ARMSMAN — FIGHTER

Armsman — Fighter

Salorras Path: Armsman · 3.5e base class: Fighter The armsman is Salorras’s professional warrior — soldier, mercenary, duelist, guard, and weapon-master who wins through discipline, training, and sheer martial versatility rather than magic. In 3.5e terms the armsman is built on the Fighter class. The elite traditions an armsman may rise into (the Bronze Hoplite, Lawkeeper, Marshal, Warlord, Tamer of Horrors) are prestige classes entered once the character meets their requirements.

This file is a self-contained 3.5e reference. Mechanics follow the standard D&D 3.5e SRD Fighter; only the framing is Salorras-specific.

Game Rule Information

Abilities. Strength is the armsman’s foremost ability for melee, with Dexterity for ranged and defense and Constitution for staying power. Intelligence rewards the armsman with more skill points and qualifies many useful feats.

Alignment. Any.

Hit Die. d10.

Class Skills

The armsman’s class skills (and the key ability for each) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at 1st Level: (2 + Int modifier) × 4. Skill Points at Each Additional Level: 2 + Int modifier.

The Armsman (Fighter)

LevelBase Attack BonusFortRefWillSpecial
1st+1+2+0+0Bonus feat
2nd+2+3+0+0Bonus feat
3rd+3+3+1+1
4th+4+4+1+1Bonus feat
5th+5+4+1+1
6th+6/+1+5+2+2Bonus feat
7th+7/+2+5+2+2
8th+8/+3+6+2+2Bonus feat
9th+9/+4+6+3+3
10th+10/+5+7+3+3Bonus feat
11th+11/+6/+1+7+3+3
12th+12/+7/+2+8+4+4Bonus feat
13th+13/+8/+3+8+4+4
14th+14/+9/+4+9+4+4Bonus feat
15th+15/+10/+5+9+5+5
16th+16/+11/+6/+1+10+5+5Bonus feat
17th+17/+12/+7/+2+10+5+5
18th+18/+13/+8/+3+11+6+6Bonus feat
19th+19/+14/+9/+4+11+6+6
20th+20/+15/+10/+5+12+6+6Bonus feat

Class Features

All of the following are class features of the armsman.

Weapon and Armor Proficiency. The armsman is proficient with all simple and martial weapons, with all armor (light, medium, and heavy), and with all shields (including tower shields).

Bonus Feats. At 1st level, the armsman gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The armsman gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th).

These bonus feats must be drawn from the fighter bonus feat list (the standard 3.5e SRD list — Combat feats such as Power Attack, Cleave, Weapon Focus, Weapon Specialization, Dodge, Mobility, Spring Attack, Combat Expertise, Improved Trip, Two-Weapon Fighting, and the like). The armsman must still meet all prerequisites for a bonus feat, including ability-score and base-attack-bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets every three levels. The armsman is not limited to the fighter bonus feat list when choosing those feats.

Paragon Prestige Classes (the armsman’s elite traditions)

An armsman who meets the requirements may enter one of these prestige classes:

  • Bronze Hoplite — the disciplined shield-and-spear master of the Bronze Regiment, peerless in formation and the surgical killing blow.
  • Lawkeeper — the immovable defensive bulwark of the Axes of Law, sworn to Thoraldor’s order.
  • Marshal — the battlefield commander whose presence steels and directs allies.
  • Warlord — the ancestor-bound smiter of the Tabaat (Warlords of Ancestry) of Anseri.
  • Tamer of Horrors — the beast-bonded armsman of the Druids of Horrors, carrying the pagan blessing and trained in wild and rough terrain.
  • Fury — the iron-veined ragebound warrior whose untaught wrath channels the Iron Thread itself.
Compiled from the Worldkeeper's Vault Chapter 15 - Playing in Salorras/DnD 3.5e/3.5e-paths/3.5e-armsman-fighter.md

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