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Fighter

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or
because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Alignment: Any.

Hit Die: d10.



Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int),Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.

Table: Fighter
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+0
Bonus feat, Weapon Group Feats
2nd
+2
+3
+0
+0
Bonus feat, bravery
3rd
+3
+3
+1
+1
Armor training
4th
+4
+4
+1
+1
Bonus feat, Daily Drills
5th
+5
+4
+1
+1
Weapon training
6th
+6/+1
+5
+2
+2
Bonus feat
7th
+7/+2
+5
+2
+2
Armor training,Fortification(Light)
8th
+8/+3
+6
+2
+2
Bonus feat
9th
+9/+4
+6
+3
+3
Weapon training
10th
+10/+5
+7
+3
+3
Bonus feat
11th
+11/+6/+1
+7
+3
+3
Armor training
12th
+12/+7/+2
+8
+4
+4
Bonus feat,Fortification(Medium)
13th
+13/+8/+3
+8
+4
+4
Weapon training
14th
+14/+9/+4
+9
+4
+4
Bonus feat
15th
+15/+10/+5
+9
+5
+5
Armor training
16th
+16/+11/+6/+1
+10
+5
+5
Bonus feat
17th
+17/+12/+7/+2
+10
+5
+5
Weapon training
18th
+18/+13/+8/+3
+11
+6
+6
Bonus feat,Fortification(Heavy)
19th
+19/+14/+9/+4
+11
+6
+6
Armor mastery
20th
+20/+15/+10/+5
+12
+6
+6
Bonus feat, Weapon mastery

Class Features
The following are class features of the fighter.

Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats
At 1st level, and at every even level thereafter, a 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 those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a 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.

Weapon Group Feats
Whenever the fighter chooses a feat which is specific to a single weapon he may instead choose for it to effect a group of weapons, as his weapon training ability. You may only use this feature once per 2 fighter levels (Min 1).

*Example: The fighter/ranger Roy wants to take Weapon Focus and Improved Critical for the Axes group but only has 1 level in fighter and 8 in ranger, he may choose to take one as a weapon group but not both. He would require 4 levels in fighter to take both of these feats.

Bravery (Ex)
Starting at 2nd level, a 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, a 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.

This ability also allows the fighter to take an automatic 12 on his active defense rolls.

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.

Daily Drills
Starting at 4th level the fighter may spend 1 hour per day in intensive training with a specific weapon, after this hour he gains a bonus of +1 attack and damage for the remainder of the day. For every consecutive day the fighter trains he gains another +1 attack and damage, maximum of +1 additional per 4 fighter levels (+2 at 4th, +3 at 8th, etc). If the fighter misses training for a day he loses 1 attack and damage, minimum 0 bonus.

Weapon Training (Ex)
Starting at 5th level, a 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 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 a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 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.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined here

Fortification (Ex)
At 7th level the fighter is so in tune with his armor that he may avoid critical hits and precision damage. Treat his armor as if it had the Light Fortification enchantment, this bonus does not take up an arcane gem slot.

At 12th level the fighter gains moderate fortification and at 18th level he gains heavy fortification.

Armor Mastery (Ex)
At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex)
At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.