The fighter class allows you to create an archer, a dervish, a flail-wielding foot soldier, a mounted knight, and a host of other character types. With its wide range of bonus feats, the fighter class accommodates all types of men-at-arms. However, there are times when the fighter class is nearly right for a concept, but not quite there. Shouldn’t a fighter who trains in the wilderness have Survival as a class skill? Shouldn’t a master of the shield have a few more options available for that shield? When the answer is yes, a specialist fighter might be the answer.
The classes presented below are core classes, meaning that they have no entry requirements and advance through 20 levels. Since they are all derivatives of the fighter. they share many common traits with that class. Unless otherwise noted, a specialist fighter progresses through levels and has the same class features as the standard fighter class. Changes to class features are noted under each specialist fighter’s description, and class features of the same name replace class features of the fighter. Levels of a specialist fighter class count as levels of the fighter class to qualify for feats like Weapon Specialization and other game elements.
These classes are to the fighter what specialist wizards are to the wizard core class, and as such, they also share some of the same restrictions specialist wizards face. A character can choose to take the fighter class or a specialist fighter class, but once the choice is made, the character can’t then multiclass into rhe Fighter class or a different specialist Fighter class.
While anyone suspicious, alert and tough enough can serve as a guard, the bodyguard is a warrior specifically trained to protect a charge. Bodyguards need to be just as adept in battle as any other fighter, but they cannot content themselves with that. In any situation, their first thought must be not how to defeat the enemy, but how to best protect their charge. They remain alert for ambushes, test food for poison, and identify liars and deceivers. Many bodyguards become skilled bargainers so that they can deal with situations that force of arms cannot solve.
The bodyguard’s class skills (and the key ability for each skill) are:
All the following are class features of the bodyguard.
Bonus Feats: The bodyguard gains bonus feats as the normal fighter class does, but the bodyguard must select bonus feats from the following list:
Special Abilities: The bodyguard can choose any of the following special abilities in place of a bonus feat:
Cover: The bodyguard can give an adjacent creature the benefit of her shield bonus to Armour Class or the dodge bonus provided by use of the Combat Expertise feat, or both, as a free action. If the bodyguard wishes, she may give her shield bonus to one adjacent creature and her dodge bonus due to 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.
Commanders are soldiers trained in recognizing and using other’s abilities in battle along with their own skill. These men and women can lead hordes and armies, take charge of a battalion of soldiers, or even direct a small group of elite troops, such as a party of adventurers.
The commander’s class skills (and the key ability for each skill) are:
All the following are class features of the commander.
Bonus Feats: The commander gains bonus feats as the normal fighter class does, but the commander must select bonus feats from the following list:
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 to 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.
The corsair is a marine warrior as deadly with her blade as any landlubber soldier and twice as dangerous in her home territory — the shifting decks of a ship. She scorns heavy armour for fear of drowning, but that only forces her to be more skillful, cagey and dangerous. Prettier pirates might charm their victims into giving over riches; the corsair takes plunder by might.
The corsair’s class skills (and the key ability for each skill) are:
All the following are class features of the corsair.
Weapon and Armour Proficiency: The corsair is proficient in the use of all simple and martial weapons, with light armour, and with shields (except tower shields).
Bonus Feats: The corsair gains bonus feats as the normal fighter class does, but the corsair must select bonus feats from the following list:
Special Abilities: The corsair gains one of the following special abilities for free at 1st and 2nd level 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 can 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 water deep enough to swim in, she can use a Swim check instead of a grapple check in any opposed grapple check.
Some fighters train so they can seek adventure. Others turn their training into an adventure. Exoticists forgo training in traditional, mundane weapons and focus solely on the rare and bizarre. They rely not only on their ability to wield these weapons, but on their opponent’s inability to counter them.
The exoticist’s class skills (and the key ability for each skill) are:
All the following are class features of the exoticist.
Weapon and Armour Proficiency: The exoticist is proficient in the use of simple weapons, all armour (heavy, medium and light), and shields (including tower shields). The exoticist also gains proficiency with four exotic weapons at 1st level.
Bonus Feats: The exoticist gains bonus feats as the normal fighter class does, but the exoticist 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 an exotic weapon that the exoticist is proficient with):
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 Attack: 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 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.
Some fight for riches, others for the love of combat. The fencer fights for pride and personal honour. He is a refined warrior trained in a specialized style of combat steeped in ritual and rule, for only a proper fight will satisfy his honour. Some call him a dandy or a fop, but few would dare say so to his face. He might stink of expensive perfume and lack the calluses of labour on his hands, but his sword is as sharp as any grizzled mercenary’s, and his life of luxury only leaves him more time to train — as the foolish learn the hard way.
The fencer’s class skills (and the key ability for each skill) are:
All the following are class features of the fencer.
Weapon and Armour Proficiency: The fencer is proficient in the use of all simple and martial weapons, with light armour, and with the buckler.
Bonus Feats: The fencer gains bonus feats as the normal fighter class does, but the fencer must select bonus feats from the following list:
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 Armour 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. If the target’s base attack bonus slips below the minimum required for any feat, special ability, or prestige class she possesses, she loses use of it until her base attack bonus again meets the requirement. A target whose base attack falls below what is needed to make multiple attacks with a full attack loses the appropriate number of attacks. 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, mind-affecting effect. Creatures who cannot understand or hear the fencer are immune. 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.
Horsemen trade encumbering armour for enhanced mobility and swap a single devastating lance charge for a series of punishing ride-by attacks. Rather than run roughshod over the front lines, these warriors weave their way through the ranks and leave trails of corpses behind them.
The horseman’s class skills (and the key ability for each skill) are:
All the following are class features of the horseman.
Weapon and Armour Proficiency: The horseman is proficient in the use of all simple and martial weapons, light armour, and shields (except tower shields).
Bonus Feats: The horseman gains bonus feats as the normal fighter class does, but the horseman must select bonus feats from the following list:
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.
Instead of investing their time in learning how to wield all manner of weapons, some warriors spend all of their time training with a single melee weapon and become masters of it almost from the start of their adventuring careers. These warriors are known as kensai. Although the word literally means “sword saint”, a kensai can devote herself to any weapon she chooses. There are kensai of axes, maces, even flails and spiked chains. What defines the kensai is the single-minded devotion to a particular weapon, not the weapon itself.
The kensai’s class skills (and the key ability for each skill) are:
All the following are class features of the kensai.
Weapon and Armour Proficiency: The kensai is proficient in the use of all simple weapons, light armour, 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):
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.
Knights, both good and bad, are the masters of mounted combat and command, and the elite of noble soldiers. Only after many years of menial tasks, such as tending to the horses, taking care of the weapons and armour, and fixing meals, all occasionally broken up with lessons from a master, does a squire graduate to knighthood. Those without the perseverance to complete the apprenticeship never earn the title “Sir”.
The knight’s class skills (and the key ability for each skill) are:
All the following are class features of the knight.
Weapon and Armour Proficiency: The knight is proficient in the use of all simple and martial weapons, all armour (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:
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 Armour 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 the 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.
Pugilists don’t waste time learning a large assortment of weapons. Instead they master the simplest of weapons; their own hands. They are boxers and brawlers; tough people who punch hard and weather savage beatings. While often harsh in their fighting and brutal in their appearance, they are, by the very nature of their fighting style, more merciful than most. While fights with more traditionally armed fighters end with dead littering the ground, fights with pugilism end with battered, unconscious opponents.
The pugilist’s class skills (and the key ability for each skill) are:
All the following are class features of the pugilist.
Weapon and Armour Proficiency: The pugilist is proficient in the use of all simple weapons and with all armour (heavy, medium and light).
Bonus Feats: The pugilist gains bonus feats as the normal fighter class does, but the pugilist 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 unarmed strike):
Special Abilities: The pugilist gains the Improved Unarmed Strike and Endurance feats for free at 1st level. In addition, her unarmed strikes inflict 1d4 points of damage per strike. Small pugilists inflict 1d3 points of damage. The pugilist may choose any of the following special abilities in place of a bonus feat:
Combo: The pugilist practices a series of blows designed to flow one after the other, each one setting up the next. When using a combo, average the pugilist’s first two unarmed strike attacks in a full attack and use the resulting bonus for both strikes. For example, a pugilist with a +10/+5 attack progression has a +7/+7 attack progression when using a combo. The pugilist can take this ability more than once, each time adding one more attack gained from a high base attack bonus to the combo.
Heavy Hitting: The pugilist’s unarmed strikes inflict an extra +2 non-lethal damage, even when the pugilist strikes to deal lethal damage. The pugilist can take this ability multiple times but cannot take it until 2nd level.
Iron Jaw: Whenever the pugilist suffers non-lethal damage, the damage is reduced by a number equal to the pugilist’s Constitution bonus. The pugilist also gains a +1 bonus to saves to resist any attack that would leave her stunned.
Shake it Off: The pugilist develops non-lethal damage only and reduces the duration of all stunning effects by 1 round, with a minimum of 1 round. The pugilist can take this ability multiple times; its effects stack.
Shield bearers are fighters that make the shield their primary focus instead of their weapon. While certainly proficient with a blade, shield bearers possess unparalleled mastery of armour and shields. They often surprise opponents with their technique, parrying with their weapons while smashing back 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.
The shield bearer’s class skills (and the key ability for each skill) are:
All the following are class features of the shield bearer.
Weapon and Armour Proficiency: The shield bearer is proficient in the use of all simple and martial weapons, all armour (heavy, medium and light), and shields (including tower shields). In addition, shield bearers are proficient with armour 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):
Special Abilities: The shield bearer may choose any of the following special abilities in place of a bonus feat:
Armoured Gait: Choose one type of armour, such as a breastplate. The shield bearer treats the armour as one weight category lighter for determining speed penalties. This does not reduce the armour’s weight category for the barbarian bonus movement, ranger class abilities or other abilities dependent on the armour’s weight category. Thus medium armour would not hinder her speed, while heavy armour 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 armour.
Armoured Grace: Choose one type of armour, such as a breastplate. The shield bearer increases the maximum Dexterity bonus of the armour 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 armour.
Armour Optimization: Choose one type of armour, such as a breastplate. The shield bearer adds +1 to the armour bonus of this armour when she wears it, learning to twist and shift in order to take blows on the most protective parts of the armour. 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 armour.
Fortification: Choose one type of armour, such as a breastplate. The shield bearer adds +2 to the armour bonus of this armour, but this bonus only applies when an opponent is rolling to confirm a critical hit. This armour bonus stacks with all other armour bonuses, including Armour Optimization. The shield bearer may take this ability multiple times, but each time it applies to a new type of armour.
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.
Survivalists are not nature lovers. They do not see themselves as a part of the wilds, and if they had a choice, they would stay within the confines of civilization. Unfortunately, dangers sometimes force people out of the cities, and when that happens, the survivalist is prepared. These people might not love the wilderness, but they can trap game, make shelter, and find fresh water.
The survivalist’s class skills (and the key ability for each skill) are:
All the following are class features of the survivalist.
Weapon and Armour Proficiency: The survivalist is trained in the use of all simple and martial weapons, with light and medium armour, and with shields (except tower shields).
Bonus Feats: The survivalist gains bonus feats as the normal fighter class does, but the survivalist must select bonus feats from the following list:
There are archers, there are marksmen, and then there is the targetteer. Focusing on the totality of ranged combat rather than settling on a single weapon, the targetteer is a dangerous opponent, for he possesses a reach often longer than it first appears and deadly accuracy.
The targetteer’s class skills (and the key ability for each skill) are:
All the following are class features of the targetteer.
Weapon and Armour Proficiency: The targetteer is trained in the use of all simple weapons, all ranged martial weapons, with all armours (light, medium and heavy), and with the buckler. He may also choose two exotic weapon proficiencies at first level, but these must be ranged weapons.
Bonus Feats: The targetteer gains bonus feats as the normal fighter class does, but the targetteer must select bonus feats from the following list:
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.
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.
Source: Dragon Magazine #310 (Page 33)