int), Knowledge Nobility &
Royalty (Int), Perform (Cha), Profession (Wis), Ride (Dex), Spot
(Wis) and Tumble (Dex).
Requirements
To
become a Sheldomar Swordsman you must possess Charisma and
Constitution scores of 13 or more. You must have at least 1 rank in
Knowledge Nobility & Royalty (Int), and 2 or more ranks in
Intimidate (Cha). Sheldomar Swordsmen are proficient with the dirk,
broad sword, claymore and any other non-exotic sword type. They have
no armor proficiency but can use all shields save tower shields. A
Sheldomar Swordsman does not receive the fighter bonus feats.
1st
Level Bravado (Ex)
The
Sheldomar Swordsman is so brazened and brash in battle many of his
enemies are either insulted or intimidated by his deeds. If he spends
one round cursing, and performing obscenities, any opponent, which
faces, he is subject to an instant intimidation check if the
Intimidate check succeeds the opponent is shaken for a number of
rounds equal to the Sheldomar Swordsman’s level. The Sheldomar
Swordsman receives no penalty for size and if an opponent is immune
to fear he can be shaken by the audacity of the Sheldomar Swordsman’s
actions. Note a Sheldomar Swordsman must still wield his sword for
this ability to function.
1st
Swordsman’s Focus (Ex)
When
using a claymore or broadsword, and dirk, the Sheldomar Swordsman is
considered to have weapon focus in two of these weapons, whether or
not he would qualify to have this feat.
2nd
Level Defensive Presence (Ex)
When
unarmored and unencumbered, the swordsman adds his Charisma bonus (if
any) to his AC. In addition, a swordsman gains a +1 bonus to AC at
2nd level and an additional +1 bonus for every four levels
thereafter. These bonuses to AC apply even against touch attacks or
when the swordsman is flat-footed. He loses these bonuses when he is
immobilized or helpless, when wearing armor through a shield is ok,
or when he carries a medium or heavy load. As a free action, he may
share this bonus with one adjacent ally, or half the bonus with all
adjacent allies, until the beginning of his next turn.
3rd
Level Swordsman’s Specialization (Ex)
The
Sheldomar Swordsman now has weapon specialization in the claymore or
broadsword, and dirk, even if he does not meet the prerequisites for
this feat. Note: Specialization is only granted to weapons he has
weapon focus in.
5th
Level Naked Charge (Ex)
A
Sheldomar Swordsman which runs into battle naked inspires courage in
himself and his allies granting them a bonus equal to his charisma
bonus on all saving throws, skill checks, and attack rolls but only
if he has 5 or more ranks in his intimidate skill. This ability can
be used with the Bravado ability. He can still wield his sword and or
shield though nothing else, which covers his body. Note allies must
be within 30’ ft of the swordsman for the ability to affect them.
7th
Level Greater Swordsman’s Focus (Ex)
The
Sheldomar Swordsman has the greater weapon focus feat in the claymore
or broad sword, and the dirk, even if he does not meet the
prerequisites for the feat. Note a swordsman only gains greater
weapon focus in a weapon he has weapon focus in.
9th
Level Improved Bravado (Ex)
A
Sheldomar Swordsman with 10 or more ranks in his Intimidate skill can
cause his opponents to flee the field of battle otherwise this works
just like the Bravado ability. Creatures immune to fear do not flee.
However, double shaken penalties for those that are intimidated or
insulted. This ability lasts for one round per level of the Sheldomar
Swordsman. Opponents which can flee to do so for the duration of the
ability or when the swordsman dies whichever comes first. Note this
skill can now affect animals that have intelligence scores of 2 or
higher.
11th
Level Swordsman’s Greater Specialization (Ex)
The
Sheldomar Swordsman now has greater weapon specialization feat in the
claymore or broad sword, or dirk, even if he does not meet the
prerequisites for the feat. Note he only receives greater weapon
specialization in weapons he has weapon focus, weapon specialization,
and greater weapon focus.
13th
Level Swordsman’s Parry (Ex)
The
Sheldomar Swordsman uses what is known as an edge parry when parrying
with his broad sword or claymore, he has a chance to sunder his
opponent’s weapon or shield if a shield bash is attempted on him.
This is treated as if the Sheldomar Swordsman had the Improved Sunder
feat and work anytime an enemy’s attack misses him while he is
parrying (fighting defensively or using total defense in melee
combat). The weapon or shield in question receives damage if his
opponent fails the opposed roll. Much like a regular sunder attempt
though no attack of opportunity is provoked.
15th
Level Naked Avenger (Ex)
A
Sheldomar Swordsman with an Intimidate skill rank of 15 or more can
extend his Naked Charge ability to all allies in a 60’ft radius,
and invoke his Improved Bravado skill at the same time all in the
same round.
17th
Level Claidmhireacha (Ex)
A
Sheldomar Swordsman which has reached this level can deliver a
critical hit more often and deadlier than before, with either his
broad sword or claymore whichever one he has greater weapon
specialization in. When attacking with this weapon, he increases the
critical threat range and increases the multiplier for scoring a
critical hit.
20th
Level Lannaireachd (Ex)
A
Sheldomar Swordsman which has attained this level can once a week
invoke the “Lannaireachd." When a critical is scored against
an enemy with his weapon of Claidmhiereacha, the swordsman can invoke
the Lannaireachd. Once invoked the Sheldomar Swordsman’s enemy must
roll a successful fortitude save or die. If the save is successful
normal critical damage is dealt, and the enemy is shaken for a number
of rounds equal to half the Sheldomar Swordsman’s intimidate rank.
This ability can only be used once per week.
Please
note some feats listed here are the property of Paizo Publishing and
are used here to convert kits to a 3.5 edition rule set. Also note
that these kits and class alternatives utilize the extensive use of
Wizards of the Coast published material. This is a complete rendering
of the authors own design and in no way shape or form is it supported
by either of the other two parties mentioned above. The information
provided above is meant to replace Prestige classes in the game, and
is provided as an alternative to that resource.
.