The Bounty Hunters
Attack Bonus: +4.
Proficient with all simple and martial weapons, shields, and armor.
Weapon Focus: Choose four melee weapons. You get +1 attack and parry rolls with the chosen weapons.
Step Two: Choose four of the following combat skills.
Disarm: If you successfully parry with a roll of 20, you disarm your attacker. Also, if you roll a 20 while attacking against an opponent who parries, you may disarm your opponent instead of dealing damage. This ability works only if you have weapon focus with the weapon you use to parry.
Weapon Mastery: +1 damage with all weapons you have Weapon Focus on. Prerequisites: +4 attack bonus. (May be taken again with a +8 attack bonus.)
Improved Parry: If you attempt to parry an attack and fail, that attack damages your armor even if it would normally cause a flesh wound. Prerequisites: Weapon Focus with the weapon you use to parry. (Works with shields even without Weapon Focus.)
Dual Wield: You may use a weapon in each hand. At least one of the weapons must be size small or lower. All rolls with each weapon come with a -2 penalty.
Great Fortitude: +2 fortitude saves.
Improved Iniative: +4 to initiative rolls.
Mounted Combat: Once per round when your mount is hit in combat, you may make a ride check (1d20 + 1/2 your level + 5 + Dex.) to negate the hit. The hit is negated if your ride check is greater than the attack roll.
Quick Draw: You can draw a weapon as a free action instead of as a move-equivalent action.
Step Three: Choose two of the following adventuring skills.
Athletics: You are skilled at climbing, swimming, and sports.
Awareness: You are skilled at spotting and hearing things that are difficult to discern, like sneaky enemies. You would make a good watchman.
Dress Wounds: After a battle, you may bandage a wounded companion for 1 + Wisdom modifier. Those wound points do not hinder the character as usual, although they must still heal slowly. If you dress your own wounds, you only bandage up your Wisdom modifier. A character may only have one bandage at a time, although the bandage can be redressed later. (For example, a companion takes 1 damage in a battle. Afterwards, you bandage that wound. In a later battle, the companion takes a further ten damage. You may redress the wound for the full amount, 1 + Wisdom modifier).
Leadership: You may train and lead a small squad (4 + Charisma modifier) of peasants in basic combat maneuvers.
Repair Armor: In an evening’s work you may repair a piece of armor for 1d6 + Intelligence modifier. Once a piece of armor has been repaired in the field, it may not be repaired again until it takes a further 10 points of damage.
Ride: You are skilled at riding horses.
Search: You are skilled at finding hidden doors, traps, and concealed weapons or items.
Use Rope: You know how to tie complicated knots.
Step Four: Choose one of the following basic skills.
Craft: You are trained in making some kind of good. (china dolls, brass candlesticks, wheels)
Knowledge: (History, Biology, GeographyChemistry, Arcana, Trivia, Literature, Sociology, Queer Studies, Religions, etc.)
Profession: You are trained in a chosen service profession. (animal handling, waiting tables, massage therapy, cooking)
Perform: You know how to sing, play a musical instrument, ride a unicycle, or do some other activity that could potentially entertain.