A Militant fixer, or Contractor is a fighter subclass. They have both fighting abilities and a number of subterfuge and interpersonal skills. To become a fixer they need to have strength not less than 9, minimal intelligence of 9, a minimal con of 9 and not less than 17 charisma. If the fixer has both strength and charisma exceeding 15, he or she gains the benefit of adding 10% to earned XP. Fixers use the Paladin XP table.
Fixers use d10 sided HP,Thaco and saving throws as per fighter. Weapon/Non-weapon proficiency are as per Fighters, with limitations as described below. Fixers may not use weapon specialization, nor may they use the Theif's backstab ability. Militant Fixers have no problem with using any weapon that gets the job done, even poison and oil are allowed.
The benefits of a Fixer are:
People Person -When random encounters involve members of the same race of the fixer, their encounter level is increased favorably by one level, thus hostile would become wary, while neutral would become friendly, etc.
Contacts Everywhere: The Fixer can make a Charisma check to find a contacts for items, jobs, or favors. They can spend GP to increase the likelihood of finding the contact they desire.
Good Friends : Fixers have lots of friends and allies, and can have double the number of henchmen, but they are of limited and questionable loyalty.
Getting Hands Dirty - Fixers have thieves abilities at 1 level lower than the fixers level, limited to the following list: Open Locks, Find/remove traps,Move Silently, Hide in Shadows, Climb Walls. The fixer may not wear armor heavier than studded leather while attempting any of these skills.
A Big House - At 9th level or higher, the fixer can establish a household, similar to a thieves' den, attracting followers who can be fighters, thieves and, if evil, assassins.