Coachman

A lonely stretch of road can be a very dangerous place in the grasslands.

Highwaymen, monsters and wild animals stalk these vital thoroughfares, waiting for an opportunity to spring from the tall grasses and pounce on defenseless travelers. Those that deviate from the well-worn trails face even graver peril in the uncharted wilderness. Whether it is a carriage transporting wealthy passengers to a far-flung destination or a wagon laden with gold, one man may determine whether the trip ends in riches or ruin. He is known as the coachman in many parts. Armed with his trusty crossbow, this grizzled veteran of the highways is an astute navigator, a skilled driver and a formidable guardian of the people and goods entrusted to his protection. Many began their careers as tavern brawlers, professional crossbowmen or soldiers in conventional armies. However, their disdain for regimentation, the allure of the open road and the prospects of earning a more lucrative living than the average foot-soldier or barroom tough made them turn their backs on their former lives and experience life as a series of journeys from one distant, exotic locale to the next. Coachmen frequently adopt a fatalistic attitude, for death may hide behind the next bend in the road. Yet behind the gruff, introspective exterior is a wily combatant who can fell a charging auroch from several hundred yards away or fight toe to toe against a professionally trained and well-equipped brigand in defense of his merchandise and those charged to his protection.

Weapon and Armor Proficiency

A coachman is not proficient with tower shields.

Skills

A coachman gains Knowledge (geography) as a class skill.

Duke It Out (Ex)

At 1st level, a coachman gains the Improved Unarmed Strike and Mounted Archery feats as bonus feats, even if the coachman does not meet the feats’ prerequisites.

This ability replaces the 1st-level fighter bonus combat feat.

Raw Grit (Ex)

At 2nd level, a coachman gains a +1 bonus on saving throws made against effects that cause him to become dazed or stunned.

This bonus increases by +1 for every four levels beyond 2nd.

This ability replaces bravery.

In My Sights (Ex)

At 3rd level, a coachman can resolve an attack against touch AC instead of normal AC on readied attacks made with a crossbow.

This ability replaces armor training 1.

Shielded Sniper (Ex)

At 5th level, a coachman gains a +1 bonus on attacks and damage rolls made with a crossbow whenever he or his target has a bonus to AC from cover. This bonus improves by +1 for every four levels beyond 5th.

This ability replaces weapon training 1, 2, 3 and 4.

Knockout Artist (Ex)

At 7th level, a coachman gains the Stunning Fist feat as a bonus feat, even if he does not meet the feat’s prerequisites. If he already has this feat, the coachman can choose any combat feat instead.

In addition, he may use this feat a number of times per day equal to half his fighter level, plus one more time per day for every four levels he has in classes other than fighter (except for monk levels).

This ability replaces armor training 2.

Roadside Brawler (Ex)

At 11th level, a coachman that confirms a critical hit with an unarmed strike may start a grapple as a free action without provoking an attack of opportunity. He may only do so against targets of equal size or smaller than himself.

This ability replaces armor training 3.

Skin of his Teeth (Ex)

At 15th level, a coachman may add his base attack bonus to any ability or skill check. He must announce his intention to do so before attempting the ability check or skill check. He may use this ability once per day.

This ability replaces armor training 4.

Section 15: Copyright Notice

Fields of Blood © 2015 Frog God Games, LLC. Author: Tom Knauss

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