D&D 3E/3.5 3e/3.5E "Kits" (Alternate Class Features)

Dagredhel

Explorer
The Classes - Core Four + Prestige thread reminded me of these. They were written as a sort of equivalent to 2E Kits, before the Alternate Class Feature mechanic was fleshed out by WOTC.

I didn't want to threadjack, so I'm posting them seperately.

I only ever fully detailed a few, but here they are.
 

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Knight (Knt)

Astride his warhorse, thickly clad in heavy armor and bearing lance and shield, the knight is the ultimate heavy cavalryman; few can withstand his thunderous advance.
Knights are usually members of the martial nobility, trained from early youth in the use of armor, melee weapons, and mounted combat, focusing particularly on the use of the lance. In rare instances, a knight is made, not born; a warrior is dubbed a knight for an extraordinary deed or service, or to bolster the ranks in a time of need. A character may receive similar training as part of an elite force of heavy cavalry.
The knight generally disdains the use of ranged weapons. He may consider them beneath him, regarding bows, slings, and crossbows as weapons of the lower classes. In any case, when confronted by a distant foeman, the knight’s training and equipment offer a different tactic: the charge. A knight regards melee combat as the true test of a warrior’s mettle, and hastens to engage his foe.
The tradition of knighthood is most common among humans and elves, but not unknown among other races. Dwarven knights mounted upon giant boars, goblins astride dire wolves, gnome knights born by riding dogs and halfling cavaliers atop war ponies are a few examples.
In addition to their equestrian and martial skills, knights are versed in the ways of the nobility, as befits their station. Manners, proper forms of address, heraldry, and matters of rank and precedence may form a large part of a knight’s education. Members of elite cavalry forces often show similar attention to such matters as they relate to military discipline and protocol.
Some knights follow a code of chivalrous conduct, and perform noble deeds. Others interpret chivalry as a matter of prerogatives and duties attendant to their station. Evil knights employ both their martial prowess and social status as weapons against the defenseless, taking what advantage they can and returning only what service can be forced from them by those more powerful. A knight character that has acquired his skills as a heavy cavalryman through military service rather than as a result of high birth may likewise fight for a noble cause, as a mercenary for pay, or to indulge the basest and most vile instincts of cruelty, rapine, and slaughter.

Class Features
All of the following are class features of the knight.
Class Skills: The knight’s class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Cha), and Ride (Dex).
Weapon and Armor Proficiency: A knight is proficient with all simple and martial melee weapons (but not with simple or martial ranged weapons), and with all armor (heavy, medium, and light) and shields (except tower shields.)
Starting Feats: The knight receives the Mounted Combat feat in addition to his weapon and armor proficiencies and fighter bonus feat.
Recommended 1st level Bonus Feat: The knight should consider Power Attack, Ride-By Attack, Trample, and Weapon Focus (lance or one-handed melee weapon) when selecting his 1st level fighter bonus feat.
 

Samurai (Sai)

The samurai is the warrior ideal of the land of his birth, a master of melee combat, the martial arts, horsemanship and archery.
Like the knight, the samurai belongs to a warrior caste of martial nobility. The typical samurai serves a noble of higher rank with fanatical dedication and zeal. While the knightly ideal is chivalry, the samurai’s code is bushido. The samurai embraces the credo of death before dishonor, defining his actions in the context of absolute and unwavering obedience to his overlord, and a fearless disregard for his own life that brooks no possibility of surrender, only of victory or of death.
As the longsword and lance are emblematic of the knight, the katana sword (perhaps paired with a shorter blade) and daikyu bow are the weapons most closely associated with the samurai warrior. While a samurai may wear a sword, at least as a symbol of his warrior status and high birth, it is not necessarily a weapon of any great value, nor the warrior’s weapon of choice. Samurai may choose to wield any number of weapons, and even their swords vary in kind and quality, depending on their resources, their rank, and the place and time in which they live. Likewise, while a samurai is trained in riding, in the use of the bow, and in the techniques of unarmed combat, the focus of a particular warrior may be quite different; one samurai might be an expert archer, another a master of judo, while another might concentrate on skill with his blade.
The human samurai may be a warrior from a far-off land or a member of a culture or group with a similar martial tradition. Similar traditions may well exist among nonhuman races. Elven samurai would be skilled with blade and bow, but likely embrace a less fatalistic philosophy. The bushido code is better suited to the dour dwarven disposition, although archery and horsemanship would be atypical. Hobgoblins, with their martial and disciplined culture, best fit the samurai mold.
In addition to their fighting skills, samurai warriors are schooled in proper etiquette and modes of address, and in the ways of the martial nobility to which they belong. As a compliment to their training in both armed and unarmed combat, they often become adept at leaping and tumbling, developing these skills as a part of their fighting style.
A samurai who adheres to the bushido code will be lawful in alignment. But just as many knights fall short of the ideals of chivalry, there are warriors trained as samurai who fail to exemplify the bushido code. A samurai may be sworn to an overlord, an ideal or a cause, or may pursue his own agenda, be it for good or ill, for the common weal or selfish gain. A samurai without an earthly master is called a ronin.

Class Features
All of the following are class features of the samurai.
Class Skills: The samurai’s class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Cha), and Ride (Dex), Tumbling (Dex) and Swim (Str).
Weapon and Armor Proficiency: A samurai is proficient with all simple and martial melee weapons and with light and medium armor.
Starting Feats: The samurai receives the Improved Unarmed Combat feat in addition to his weapon and armor proficiencies and fighter bonus feat.
Recommended 1st level Bonus Feat: The samurai should consider Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Initiative, Point Blank Shot, Power Attack, Mounted Combat, Two Weapon Fighting, and Weapon Focus (any melee weapon, bow, or unarmed strike) when selecting his 1st level fighter bonus feat.
 

Sharpshooter (Shr)

A sharpshooter is an expert crossbowman, capable both of a sustained rate of fire and deadly accuracy with his chosen weapon.
Human sharpshooters generally acquire their proficiency with the crossbow either from hunting or from military training. But crossbows are common weapons; the sharpshooter is one who employs them with uncommon skill.
Of the nonhuman races, gnomes and dwarves, with their kindred love of things mechanical, most often embrace the crossbow and follow the path of the sharpshooter. Dark elves, especially the males, often become sharpshooters, using the hand crossbow common to warriors of their race.
Sharpshooters develop a keen eye to spy out distant foemen. Seldom haling from the equestrian classes, sharpshooters more commonly fight on foot, and are rarely expert riders. A sharpshooter may be skilled in a craft or profession suitable to his background.

Class Features
All of the following are class features of the sharpshooter.
Class Skills: The sharpshooter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Spot (Wis) and Swim (Str).
Weapon and Armor Proficiency: A sharpshooter is proficient with all simple and martial weapons, and with light armor and medium armor.
Starting Feats: The sharpshooter receives the Point Blank Shot and Rapid Reload feats in addition to his weapon and armor proficiencies and fighter bonus feat.
Recommended 1st level Fighter Bonus Feat: The sharpshooter should consider Improved Initiative, Far Shot, Precise Shot, Rapid Shot, or Weapon Focus (any crossbow) when selecting his 1st level fighter bonus feat.
 

Slinger (Slr)

A slinger wreaks havoc among his enemies with the deadly accuracy of his missiles.
Human slingers often come from the outlands, where the sling is used both in hunting small game and in protecting flocks from predation. In the hands of one skilled in its use, the sling also becomes a weapon of war every bit as deadly as the bow.
Of the nonhuman races, halfling slingers are most common, having a natural talent for the weapon.
Slingers develop keen eyesight to pick out distant targets. They often have some training in a craft or profession that befits their background. Those brought up among herdsman or husbandmen learn from an early age how to handle animals. Slingers are most comfortable fighting afoot, as their humble backgrounds seldom provide them with much in the way of equestrian training.

Class Features
All of the following are class features of the slinger.
Class Skills: The slinger’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Spot (Wis) and Swim (Str).
Weapon and Armor Proficiency: A slinger is proficient with all simple and martial weapons, and with light armor and medium armor.
Starting Feats: The slinger receives the Point Blank Shot and Precise Shot feats in addition to his weapon and armor proficiencies and fighter bonus feat.
Recommended 1st level Fighter Bonus Feat: The slinger should consider Improved Initiative, Far Shot, Rapid Shot, or Weapon Focus (sling) when selecting his 1st level fighter bonus feat.
 

Archer (Arr)

An archer wields his bow to devastating effect, usually while fighting afoot.
Human archers tend to hale either from settled lands where a free yeomanry is required to train regularly with the bow to fulfill an obligation of service to the local militia, or from the hinterlands, where skill at archery puts meat on the table.
Of the nonhuman races, elves have the strongest tradition of archery. Elven archery is legendary, the standard against which true excellence is judged.
In addition to their weapon training, and the keen eyesight they develop as a consequence, archers are often skilled in a craft or profession. Archers that come from the ranks of herdsman, farmers, teamsters or blacksmiths are often good with animals. But whether due to social class and affluence or an upbringing in the trackless wilds, the teeming streets, or on a quiet farmstead, archers are seldom practiced riders.

Class Features
All of the following are class features of the archer.
Class Skills: The archer’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Spot (Wis) and Swim (Str).
Weapon and Armor Proficiency: An archer is proficient with all simple and martial weapons, and with light armor and medium armor.
Starting Feats: The archer receives the Point Blank Shot and Precise Shot feats in addition to his weapon and armor proficiencies and fighter bonus feat.
Recommended 1st level Fighter Bonus Feat: The archer should consider Improved Initiative, Far Shot, Rapid Shot, or Weapon Focus (any bow) when selecting his 1st level fighter bonus feat.
 

Brawler

A brawler is a warrior who resorts to his fists as often as to a drawn weapon.
The typical brawler is the quintessential street tough or bar-fighter. A brawler may also be a pugilist who regards boxing as a science, or a martial artist who specializes in a ‘hard’ style that focuses on strikes with the fist or the open hand.
Brawlers are often physically adept, as befits their chosen style of combat. They are also surprisingly good at picking up rumors and gossip and the word on the street. People often find a brawler a bit intimidating, even when the brawler is not actively trying to be, and as a result let things slip. A brawler feels at home in bars, taverns, and back-alleys. In these haunts, a brawler can glean a lot of useful information while carousing over a shared mug of ale. And usually, he can also encourage someone else to pick up the tab.
Brawlers often make a living with their fists, as enforcers, bouncers, bully-boys, or even as showmen. But a brawler need not be a ruffian. It could be that the brawler’s stature, whether large or small, or perhaps some circumstance of his upbringing, made him a target for bullies, and he learned to fight in order to defend himself. A brawler may be the champion of his village or local neighborhood, using his fists to defend his fellows. Some brawlers have received formal instruction or private tutelage in self-defense, rather than having learned their art from innumerable fights. Law enforcement officers often acquire the skills of a brawler in the course of their training and duties.
Human brawlers typically come from the middle or lower social strata, as the highborn tend to regard brawling as beneath them. There are exceptions, however. Some nobles prefer to ‘slum’ in the seamier parts of a city, and some of the children of the upper crust receive instruction in the pugilistic arts.
Among the nonhuman races, dwarves and half-orcs are most commonly brawlers, as befits their toughness and their dispositions. Rarely, a half-elf will become a brawler in reaction to prejudice he suffers due to his mixed parentage, resorting to his fists in defense or as a way of lashing out.

Class Features
All of the following are class features of the brawler.
Class Skills: The brawler’s class skills (and the key ability for each skill) are Climb (Str), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local), and Swim (Str).
Weapon and Armor Proficiency: A brawler is proficient with all simple and martial weapons and with light and medium armor.
Starting Feats: The brawler receives the Improved Unarmed Strike and Toughness feats in addition to his weapon and armor proficiencies and fighter bonus feat.
Recommended 1st level Bonus Feat: The brawler should consider Combat Expertise, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, Power Attack, Two Weapon Fighting, and Weapon Focus (unarmed strike) when selecting his 1st level fighter bonus feat.
 

Grappler (Grr)

Grapplers are masters of unarmed combat.
A grappler is defined first and foremost by his combat ability. Individual grapplers may have sharply divergent backgrounds. A grappler might learn to fight as part of rigorous training in a religious or philosophical tradition that incorporates the martial arts as a path to enlightenment. He could be a backwoods wrestler who acquired his skills while rough-housing with his peers growing up, or be a savage wild man for whom close-combat is as natural and effective as his primitive weapons. A city-bred grappler could have picked his skills up while fighting to survive in the streets and back-alleys, or been formally tutored in the techniques of in-fighting by a weapons master in a dueling academy.
Grapplers are not unknown among any of the nonhuman races. Elves have ancient martial arts traditions, and dwarven battleragers often hurls themselves at their enemies. Halflings often wrestle for sport, and develop their skills in order to avoid the clutches of larger opponents. Gnomes sometimes learn grappling for similar reasons. Half-orcs often favor close combat, where they can maximize the advantages of their natural strength and stamina.
Grapplers often develop their physical abilities, and become adept at contortion and tumbling as part of their fighting style, but are seldom skilled riders.


Class Features
All of the following are class features of the grappler.
Class Skills: The grappler’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Swim (Str) and Tumble (Dex).
Weapon and Armor Proficiency: A grappler is proficient with all simple and martial weapons and with light and medium armor.
Starting Feats: The grappler receives the Improved Unarmed Strike and Improved Grapple feats in addition to his weapon and armor proficiencies and fighter bonus feat. The Grappler receives the benefit of the Improved Grapple feat even if the character does not meet the normal prerequisites.
Recommended 1st level Bonus Feat: The grappler should consider Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Power Attack, and Weapon Focus (grapple or unarmed strike) when selecting his 1st level fighter bonus feat.
 

Here is a general description of these "subclasses":

WARRIOR CLASSES

Skill in battle is the mark of the warrior, but individual fighters vary widely in the tools of war they employ and in the techniques they master. The warrior classes each represent a particular warrior archetype, with a unique focus that determines their initial proficiency with arms and armor, their selection of skills, and the feats requisite to their favored mode of combat.

Beyond the first level of experience, the development of each individual warrior class character is determined by the selection of bonus combat feats. These bonus feats are drawn from those available to the Player’s Handbook fighter, as well as from an expanded list of feats that duplicate certain of the abilities of the standard core classes. Warrior class characters can also freely multiclass with the expert, magic-wielding, and morphic class variants without incurring an experience penalty for doing so. A warrior class character may not take levels in a second warrior class in order to reap the benefit of the class’ initial proficiencies and feats.

All of the warrior classes share the following class features in common.


Alignment: Any. Characters of certain warrior classes may tend towards a particular alignment, as noted within the description of that class, but individual characters of that class may be of any alignment.
Hit Die: d10.
Class Skills
The warrior class character’s class skills vary, but all warriors begin with the same number of skill points at first level and gain the same number of skill points for each additional level.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Warrior Classes
Code:
[B]Level	BAB	        Fort Save  Ref Save Will Save	Special[/B]
1st	+1	             +2	     +0	     +0	          Bonus feat
2nd	+2	             +3	     +0	     +0	          Bonus feat
3rd	+3	             +3	     +1	     +1	
4th	+4	             +4	     +1	     +1	          Bonus feat
5th	+5	             +4	     +1	     +1	
6th	+6/+1	             +5	     +2	     +2	          Bonus feat
7th	+7/+2	             +5	     +2	     +2	
8th	+8/+3	             +6	     +2	     +2	          Bonus feat
9th	+9/+4	             +6	     +3	     +3	
10th	+10/+5	             +7	     +3	     +3	          Bonus feat
11th	+11/+6/+1	     +7	     +3	     +3	
12th	+12/+7/+2	     +8	     +4	     +4	          Bonus feat
13th	+13/+8/+3	     +8	     +4	     +4	
14th	+14/+9/+4	     +9	     +4	     +4	          Bonus feat
15th	+15/+10/+5	     +9	     +5	     +5	
16th	+16/+11/+6/+1	     +10     +5	     +5	          Bonus feat
17th	+17/+12/+7/+2	     +10     +5	     +5	
18th	+18/+13/+8/+3	     +11     +6	     +6	          Bonus feat                  
19th	+19/+14/+9/+4	     +11     +6      +6	
20th	+20/+15/+10/+5	     +12     +6      +6	          Bonus feat


Bonus Feats: At 1st level, a warrior class character 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 fighting class character 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 feats noted as fighter bonus feats. A warrior 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 from advancing levels. A warrior is not limited to the list of fighter bonus feats when choosing these feats.

Each of the warrior classes is described as follows.
Class Name and Standard Abbreviation: The class name and its abbreviation.
Class Description:
Class Features
All of the following are class features of the fighter.
Class Skills:
Weapon and Armor Proficiency:
Starting Feats:
Recommended 1st level Bonus Feat:
 
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I had planned on a bunch more. I think I still have my notes in hardcopy. Here are some more examples:

Guard/Defender
Highlander
Marine
Mercenary/Soldier
Thrower/Hurler
Berserker/Rager
Assasin/Slayer
Stalker/Marauder
 

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