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: The Fighter class does not affect Alignment.

Hit Die: d10.

Class Skills

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

Choose any 4 skills from the following list to become class skills: Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility) (Int), Perception (Wis), and Sense Motive (Wis).

Skill Ranks per Level: 4 + Int modifier.

Level Base Attack Fortitude Reflex Will Special
1 +1 +2 +0 +0 Bonus Feat, Sharp Reflexes+1
2 +2 +3 +1 +1 Bonus Feat, Determination +1, Feat Expertise
3 +3 +3 +1 +1 Advanced Armor Training, Feat Aptitude, Weapon Training +1
4 +4 +4 +1 +1 Bonus Feat, Feat Retraining, Latent Feats, Prowess
5 +5 +4 +2 +2 Advanced Weapon Training, Sharp Reflexes +2, Weapon Guard
6 +6 +5 +2 +2 Bonus Feat, Perseverance
7 +7 +5 +2 +2 Advanced Armor Training, Weapon Training +2, Secure Weaponry
8 +8 +6 +3 +3 Bonus Feat, Prowess
9 +9 +6 +3 +3 Advanced Weapon Training, Tenacious Grip
10 +10 +7 +3 +3 Bonus Feat, Determination +2, Perseverance
11 +11 +7 +4 +4 Advanced Armor Training, Autonomic Grasp, Rapid Attack, Sharp Reflexes +3, Weapon Training +3
12 +12 +8 +4 +4 Bonus Feat, Prowess
13 +13 +8 +4 +4 Advanced Weapon Training, Weapon Unity
14 +14 +9 +5 +5 Bonus Feat, Perseverance
15 +15 +9 +5 +5 Advanced Armor Training, Combat Composure, Weapon Training +4
16 +16 +10 +5 +5 Bonus Feat, Prowess
17 +17 +10 +6 +6 Advanced Weapon Training, Flawless Technique, Sharp Reflexes +4
18 +18 +11 +6 +6 Bonus Feat, Perseverance
19 +19 +11 +6 +6 Armor Mastery, Assured Strike
20 +20 +12 +7 +7 Bonus Feat, Weapon Mastery

Class Features

The following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with all 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.

Sharp Reflexes (Ex): Training and battle hone a fighter's reactions, he gains a +1 bonus on Reflex saves. At 5th level and every 6 levels thereafter, this bonus increases by 1 (to a maximum of +4 at 17th level.)

Determination (Ex): At 2nd level, a fighter gains a +1 bonus on Will Saves. This bonus increases to +2 at 10th level.

Feat Expertise (Ex): At 2nd level, a fighter treats his ability scores as being higher for the purpose of meeting the prerequisites of combat feats. The amount he adds to each of his ability scores for this purpose is equal to half his level.

Feat Aptitude (Ex): At 3rd level, a fighter treats his base attack bonus as being higher for the purpose of meeting the prerequisites of combat feats. +1 at level 3, +2 at level 6, +3 at level 9, +4 at level 12, and +5 at level 15.

Advanced Armor Training (Ex): At 3rd level and again at 5th, 7th, 9th, 11th, 13th and 15th level, a fighter gains an advanced armor training option. Unless otherwise noted, an option can be selected only once.

  • Armor Expertise(Ex): When wearing armor, the fighter can increase the maximum Dexterity bonus allowed by this armor and reduce the armor check penalty. The fighter increases the maximum Dexterity bonus allowed by 1 point and reduces his armor check penalty by 1 point. The fighter may select this option multiple times, the benefits stack.
  • Armored Bastion(Ex): When wearing heavy armor, the fighter gains DR 1/-. At 7th level, the fighter gains DR 1/- when wearing medium armor, and 2/- when wearing heavy armor. The DR from this ability stacks with that provided by armor and fighter class features, but not with other forms of damage reduction.
  • Armored Confidence(Ex): While wearing armor, the fighter gains a bonus on Intimidate checks based upon the type of armor he is wearing: +1 for light armor, +2 for medium armor, and +3 for heavy armor. This bonus increases by 1 at 7th level, 11th level, 16th level and 20th level. In addition, the fighter adds half his armored confidence bonus (minimum +1) to the DC of Intimidate checks to demoralize him.
  • Armored Master(Ex): The fighter gains an armor mastery feat or a shield mastery feat as a bonus feat. He must meet all of the feats prerequisites.
  • Armored Sacrifice(Ex): When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, the fighter can instead direct the damage to a suit of armor that he is wearing or a shield he is using as an immediate action. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness. The fighter can use this option once per day, plus one additional time each day at 11th level and 19th level.
  • Armored Strike(Ex): While wearing medium armor, the fighter's unarmed strikes deal 1d6 points of bludgeoning damage, and while wearing heavy armor, the fighter's unarmed strikes deal 1d8 points of bludgeoning damage. The armor's enhancement bonus to AC counts as a weapon enhancement bonus when making unarmed strikes.
  • Critical Deflection(Ex): While wearing armor or using a shield, the fighter gains a +2 bonus to his AC against attack rolls made to confirm a critical hit. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum of +6 at 19th level.
  • Cushioning Armament(Ex): While wearing armor or using a shield, if the fighter takes falling damage or takes bludgeoning damage from an area effect that doesn't allow a saving throw to reduce the damage, he can direct half of the damage to his armor or shield. This damage ignores half of the armor or shield's hardness.
  • Effortless Impetus(Ex): A fighter adds his total reduction to armor check penalty as a bonus on his initiative checks. This total armor check penalty reduction includes reductions from feats, racial traits or class features. This option functions even when the fighter is not wearing armor.
  • Quick Donning(Ex): The fighter can don armor in a hurry without reducing its effectiveness, and remove it quickly when it becomes a hindrance. When the fighter dons or removes his armor or dons it hastily, the amount of time needed to do so is reduced. Other characters can still help the fighter don his armor as normal. The fighter can don light armor in a single round, medium armor in 3 rounds and heavy armor in 5 rounds. Up to two allies can assist the fighter in donning their armor, each ally reducing the amount of time by one round (minimum of 1 round.) Additionally, if the fighter is grappled, he may remove some of his armor to gain a bonus to his combat maneuver check, Escape Artist check or Strength check to escape from an effect that reduces or restricts his ability to move or act. The fighter loses half of his Armor bonus to AC until the end of combat and gains twice that amount as a bonus to his CMB, Escape Artist or Strength checks. Finally, the Armor check penalty of all armor the fighter wears is reduced by 1.
  • Shield Wielder(Ex): The fighter can treat heavy shields as light weapons. He increases his shield's damage die by one step when using a shield to make a shield bash attack.
  • Steel Headbutt(Ex): While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as a part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter's base attack bonus -5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor or 1d4 points of damage if he is wearing heavy armor, plus an amount of damage equal to 1/2 the fighter's strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor's enhancement bonus modifies the attack and damage of the headbutt attack as if it were a weapon enhancement bonus.
  • Unhindered Movement(Ex): The fighter can move at his normal speed while wearing medium armor, the fighter's armor check penalty is reduced by 1 point. This option can be selected one additional time, allowing the fighter to move at his normal speed while wearing heavy armor and reducing his armor check penalty by an additional 1 point.
  • Unmoving(Ex): The fighter is able to use his armor to help prevent some combat maneuvers from affecting him. The fighter gains a bonus to CMD against bull rush, drag, grapple, overrun, reposition and trip attacks. The bonus is +1 if he is wearing light armor, +2 for medium armor and +3 for heavy armor. This bonus increases by +1 at 7th level and every 4 levels thereafter, to a maximum of +5(light)/+6(medium)/+7(Heavy) at 19th level.
  • Warding Shield(Ex): While wearing a heavy, light or tower shield, if the fighter makes a successful Reflex saving throw against an attack which normally deals half damage on a successful save, as an immediate action he can redirect the remaining damage to his shield. The shield is treated as if it had only half its normal hardness against this damage.

Available at Level 5

  • Armor Specialization(Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirt or full plate. While wearing the selected type of armor, the fighter adds +1 to the armor's armor bonus. At 9th level this bonus increases to +2. The fighter may select this option multiple times, the effects do not stack, it applies to a different type of armor each time.

Available at Level 7

  • Greater Armored Strike: The damage from the armored strike option improves by two steps. While wearing medium armor the fighter deals 1d10 points of damage with an unarmed strike and while wearing heavy armor, the fighter deals 1d12 points of damage with an unarmed strike. The fighter must have the armored strike option and be 7th level before choosing this option.

Available at Level 11

  • Armored Juggernaut(Ex): The fighter gains DR 1/- when wearing light armor, DR 2/- when wearing medium armor, and DR 3/- when wearing heavy armor. At 15th level these bonuses increase by 1. If a fighter is 19th level and has the armor mastery class feature, these DR values increase by an additional 5. The DR from this ability stacks with that provided by armor and fighter class features, but not with other forms of damage reduction. The fighter must have the armored bastion option and be 11th level before choosing this option.

Available at Level 13

  • Greater Armor Specialization (Ex): The fighter increases the bonus of the armor type chosen with armor specialization by an additional +1. At 17th level this increases by +1 again. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor. The fighter must be 13th level and have the armor specialization option with the selected armor before choosing this option.

Weapon Training(Ex): At 3rd level, a fighter gains a +1 bonus on attack and damage rolls with all weapons. He also adds this bonus to any combat maneuver checks that are made with weapons. This bonus also applies to his Combat Maneuver Defense when defending against Disarm, Steal, and Sunder attempts made against weapons he is wielding. This bonus increases by +1 at 7th, 11th, and 15th level.

Feat Retraining/Latent Feats(Ex): At 4th level and every 2 levels thereafter, a fighter can choose to learn a new combat feat in place of either a fighter bonus feat or a combat feat gained from character advancement. When the fighter loses a feat through use of this ability, it becomes a Latent feat. Latent feats provide none of their benefits to the fighter except that he still counts as having them for the purpose of meeting the requirements of other feats.

Prowess(Ex): At 4th level, 8th, 12th, and 16th level, the fighter gains a prowess option. Unless otherwise noted, an option can be selected only once.

  • Abundant Tactics(Ex): The fighter adds his weapon training bonus to the number of times per day he can use any combat feat he possesses that allows a limited number of daily uses, any magical abilities housed in his weapon that allows a limited number of uses. Additionally, the fighter adds his weapon training bonus to the save DC of any magical ability housed in his weapons.
  • Adaptable Training(Ex): The fighter can use his base attack bonus in place of his ranks in one skill of his choice from the following list: Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Intimidate, Knowledge (Engineering), Perception, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival or Swim. When using adaptable training, the fighter substitutes his total base attack bonus for his ranks in this skill, but adds the skill's usual ability score modifier and any other bonuses or penalties that would modify that skill. Once a skill has been selected, it cannot be changed and the fighter can immediately retrain all of his ranks in the selected skill at no additional cost in money or time.
  • Armament Item Mastery: The fighter chooses one of the following types of magic item: armor, shields or weapons. He gains an item mastery feat as a bonus feat, which functions with any magic item of the chosen type when he wields or wears it, even if the magic item does not meet the feat's normal requirements. He must meet all of the feat's prerequisites. A fighter can choose this option multiple times.
  • Combat Competence(Ex): The fighter is never considered to be helpless as long as he is conscious, even while paralyzed, held or stunned. Furthermore, the fighter does not flee from combat when under the effects of a fear effect, instead he is immobilized. While confused, on a roll of 51-75, the fighter does nothing on his turn instead of attacking himself.
  • Combat Spontaneity(Ex): Once per day as a move action, the fighter gains the full benefit of all Latent feats that he possesses until the end of combat.
  • Effortless Dual-Wielding(Ex): The fighter treats all one-handed weapons as though they were light weapons when determining his penalty on attack rolls with two weapons.
  • Fighter's Finesse(Ex): The fighter gains the benefit of the Weapon Finesse feat with all melee weapons even if they cannot normally be used with Weapon Finesse. The fighter must have the Weapon Finesse feat to select this option.
  • Fighter's Tactics(Ex): All of the fighter's allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.
  • Friendly Persuasion(Ex): The fighter can use his Intimidate skill bonus in place of his Diplomacy bonus. When substituting in this way the fighter uses his total intimidate skill bonus, including class skill bonus and bonuses from feats and other abilities, in place of his Diplomacy skill bonus, whether or not he has ranks in Diplomacy or if it is a class skill. Whenever the fighter makes a Diplomacy check against creatures with a hostile attitude toward him, this also counts as an intimidate check to demoralize those creatures.
  • Inspiring Confidence(Ex): As a swift action, the fighter can allow one ally within 30 feet, or himself, to attempt a new saving throw against an ongoing fear, charm or compulsion effect.
  • Master Armorer(Ex): The fighter can use his base attack bonus in place of his ranks in the Craft (Armor) skill. Additionally, the fighter is considered to have the Craft Magic Arms and Armor and Master Craftsman feats for the purpose of crafting magical armor or shields. If the fighter has 5 ranks in Craft (Weapons) then he may also use this ability to craft magical weapons. This also applies for Craft (Bowyer) and Craft (Gunsmith).
  • Tactical Training(Ex): As a move action, the fighter can select a teamwork feat that he knows and grant that feat to all allies within 30 feet the benefit of this feat lasts until the end of the combat. Only one teamwork feat may be shared in this way at a time, granting a new one replaces the first.
  • Weapon Specialist(Ex): Feats that specify a certain type of weapon (such as Weapon Focus or Weapon Specialization) now apply to all weapons.

Available at 8th Level

  • Critical Master(Ex): The fighter gains the Critical Mastery feat. He doesn't have to meet the prerequisites of this feat. At 18th level, when he scores a critical hit, he can apply the effects of three critical feats in addition to the damage dealt. The fighter must be at least 8th level to select this option.

Advanced Weapon Training(Ex): At 5th level and every four levels thereafter, a fighter gains an advanced weapon training option. Unless otherwise noted, an option can be selected only once.

  • Critical Specialist(Ex): The critical damage multiplier of all weapons the fighter uses are increased by +1.
  • Dazzling Intimidation(Ex): While wielding a weapon, the fighter applies his weapon training bonus on Intimidate checks to demoralize an opponent. The fighter may also attempt an Intimidate check to demoralize an opponent as a move action instead of a standard action. If he has the Dazzling Display feat, he can use it as a standard action instead of a full round action. The effects of demoralize also last for an extra number of rounds equal to the fighter's weapon training bonus.
  • Defensive Weapon Training(Ex): While wielding a weapon, the fighter gains a +1 shield bonus to his Armor Class. The fighter also adds half of his weapon's enhancement bonus to his Shield bonus (minimum +0). When his weapon training bonus reaches +4, the base shield bonus increases to +2. The fighter does not gain the benefit of this ability if he is using a shield.
  • Feint Training(Ex): The fighter adds his weapon training bonus on Bluff checks to feint and the DCs of feint checks made against him. In addition, if the fighter has the Improved Feint feat, he can feint in place of his first attack during a full attack.
  • Focused Weapons(Ex): Any weapon the fighter wields has its damage increased by one step.
  • Knockout Training(Ex): The fighter takes no penalty on attack rolls when dealing nonlethal damage.
  • Responsive Training(Ex): When the fighter makes an attack of opportunity, he doubles his weapon training bonus on the attack roll. In addition, the fighter adds his weapon training bonus to the DC of Acrobatics checks made by opponents to move through a square that he threatens without provoking an attack of opportunity. The fighter can also make an additional number of attacks of opportunity per round equal to half his weapon training bonus (minimum 1).
  • Spell Parry(Su): As an immediate action while wielding a weapon, the fighter can expend a use of an attack of opportunity to add his weapon training bonus to his saving throw against a spell, spell-like ability, or supernatural ability that allows a Reflex save as well as his touch AC until the beginning of his next turn.
  • Spell Smash(Su): The fighter can attempt to sunder an ongoing spell effect by succeeding at a Sunder combat maneuver check. The DC is equal to 15 + the effect's caster level. If successful, the spell effect ends. The fighter must be wielding a magical weapon to use this ability.
  • Trained Flanking(Ex): When flanking a creature with an ally, the fighter doubles his weapon training bonus, and the ally gains a bonus to hit and damage equal to his weapon training bonus.
  • Trained Grace(Ex): While using the effects of the Weapon Finesse feat, the fighter doubles his weapon training bonus.
  • Trained Initiative(Ex): The fighter applies his weapon training bonus to initiative checks. In addition, the fighter is not considered flat-footed before he acts in combat.
  • Trained Interference(Ex): The fighter adds his weapon training bonus to the DC of concentration checks made by enemies that he threatens.
  • Trained Marksman(Ex): The fighter doubles his weapon training bonus with all ranged weapons.

Weapon Guard(Ex): At 5th level, a fighter adds his weapon training bonus on saves against any effect that target his held weapon.

Perseverance(Ex): At 6th level, 10th, 14th and 18th level, a fighter chooses and gains a perseverance option. Unless otherwise noted, an option can be selected only once.

  • Battle Clarity(Ex): The fighter gains immunity to the dazed condition. At 10th level, if the fighter is staggered, then in addition to taking a single move action or standard action, he can also take a move action to move but can only move up to half his speed during this action. The fighter cannot combine this additional move action with a standard action to perform a full-round action. At 14th level, the fighter gains immunity to stunning.
  • Bravery(Ex): The fighter gains a +2 bonus on Will saves against fear and the DC of Intimidate checks to demoralize him increases by the same amount. This bonus increases by +1 at 10th level, 14th level and 18th level. The fighter only takes half of the normal penalties for any fear effect. If the fighter gains the frightened or panicked condition, he is instead shaken and staggered for the duration.
  • Dauntless(Ex): The fighter applies his bonus from the bravery option to all Will saving throws. The fighter must have the bravery perseverance option to select this option.
  • Dogged Obstinacy((Ex)): Every time the fighter fails an attack roll, saving throw or skill check in combat, the fighter gains a +1 morale bonus to that specific type of check for the rest of the combat up to a maximum of +5.
  • Fearless Zeal((Ex)): The fighter becomes immune to fear. If the fighter is subject to a fear effect, not only is he immune, but he gains his Bravery bonus to all Attack Rolls, Weapon Damage Rolls and Armor Class. This bonus does not stack and lasts for the rest of combat. The fighter must have the Bravery perseverance option to select this option.
  • Focused Resolve(Ex): Once per day, the fighter may roll an attack roll or saving throw three times and take the highest result. The fighter must choose to use this ability before making the attack roll or saving throw. The fighter may take this option multiple times, gaining one additional use each time.
  • Hard-Bitten(Ex): When hit with a critical hit or sneak attack, the fighter takes the minimum amount of extra damage from those attacks.
  • Hard to Kill(Ex): The fighter doesn't die from hit point damage until his total number of negative hit points is greater than or equal to twice his constitution score plus his level. He also does not fall unconscious until his total nonlethal damage equals his hit points plus his constitution score plus level. The fighter automatically succeeds at stabilization checks. At 10th level, the fighter does not go unconscious at negative hit points, but is still considered staggered. If the fighter has the Diehard feat or Orc Ferocity, then he is not staggered when below 0 hit points. At 15th level the fighter becomes immune to nonlethal damage.
  • Heroic Defiance(Ex): Once per day, when affected by any harmful status effect, you may delay the onset of that effect by 1 round. The delayed round counts against the total duration of the effect.
  • Heroic Recovery(Ex): Once per day, while under the effects of any harmful status effect, you may attempt a Fortitude save against that effect to completely remove it. You must have Heroic Defiance to select this option.
  • Indefatigable(Ex): The fighter gains immunity to fatigue. At 10th level he is also immune to exhaustion.
  • Internal Hardiness(Ex): The fighter gains immunity to the sickened condition. At 10th level, he also gains immunity to the nauseated condition.
  • Physical Resilience(Ex): If the fighter takes ability damage, ability drain or a temporary penalty to an ability score, the damage, drain or penalty is reduced by 2 points. This reduction improves by 1 at 10th level, 15th level and 20th level.
  • Robust Physique(Ex): The fighter gains an additional 2 hit points per level. The effects of this option are retroactive.
  • Stalwart(Ex): If the fighter makes a Fortitude or Will save against an effect that has a reduced effect on a successful save, he instead avoids the effect entirely.

Secure Weaponry (Ex): At 7th level, a fighter may make a Reflex save against any spell, spell-like ability or supernatural effect that would target his weapon if it would not normally grant a save, calculating the DC as if it did allow a save. If he is successful the effect is ignored.

Tenacious Grip (Ex): At 9th level, a fighter doesn't drop his weapons when panicked or stunned.

Autonomic Grasp (Ex): At 11th level, a fighter clings to his weaponry even on the brink of death. A fighter can choose to retain his hold on his wielded weapons when he is knocked unconscious or succumbs to a sleep effect. Attempting to disarm the unconscious fighter requires a Str check with a DC equal to 10 + 1/2 the fighter's level + the Fighter's Str bonus.

Rapid Attack (Ex): At 11th level when making a full attack, a fighter can move up to his speed either before or after his attacks. He can also combine a full attack with a charge as a full-round action, as long as he only moves a distance less than or equal to his speed. This movement provokes attacks of opportunity as normal. When attacking in this way, the fighter must give up his lowest bonus attack and all other attacks take a -2 penalty to hit.

Weapon Unity (Ex): At 13th level, a fighter becomes immune to the disarm, steal and sunder combat maneuvers made against a weapon he is wielding.

Combat Composure(Ex): At 15th level, a fighter can take a 10 on skill checks during combat, provided that the skill is a Class skill, he has ranks in the skill and the skill is one that allows the taking of a 10.

Flawless Technique(Ex): At 17th level a fighter does not automatically miss an attack roll when he rolls a natural 1.

Assured Strike(Ex): At 19th level, once per round before making an attack roll, a fighter can choose to take a 10 on that attack roll.

Armor Mastery (Ex): At 19th level, a fighter gains damage reduction 5/- whenever he is wearing armor or using a shield. This damage reduction stacks with any DR from armor or other fighter class features. If a weapon attack would ignore some or all of the fighter's Damage Reduction, the fighter may, at his option, redirect the damage to his armor or shield.

Weapon Mastery(Ex): At 20th level, a fighter automatically confirms all critical hits with weapons and their critical damage multiplier increases by +1.

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