Outlands Fighter
Alignment: Any.
Hit Points: 7
Stamina Points: 7+ Con Modifier
Key Ability Score: Strength or Dexterity (choose one)
Class Skills
The Outlands fighter's class skills are Athletics (Str), Engineering (Int), Intimidate (Cha), Physical Science (Int), Profession (Cha, Int, or Wis), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are class features of the Outlands fighter.
Weapon and Armor Proficiency: An Outlands fighter is proficient with all basic and advanced melee weapons, as well as the bow, and with all heavy and light armor without upgrade slots, as well as archaic shields.
Backwater Origin: The Outlands fighter comes from a world where technology is nonexistent or out-of-date with the core worlds of the Dragon Empire. While his homeworld might have had access to technology in the distant past, it is more likely that advanced technology never developed on his world or was supplanted by magic. As a result, he cannot use technological items without first spending time learning about advanced technology and how it works. The easiest way to do this is to take the Technologist feat from the Pathfinder Technology Guide. However, he cannot take this feat until he has gain one level of experience after being exposed to advanced technology for the first time.
Bonus Feats: At 1st level, and at every even level thereafter, an Outlands fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from the following list of combat feats from Chapter 6 of the Starfinder Core Rulebook, if he doesn't have the Technologist feat. (If he does have the Technologist feat, he may choose any combat feat from Chapter 6):
Adaptive Fighting, Barricade, Blind-Fight, Bodyguard, Cleave, Deflect Projectiles, Dive for Cover, Drag Down, Far Shot, Fleet, Great Cleave, Greater Feint, Improved Combat Maneuver, Improved Critical, Improved Feint, Improved Initiative, Improved Sidestep, Improved Stand Still, Improved Unarmed Strike, In Harm's Way, Kip Up, Lunge, Mobility, Multi-Weapon Fighting, Nimble Moves, Penetrating Attack, Quick Draw, Sidestep, Spring Attack, Stand Still, Step Up and Strike, Strike Back, Versatile Focus, and Weapon Focus.
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), an Outlands fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, an Outlands fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, an Outlands fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Specialization (Ex): At 3rd level, an Outlands fighter gains the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants him proficiency.
Weapon Training (Ex): Starting at 5th level, an Outlands fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 insight bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when an Outlands fighter reaches 9th level, he receives a +1 insight bonus on attack and damage rolls with one weapon group and a +2 insight bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
This bonus also applies when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Archaic: Battleaxe, club, crossbow, dagger, gauntlet, handaxe, longbow, longsword, net, quarterstaff, rapier, scimitar, shortbow, spear, throwing axe, unarmed strike, warhammer, whip
Axes: Battleaxe (archaic), doshko (advanced, molecular rift, tactical, ultrathin, zero-edge), handaxe (archaic), throwing axe (archaic)
Batons: Advanced baton, incapacitator, tactical baton, peacemaker
Bows: Bow (standard), crossbow (archaic), longbow (archaic), shortbow (archaic)
Curve blades: Buzzblade curve blade, carbon steel curve blade, dimensional slice curve blade, ultrathin curve blade, scimitar (archaic)
Devastation blades: Apocalypse, ruin, wrack.
Dueling swords: Buzzblade dueling sword, rapier (archaic), ripper dueling sword, tactical dueling sword, ultrathin dueling sword, molecular rift dueling sword
Hammers: Assault hammer, comet hammer, gravity well hammer, meteoric hammer, swoop hammer (advanced), swoop hammer (tactical), swoop hammers (mach I, II, and III), warhammer (archaic)
Hand-to-Hand: Cestus battleglove, gauntlet (archaic), gravity battleglove, power battleglove, nova battleglove, unarmed strike
Longswords: Dimensional slice, longsword (archaic), longsword (standard), microserrated, molecular rift, sintered, ultraserrated, ultrathin, zero-edge
Polearms: Advanced pike, elite pike, swoop hammer (advanced), swoop hammer (tactical), swoop hammers (mach I, II, and III), tactical pike
Shortblades: Dagger (archaic), molecular rift dagger, survival knife, tactical knife, ultrathin dagger, zero-edge dagger
Staffs: Battle staff, carbon staff, hardlight staff, quarterstaff (archaic), repeller staff, sentinel staff
Thrown: Accelerated starknife, buzzblade spear, carbonedge shuriken, dimensional slice starknife, gravity spear, lightspeed starknife, sentinel spear, sintered starknife, spear (archaic), tactical spear, tactical starknife, zero-edge spear
Other Weapons: Fangblade, grindblade, injection glove, monowhip, net (archaic), nyfiber net, numbing taclash, standard taclash, whip (archaic)
An Outlands fighter cannot use
ANY of the powered weapons listed in Chapter 7 of the Starfinder Core rulebook without first taking the Technologist feat. (Only uncategorized melee powered weapons are listed above, in
italics text.) Once he does so, he gains access to additional weapon groups such as Cryo, Flame, Laser, Plasma, Projectile, Shock, and Sonic. (GMs may choose to subdivide these groups by Small Arms, Longarms, Heavy Weapons, and Grenades as well, or group firearms into more diverse groups.)
Fighter's Instinct (Ex): At 11th level, when an Outlands fighter makes a full attack, he can make up to three attacks instead of two attacks. He takes a –6 penalty to these attacks instead of a –4 penalty. When the fighter reaches 20th level, the number of attacks he can make as a full attack increase from three to four. He takes a –8 penalty to these attacks instead of a –6 penalty.
Armor Mastery (Ex): At 19th level, an Outlands fighter gains DR 5/— whenever he is wearing armor with which he is proficient.
Weapon Mastery (Ex): At 20th level, an Outlands fighter chooses one weapon, such as the longsword, assault hammer, or flame rifle. When a critical hit is made with that weapon, the damage is rolled three times instead of twice. In addition, he cannot be disarmed while wielding a weapon of this type.
Outlander's Knack (Ex): At 20th level, an Outlands fighter may either choose 4 additional skills to become trained skills or choose 2 additional feats that aren't combat feats.
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