Classes -- Combatant

Combatant
Anyone can pick up a sword, or spear, or bow and fight. Some can even fight well, but only true combatants know the intricacies and nuances of the weapons they wield and of battle as a whole.

Adventures: Good honest work holds sway for others, but the flash and fame offered by being part of an adventuring troupe is a siren's song for combatants. They long to show the world their unique technique and style while making a living doing so.

Characteristics: Combatants make their name on the battlefield. With expertise in most standard weapons and mastery of a few, they are invaluable in their element. Fighting style vary from combatant to combatant; some being battle hardened bruisers, while others are nimble and dexterous.

Religion: Many combatants look to Denaii, but just as many revere Dey for her forgiveness of their sins on the battlefield or Hessa for her appreciation for their good deeds.

Background: Combatants mostly come from militaries or guard garrisons, though well trained youths may also have the gumption and skill to follow this path as well.

Races: All races inspire combatants, but dwarves and minotaurs, races who take pride in battle prowess contribute more than their share to the ranks of combatants. Surprisingly, halfling caravans and elven lands also play home some impressive, if unorthodox combatants.

Other Classes: Anyone who will fight beside or provide material support is the combatant's friend. They get along well with barbarians, fighters, sword dancers and rogues and deeply appreciate the support offered by bard, clerics and intuitives. They are less appreciative of the artillery provided by wizards and inborns.

The Combatant
Combatants have the following games statistics.

Abilities: Depending on their fighting style, Dex or Str are the primary abilities of a combatant. A good Con also helps them survive the battle.
Hit Die: d10

Class Skills
The combatant's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

Skill points at 1st level: (4 + Int modifier) * 4
Skill points at each additional level: 4 + Int modifier
Starting Gold: 6d4 x10

Table: The Combatant

Level BAB Fort Ref Will Weapon Flurry Special
1 +1 +2 +2 +0 -1/-1 Chosen Weapon, Tenacious Defense, Bonus Feat
2 +2 +3 +3 +0 +0/+0 Bonus Feat
3 +3 +3 +3 +1 +1/+1 Evasion
4 +4 +4 +4 +1 +2/+2  
5 +5 +4 +4 +1 +4/+4 Chosen Weapon, Bonus Feat
6 +6/+1 +5 +5 +2 +5/+5/+0  
7 +7/+2 +5 +5 +2 +6/+6/+1  
8 +8/+3 +6 +6 +2 +7/+7/+2 Bonus Feat
9 +9/+4 +6 +6 +3 +9/+9/+4 Heartiness
10 +10/+5 +7 +7 +3 +10/+10/+5 Chosen Weapon
11 +11/+6/+1 +7 +7 +3 +11/+11/+6/+1 Bonus Feat
12 +12/+7/+2 +8 +8 +4 +12/+12/+7/+2  
13 +13/+8/+3 +8 +8 +4 +13/+13/+8/+3  
14 +14/+9/+4 +9 +9 +4 +14/+14/+9/+4 Bonus Feat
15 +15/+10/+5 +9 +9 +5 +15/+15/+10/+5 Chosen Weapon
16 +16/+11/+6/+1 +10 +10 +5 +16/+16/+11/+6/+1  
17 +17/+12/+7/+2 +10 +10 +5 +17/+17/+12/+7/+2 Bonus Feat
18 +18/+13/+8/+3 +11 +11 +6 +18/+18/+13/+8/+3  
19 +19/+14/+9/+4 +11 +11 +6 +19/+19/+14/+9/+4  
20 +20/+15/+10/+5 +12 +12 +6 +20/+20/+15/+10/+5 Bonus Feat, Chosen Weapon

CLASS FEATURES
Combatants have the following Class Features:

Weapons and Armor Proficiency: Combatants are proficient with all simple weapons, and all martial weapons, all armor but no shields.

Chosen Weapon (Ex): The combatant is used to fighting with a given weapon more than others. At first level the combatant names a weapon as his weapon of choice. If he is proficient with that weapon, he gains Weapon Focus with that weapon. If he is not, he gains the appropriate Weapon Proficiency feat for the weapon.
When fighting with his chosen weapon, the combatant uses the base attack bonus and extra attacks of a fighter of his level.

Special: A combatant that chooses unarmed strike as his chosen weapon gains the Improved Unarmed Strike feat.
At fifth level and every fifth level thereafter, the combatant can choose a new weapon, or gain a +1 competence bonus on attacks and damage made with all of his chosen weapons. This bonus stacks with itself each time the combatant takes it.

Weapon Flurry (Ex): A combatant may strike with a weapon flurry at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Weapon Flurry on the Table: The Combatant. This penalty applies for 1 round, so it also affects attacks of opportunity the combatant might make before his next action. When a combatant reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A combatant must use a full attack action to strike with a weapon flurry.

When using flurry of blows, a combatant may attack only with his Chosen Weapon(s) The combatant can’t use any weapon other than his Chosen Weapon as part of a weapon flurry. Precision based damage, such as that granted by sneak attack is not applied when using a weapon flurry.

In the case of the double weapons, each end counts as a separate weapon for the purpose of using the weapon flurry ability.

Tenacious Defense (Ex): Combatants are known for their sheer tenacity in combat, which keeps them alive even when armor fails. He adds his Charisma modifier (if any) to his AC in addition to his Dexterity modifier. He loses this bonus to AC whenever he would lose his Dexterity modifier to AC. This bonus only applies while the combatant wears light or no armor.

Bonus Feat (Ex): At first level, second level and every third level thereafter, the combatant gains a bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats. A combatant must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Evasion (Ex): Beginning at third level, a combatant can avoid even magical and unusual attacks with great agility. If a combatant makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's breath weapon or a fireball), the combatant instead takes no damage.

Heartiness (Ex): Beginning at ninth level, a combatant can resist even magical and unusual attacks with great fortitude. If a combatant makes a successful Fortitude saving throw against an attack that normally deals partial damage on a successful save (such as a disintegrate spell), the combatant instead takes no damage.

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