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.

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: 4 + Int modifier.

Level Base Attack Fortitude Reflex Will Special
1 +1 +2 +0 +0 Bonus Feat, Stamina, Weapon Training
2 +2 +3 +1 +1 Bonus Feat, Bravery
3 +3 +3 +1 +1 Armor Training (Medium), Second Wind (Swift)
4 +4 +4 +1 +1 Bonus Feat, Martial Spontaneity
5 +5 +4 +2 +2 Advanced Weapon Training, Weapon Training 1
6 +6/+1 +5 +2 +2 Bonus Feat
7 +7/+2 +5 +2 +2 Advanced Armor Training, Armor Training (Heavy)
8 +8/+3 +6 +3 +3 Bonus Feat
9 +9/+4 +6 +3 +3 Advanced Weapon Training, Weapon Training 2
10 +10/+5 +7 +3 +3 Bonus Feat, Bravery +3
11 +11/+6/+1 +7 +4 +4 Advanced Armor Training, Second Wind (Immediate)
12 +12/+7/+2 +8 +4 +4 Bonus Feat
13 +13/+8/+3 +8 +4 +4 Advanced Weapon Training, Weapon Training 3
14 +14/+9/+4 +9 +5 +5 Bonus Feat, Bravery +4
15 +15/+10/+5 +9 +5 +5 Advanced Armor Training
16 +16/+11/+6/+1 +10 +5 +5 Bonus Feat
17 +17/+12/+7/+2 +10 +6 +6 Advanced Weapon Training, Weapon Training 4
18 +18/+13/+8/+3 +11 +6 +6 Bonus Feat, Bravery +5
19 +19/+14/+9/+4 +11 +6 +6 Armor Mastery, Second Wind (Free)
20 +20/+15/+10/+5 +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 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.

Stamina(Ex): A fighter trains diligently in order to build his martial acumen, allowing him to push himself beyond the limits of his endurance to perform otherwise impossible feats of valor and daring. Each day, the fighter gains a stamina pool with a maximum number of stamina points equal to his base attack bonus + his Constitution modifier. During combat, a fighter can spend points from his stamina pool in order to perform a combat trick, the specific effects of which are dictated by a combat feat or class feature that the fighter possesses. Unless noted otherwise, spending stamina points is not an action, and a fighter can’t spend stamina points if he is unconscious, fatigued, or exhausted. Dropping to 0 stamina points causes the fighter to become fatigued until he has 1 or more points in his stamina pool.

Temporary increases to Constitution, such as those granted by the bear’s endurance spell, do not increase the number of stamina points in the fighter’s pool or his pool’s maximum number of stamina points. However, permanent increases to Constitution, such as the bonus granted by a belt of mighty constitution worn for more than 24 hours, do adjust your stamina points.

A fighter regains stamina points by resting for short periods of time. A fighter doesn’t have to sleep while resting in this way, but he can’t exert himself. The fighter stops regaining stamina points if he enters combat; takes an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or takes more than one move action or standard action in a round (he can still take free, immediate, and swift actions). This reduction in the fighter’s number of actions per round also effectively halves his overland speed. For each uninterrupted minute the fighter rests in this way, he regains 1 stamina point. If the fighter is suffering from any of the following conditions, he can’t regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.

Weapon Training(Ex): Although he likely specializes in the use of one specific weapon, a skilled fighter is able to apply his training in one kind of weapon to other similar weapons, forming a weapon group. At 1st level, a fighter chooses one group of weapons. He gains proficiency with all martial and exotic weapons from this group. In addition, the fighter can tap into his stamina pool in order to perform a combat trick that enhances his competency with weapons from his chosen weapon group. By spending points from his stamina pool when he makes an attack with a weapon that belongs to his chosen weapon group, the fighter can grant himself a competence bonus on his attack equal to the number of points spent (maximum 5).

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

  • Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
  • Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
  • Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
  • Bows: composite longbow, composite shortbow, longbow, and shortbow.
  • Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
  • Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
  • Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
  • Firearms: pistol, rifle and shotgun.
  • Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
  • Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
  • Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
  • Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
  • Pole Arms: glaive, guisarme, halberd, and ranseur.
  • Spears: javelin, lance, longspear, shortspear, spear, and trident.
  • Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

At 5th level, the fighter gains a +1 bonus on attack and damage rolls when using a weapon from his chosen group. This bonus increases by +1 at 9th level and every four levels thereafter, to a maximum of +4 at 17th level.

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.

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.

Second Wind(Ex): At 3rd level, a fighter can tap into his stamina in order to temporarily regain vitality. By spending 3 stamina points from his stamina pool as a swift action, the fighter gains a number of temporary hit points equal to 1d10 + 1 point per fighter level (maximum +10), up to a maximum number of temporary hit points equal to the current amount of hit point damage that he has taken. This effect lasts 1 minute. Temporary hit points gained from multiple uses of this ability don’t stack, and if the number of temporary hit points that the fighter has from this ability ever exceeds the amount of lethal damage that he has taken, excess temporary hit points are lost.

For instance, a fighter that has taken 20 points of damage can gain up to 20 temporary hit points from this ability. If he is later healed for 15 points of damage, the maximum number of temporary hit points that he can gain is reduced to 5, and any temporary hit points in excess of this amount are lost.

At 11th level, the fighter can use this ability as an immediate action. In addition, he can spend 5 stamina points to gain a number of temporary hit points equal to 2d10 + 1 point per fighter level (maximum +20). At 19th level, he can use this ability as a free action once per round, even if it isn’t his turn.

Martial Spontaneity(Ex): At 4th level, a fighter can take a move action to tap into his stamina to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The fighter must meet all the feat’s prerequisites. He must spend 3 stamina points from his stamina pool in order to use this ability, and the benefits of any feats that he gains using this ability immediately end whenever the fighter drops to 0 stamina points.

The fighter can use this ability again before the duration expires to replace the previous combat feat with another choice. If a combat feat has a daily limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

Advanced Weapon Training: As the fighter’s combat skill grows, he trains himself in new ways to use his skill with his chosen weapon group to out match his enemies. Starting at 5th level, a fighter gains one advanced weapon training option. He gains an additional option at 9th level, 13th level, and 17th level.

Advanced weapon training options only function when the fighter is wielding a weapon that belongs to a weapon group that he has chosen with the weapon training class feature or the expanded weapon training advanced weapon training option unless noted otherwise. If the fighter wields two or more weapons from different weapon groups that he has chosen with the weapon training class feature simultaneously, use the his highest weapon training bonus to determine the effects of his advanced weapon training options unless noted otherwise.

A fighter cannot select an individual advanced weapon training option more than once unless noted otherwise.

Fighter Advanced Weapon Training Talents

Advanced Armor Training: With practice, a fighter is able to improve his ability to wear and use his armor. Starting at 7th level, a fighter gains one advanced armor training option. He gains an additional option at 11th level and 15th level.

Advanced armor training options only function only when the fighter is wearing appropriate armor or using a shield unless noted otherwise.

A fighter cannot select an individual advanced armor training option more than once unless noted otherwise.

Fighter Advanced Armor Training Talents

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

Weapon Mastery (Ex): At 20th level, the fighter automatically confirm all critical threats that he makes with attacks from any of his chosen weapon groups, and the critical multiplier of those attacks increases by 1 (x2 becomes x3, for example). In addition, he cannot be disarmed while wielding a weapon from any of his chosen fighter weapon groups.

Fighter Training Feats
Fighter training options allow a fighter to apply his combat prowess towards other, noncombatant activities to bolster his effectiveness outside of battle. Whenever a fighter would gain an advanced armor training option, an advanced weapon training option, or a bonus feat from fighter class levels, he can instead choose a fighter training option instead. Some fighter training options can only be selected if the fighter meets the option’s prerequisites.

Stamina Feats
Many combat feats have the ability to be improved by the expenditure of stamina. This list is for easy reference.

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