Fighter



Adventures: (Fluff)
Characteristics: Where the berserker fights using passionate strength and sheer unwillingness to quit, the fighter is an expert and a professional. He is highly trained and skilled, truly talented in the art of combat. The fighter specializes in a general style of combat, honing his ability to become better than any other at what he does. While one fighter may be an expert at fighting in heavy armor with a sword and shield, another is a swift and deadly fighter with a forte for fancy swordplay and light armor.
Alignment: (Fluff)
Religion: (Fluff)
Background: Most fighters come at least from the middle class, and a good many of them are trained in an academy of arms. Others study under a solo master, learning his unique style at the expense of a variety of styles. Despite what the stories would say, very few fighters are simple self-taught warriors.
Races: (Fluff)
Other Classes: (Fluff)

Game Rule Information

Fighters have the following game statistics.
Abilities: Strength is a melee fighter's most important attribute, while Dexterity is the most important attribute of the rarer ranged fighter. Constitution gives the fighter important staying power, an all-important trait for a character who often finds himself absorbing damage so others don't have to.
Alignment: Any.
Hit Die: d10.
Starting Gold: 6d4 x 10 (150 gp)
Starting Age: Complex.
Experience: Complex.

Class Skills

The fighter's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Listen (Wis), Profession (Wis), Ride (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), and Treat Injury (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Level: 4 + Int modifier

Class Level
Base Attack Bonus
Defense Bonus
Reputation Bonus
Fort Save
Ref Save
Will Save
Class Features
1st
+1
+2

+2
+0
+ 0
Combat specialist, sturdy
2nd
+2
+2

+3
+0
+0
Bonus feat
3rd
+3
+3

+3
+1
+1
Track ability 1
4th
+4
+3

+4
+1
+1
Bonus feat, nerves of steel
5th
+5
+3

+4
+1
+1
Fast Healing 1
6th
+6/+1
+4

+5
+2
+2
Bonus feat
7th
+7/+2
+4

+5
+2
+2
Track ability 2
8th
+8/+3
+4

+6
+2
+2
Bonus feat
9th
+9/+4
+5

+6
+3
+3
DR 1/-
10th
+10/+5
+5

+7
+3
+3
Bonus Feat, Fast Healing 3
11th
+11/+6/+1
+5

+7
+3
+3
Track ability 3
12th
+12/+7/+2
+6

+8
+4
+4
Bonus feat
13th
+13/+8/+3
+6

+8
+4
+4
DR 2/-
14th
+14/+9/+4
+6

+9
+4
+4
Bonus feat
15th
+15/+10/+5
+7

+9
+5
+5
Fast Healing 5, track ability 4
16th
+16/+11/+6/+1
+7

+10
+5
+5
Bonus feat
17th
+17/+12/+7/+2
+7

+10
+5
+5
DR 3/-
18th
+18/+13/+8/+3
+8

+11
+6
+6
Bonus feat
19th
+19/+14/+9/+4
+8

+11
+6
+6
Track ability 5
20th
+20/+15/+10/+5
+8

+12
+6
+6
Bonus feat, Fast Healing 10

Class Features

All of the following are class features of the fighter base class.
Starting Feats: Fighters receive Basic Weapon Proficiency and nine bonus feats at 1st level. A character who multiclasses into fighter receives four, but must select proficiencies with them. This is different than other cases where the multiclassing character receives none of the starting feats from his new class.

Combat Specialist: Beginning at 1st level the fighter adds +1 to the attack roll with every weapon he is proficient with. This bonus increases by +1 every four levels. Beginning at 4th level the fighter adds +2 to the damage roll with every weapon he is proficient in. This bonus increases by +2 every four levels.

Sturdy: The fighter's normal healing rate doubles to recovering two wound points per eight hours of rest and two vitality points per level per hour of rest.

Bonus Feat: At every even-numbered level, the fighter receives a Fighter bonus feat. He must still meet the prerequisites of this bonus feat, if any.

Track Ability 1: At 3rd level, the fighter selects which combat style track he will follow. Once chosen, this cannot be changed. He gains one of the following abilities, depending on his track:
  • Defender: The fighter gains a +2 bonus to his AC while wielding a shield. This bonus increases by +2 every four levels.
  • Dual-Wielder: The fighter gains a +1 competence bonus to damage with each weapon while wielding two weapons. This damage increases by +1 every four levels.
  • Zweihander: The fighter gains a +2 competence bonus to damage while wielding a melee weapon in two hands. This damage increases by +2 every four levels.
  • Einhander: The fighter gains a +1 dodge bonus to defense and a +1 competence bonus to the attack roll while wielding a melee weapon in one hand. These bonuses increase by +1 each every four
  • Ritter: The fighter and his mount gains a +1 dodge bonus to defense while mounted, while the mount gains a +2 bonus to attack with all of its natural weapons. These bonuses increase by +1 each every four levels.
  • Archer: The fighter gains a +2 competence bonus to damage while wielding a bow. This damage increases by +2 every four levels.
  • Lockdown: The fighter gains a +2 bonus to hit with all Attacks of Opportunity he makes. This bonus increases by +2 every four levels.

Nerves of Steel (Ex): At 4th level and higher, a fighter gains the ability to keep a cool head where others are panicking. He adds his fighter levels to saves against fear, and he can take 10 on any fighter class skill check regardless of stress or rushed situation. He can also take 10 on cool checks.

Action Recovery (Ex): At 5th level and higher, a fighter gets almost superhumanly good at staying in the battle. He can spend an action point to gain Fast Healing 1, recovering 1 point of vitality point (but not wound point) damage per round for a number of rounds equal to his 3 + Constitution bonus (minimum 1 round). At 10th level this increases to Fast Healing 3, at 15th it increases to Fast Healing 5, to a maximum of Fast Healing 10 at 20th level.

Track Ability 2: At 7th level, the fighter receives his second track ability:
  • Defender: The fighter reduces his overall armor check penalties by 2 and increases his Max Dex by +2. The fighter takes no movement penalties for armor or encumberance.
  • Dual-Wielder: The fighter can attack with both of his weapons whenever he gets an attack action or uses an attack of opportunity. He no longer needs to make a full attack action to attack with both weapons.
  • Zweihander: The fighter gains a +4 bonus to bull rush, overrun, and sunder attempts.
  • Einhander: The fighter can trip an opponent with any weapon wielded in one hand, and can drop the weapon if his trip attempts fail to avoid being tripped himself. He gains a +4 bonus to disarm and resist being disarmed or tripped.
  • Ritter: The fighter can guide his mount as a free action, representing his ability to fight and undertake other tasks while still communicating his wishes to his mount. In addition, the fighter can add his mount's Strength bonus to his own for calculating melee damage in any round where his mount has moved at least 10 feet.
  • Archer: The fighter is able to fire off an additional arrow when making an attack or full attack, but if he does all of his attacks until his next action take a -5 penalty.
  • Lockdown: The fighter gains a +4 bonus to trip and disarm attempts and to resist tripping and disarming. This bonus applies both to the attack rolls and ability checks.

Damage Reduction (Ex): Beginning at 9th level, the fighter gets better at shrugging off damage. He gains DR 1/-. This damage reduction increases by 1 for every four levels in the class the fighter progresses (DR 2/- at 13th level, DR 3/- at 17th, and so on).

Track Ability 3: At 11th level, the fighter receives his third track ability:
  • Defender: The fighter increases the armor bonus and damage reduction of any armor system he wears by +4.
  • Dual-Wielder: The fighter uses his full Strength bonus for his off-hand and suffers no penalty for not wielding a light weapon in his off-hand - he is fully ambidextrous and can use both hands with equal proficiency.
  • Zweihander: The fighter can wield weapons for creatures one size larger than him with no penalty (so he can wield a greatsword sized for a Large creature without penalty). He doubles his Strength bonus to damage for two-handed weapons.
  • Einhander: Any time an opponent attacks the fighter in melee, he can use an attack of opportunity to parry that attack with an opposed attack roll. If the fighter wins the opposed attack roll, he parries that attack harmlessly. The opponent loses the rest of his attack actions and is off-balance (becoming flat-footed) until his next turn.
  • Ritter: The fighter and mount are considered one creature (typically of the same size as the mount) in terms of bull rushes, grapples, swallow whole, and other effects pertaining to size. An effect of this sort that affects one must also succeed against the other, otherwise it fails.
  • Archer: The fighter reduces the penalties for range increment by 1.
  • Lockdown: The fighter increases the reach of all two-handed weapons he wields by 5 feet, 10 feet if he's Huge or larger.

Track Ability 4: At 15th level, the fighter receives his fourth track ability:
  • Defender: The fighter gains a +10 competence bonus to resist trip, bull rush, and overrun attempts provided he did not move more than 5 feet the previous round. When braced against a charge, he can choose to immediately execute a bull rush attempt against the enemy with a +2 bonus for every 10 feet of movement in the charge.
  • Dual-Wielder: The fighter's critical threat range while dual-wielding increases by 1. This stacks with other abilities that affect critical threat range. He gains a +4 competence bonus to confirm a critical hit while dual-wielding.
  • Zweihander: The fighter can wield weapons for creatures two sizes larger than him with no penalty (so a Medium-sized fighter can wield a greatsword sized for a Huge creature without penalty). He triples his strength bonus to damage for two-handed weapons.
  • Einhander: The fighter's critical threat range with a one-handed weapon increases by 1. This stacks with other abilities that affect critical threat range. He gains a +4 competence bonus to confirm a critical hit.
  • Ritter: The fighter can wield any two-handed weapon as though it had an extra 5 feet of reach so long as he is mounted. He retains the ability to strike adjacent foes with the weapon.
  • Archer: The fighter gets a second additional attack whenever he makes a full attack with a bow, but if he does all of his attacks until his next action take an additional -5 penalty.
  • Lockdown: The fighter gains a second attack with each Attack of Opportunity, albeit at a -5 penalty.

Track Ability 5: At 19th level, the fighter receives his final track ability:
  • Defender: The defender has no limit to the number of attacks of opportunity he can make in a single round, provided he does not move more than 5 feet in the previous round. In addition, he can make an attack of opportunity against a creature leaving his threatened area as well as entering it.
  • Dual-Wielder: The fighter is able to take a full attack action as only a standard attack action. He can thus execute all of his attacks and move his full speed in a round, but he cannot take any other actions that are the equivalent of a full attack action aside from attacking.
  • Zweihander: Any weapon the fighter wields in two hands gains the ability to sever (or crush, or maim) the head (or similar vital spot) of those he strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (or similarly fatal effect). Some creatures, such as oozes, constructs, and undead are not affected by such attacks. Most other creatures, though, die when decapitated or stabbed through the heart. The DM may have to make judgment calls about this effect. This is an extraordinary ability of the wielder, and as such the ability still functions even in an antimagic field.
  • Einhander: The einhander fighter gains a single additional attack at his highest attack bonus every time he makes an attack roll. This means he makes two attacks every time he gets an attack of opportunity, but he only gets one additional attack when he takes a full attack action (or a standard attack action). This ability is cumulative with haste and the speed weapon ability.
  • Ritter: The fighter is so skilled at riding a beast in combat that he can all but become one with his mount. It adds his Ride bonus as a bonus to saving throws and Armor Class, and the mount gains bonus VP equal to one-half the fighter's total VP so long as he is mounted. If one has evasion, improved evasion, uncanny dodge 1, uncanny dodge 2, or similar ability, then the other benefits from it as well.
  • Archer: The additional attacks the fighter gained from previous track abilities reduce their penalties to -2 each, not -5.
  • Lockdown: The fighter can make as many Attacks of Opportunity against a target as he likes, provided he does not exceed his normal allotment of Attacks of Opportunity in a round.