Professional men-at-arms have always come in all types. From the common warrior charged with the defense of the realm from lesser threats up to the adventurous fighter who has elevated various styles of combat to an artform. There are so many that could be brought to mind. None can forget the exotic targetteer whose expertise with ranged weapons is unmatched, or the bare-fisted pugilist who can subdue an opp0nent in a single punch. Coming from distant never-seen lands or from just around the alley's corner, variant fighters are as common as a snowstorm in Frutzii and twice as dangerous.

KENSAI (Battle Saint)

THE THUG

Note: all variant fighters classes count as the fighter class for purposes of multi-classing and racial favored classes. Because of this, you cannot take levels in both a fighter variant class and the primary fighter class.

The first true kensai was not a native to the Flanaess. He actually washed ashore in the dominion of the Sea Barons in 543cy. He and his sister were the only survivors from a great shipwreck. It was by the blessing of Osprem that both survived the gruelling 6 day, 100+ mile drift that brought them to land. After several years spent travelling the world searching for a way back to their homeland the kensai, Master Krais Ekim, fell in love with an exceptional rogue-acrobat who had begun to travel with him. It wasn't until 567cy that his sister had found a portal leading back to the very city they had set sail from so long ago. Krais looked about himself, saw his wife, his two children, and a school of pupils who had begun to learn his particular style of swordcraft. He was home. He had found the peace he had sought for so long in the lands of the Yeomanry. For the last forty years Krais Ekim has taught the art of combat and a philosophy of focus and meditation to those who put forth the effort to find him. One of his earliest apprentices has opened his own academy somewhere near Dyvers, but again if you wishes to learn their style they must first find someone willing teach the specialized form of combat that defines a Battle Saint.


Level

Base Attack
Fort Save
Ref Save
Will Save

Special
1
+1
+2
+2
+0
Chosen Weapon
2
+2
+3
+3
+0
 
3
+3
+3
+3
+1
Rain of Blows
4
+4
+4
+4
+1
Bonus Feat
5
+5
+4
+4
+1
 
6
+6/+1
+5
+5
+2
 
7
+7/+2
+5
+5
+2
 
8
+8/+3
+6
+6
+2
Bonus Feat
9
+9/+4
+6
+6
+3
Storm of Blows
10
+10/+5
+7
+7
+3
 
11
+11/+6/+1
+7
+7
+3
 
12
+12/+7/+2
+8
+8
+4
Bonus Feat
13
+13/+8/+3
+8
+8
+4
Tempest of Blows
14
+14/+9/+4
+9
+9
+4
 
15
+15/+10/+5
+9
+9
+5
 
16
+16/+11/+6/+1
+10
+10
+5
Bonus Feat
17
+17/+12/+7/+2
+10
+10
+5
 
18
+18/+13/+8/+3
+11
+11
+6
 
19
+19/+14/+9/+4
+11
+11
+6
Devestating Critical
20
+20/+15/+10/+5
+12
+12
+6
Bonus Feat

CLASS SKILLS

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Balance (dex), Concentration (con), Climb (str), Craft (int), Intimidate (cha), Jump (str), Knowledge (religion), Ride (str), Tumble (dex), Swim (str)

CLASS FEATURES

Hit Dice: D10

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 gains bonus feats in the same manor as a standard fighter, but they must be chosen from the following list (any feat dealing with a specific weapon must be applied to the kensai's chosen weapon) - Cleave, Combat Expertise, Combat Reflexes, Crushing Defense, Dodge, Expert Parry, Guarded Defense, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Improved Parry, Improved Sunder, Improved Two-Weapon Fighting, Mobility, Parry, Power Attack, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack.

Chosen Weapon: A kensai's complete martial focus is designed to enhance their skill with a single weapon. This level of dedication grants them a bonus of +1 to attack and damage. As they gain experience the bonus increases. It becomes +2 at 5th level and increases by +1 again at levels 10, 15, and 20.

Rain of Blows: When taking the full attack action with his 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 his chosen weapon at his highest attack bonus.

Storm of Blows: When taking the full attack action with his chosen weapon the kensai can suffer a -6 penalty penalty to all attack rolls in the round and make two additional melee attacks with his chosen weapon at his highest attack bonus.

Tempest of Blows: When taking the full attack action with his chosen weapon the kensai can suffer a -9 penalty penalty to all attack rolls in the round and make three additional melee attacks with his chosen weapon at his highest attack bonus.

Devestating Critical: The kensai has acheived a level of mastery with his chosen weapon that few others could hope to reach. This allows his blows to be much more leathal when he strikes true against his opponent. The chosen weapon's critical multiplier increases by 1.

Note: The Kensai was first introduced as a fighter variant in Dragon Magazine #310. I have made some modifications to it and presented the newer vision of it for general use.


Thugs are as common as the stars in the sky, but most are merely minor warriors with an overinflated sense of power. No the true thugs are far more menacing. Selling their prized "skills" to crimelords and city militia equally, the thug is in it for the money. Some take to fighting in back-alley brawls hoping to win a little prize money. A rare number of them actually take up a life of adventure, finding more sport and easier gain in thumping the heads of names orcs as opposed to the local merchant population. It also makes shopping somewhat easier on them as well.


Level

Base Attack
Fort Save
Ref Save
Will Save

Special
1
 
+1
 
+2
 
+0
 
+0
 
Endurance, Improved Unarmed Strike,
Powerful Strike
2
+2
+3
+0
+0
 Sneak Attack +1d6
3
+3
+3
+1
+1
 
4
+4
+4
+1
+1
Bonus Feat
5
+5
+4
+1
+1
 
6
+6/+1
+5
+2
+2
 Sneak Attack +2d6
7
+7/+2
+5
+2
+2
 
8
+8/+3
+6
+2
+2
Bonus Feat
9
+9/+4
+6
+3
+3
 
10
+10/+5
+7
+3
+3
 Sneak Attack +3d6
11
+11/+6/+1
+7
+3
+3
 
12
+12/+7/+2
+8
+4
+4
Bonus Feat
13
+13/+8/+3
+8
+4
+4
 
14
+14/+9/+4
+9
+4
+4
Sneak Attack +4d6
15
+15/+10/+5
+9
+5
+5
 
16
+16/+11/+6/+1
+10
+5
+5
Bonus Feat
17
+17/+12/+7/+2
+10
+5
+5
 
18
+18/+13/+8/+3
+11
+6
+6
 Sneak Attack +5d6
19
+19/+14/+9/+4
+11
+6
+6
 
20
+20/+15/+10/+5
+12
+6
+6
Bonus Feat

CLASS SKILLS

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Bluff (dex), Climb (str), Craft (int), Gather Information (cha), Handle Animal (cha), Intimidate (cha), Jump (str), Knowledge (local), Listen (wis), Ride (str), Sleight of Hand (dex), Spot (wis), Swim (str), Tumble (dex)

CLASS FEATURES

Hit Dice: D10

Weapon and Armor Proficiency: Thugs are trained in the use of all simple weapons, all martial melee weapons and light armor.

Bonus Feats: Thugs gain bonus feats in the same manor as a standard fighter, but they must be chosen from the following list - Alertness, Athletic, Blind-Fight, Cleave, Combat Reflexes, Diehard, Dodge, 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 Two-Weapon Fighting, Mobility, Persuasive, Power Attack, Spring Attack, Stunning Fist, Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack.

Improved Unarmed Strike: See PHB p96.

Endurance: See PHB p93.

Powerful Strike: The thug's unarmed damage is increased to +1d4 (+1d3 for size small characters).

Sneak Attack: See PHB p50.

Note: The Thug was is a strange mixture of 3 different variant fighter ideas that were introduced by WOTC. Two were in Unearthed Arcana, the third in Dragon #310. I decided to see how they would all work if liberally mixed together.

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