Fighter

The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king - all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer.   Most fighters see adventures, raids, and dangerous missions as their job. Some have patrons who pay them regularly. Others prefer to live like prospectors, taking great risks in hopes of the big haul. Some fighters are more civic-minded and use their combat skills to protect endangered people who cannot defend themselves. Whatever their initial motivations, however, fighters often wind up living for the thrill of combat and adventure.   Of all classes, fighters have the best all-around fighting capabilities (hence the name). Fighters are familiar with all the standard weapons and armors. In addition to general fighting prowess, each fighter develops particular specialties of their own. A given fighter may be especially capable with certain weapons, another might be trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat maneuvers, they can master even the most difficult ones relatively quickly.  

Alignment

Any.

Hit Dice

1d10

Proficiencies

  • Armor: All armor (heavy, medium, light) and shields (including tower shields).
  • Weapons: All simple and martial weapons.
  • Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Ride (Dex), and Swim (Str).
  • Skill Points Per Level: 4 + Int modifier.

fighter class table

Class Features

All of the following are features of the Fighter class.  

Bonus Feats

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a Human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be marked as Combat Feats. A non-exhaustive list can be found in the Combat Feats article. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.  

Determination

At first level, a fighter gains a Stamina pool, unlocking the ability to use Combat Tricks. This pool is equal to the fighter's class level plus their Constitution modifier.   After making an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which they are proficient, but before the results are revealed, a fighter can spend up to 5 stamina points to gain a Competence Bonus bonus on the attack roll equal to the number of stamina points spent. If the attack misses, the stamina points spent are still lost.   If a fighter has 0 stamina points in their pool, they are Fatigued until they regain at least one stamina point.  

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 they are wearing armor, they reduce the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by their 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.   In addition, a fighter can also move at their normal speed while wearing medium armor. At 7th level, a fighter can move at their normal speed while wearing heavy armor.  
Advanced Armor Training
Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing their armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option. If the fighter does so, they still gain the ability to move at their normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level. Advanced armor training options function only when the fighter is wearing appropriate armor or using a shield, unless otherwise noted.  
  • Adaptable Training (Ex): The fighter can use their base attack bonus in place of their ranks in one skill of their choice from the following list: Acrobatics, Climb, Disguise, Escape Artist, Intimidate, Knowledge (engineering), Profession (soldier), Ride, or Swim. The fighter need not be wearing armor or using a shield to use this option. When using adaptable training, the fighter substitutes their total base attack bonus (including their base attack bonus gained through levels in other classes) for their 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 their ranks in the selected skill at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to their list of class skills. A fighter can choose this option up to four times.  
  • Armor Specialization (Ex): The fighter selects one specific type of armor with which they are proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of their fighter level to the armor’s Armor Bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the Armor Bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by their armor’s base Armor Bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time they choose it, they apply its benefit to a different type of armor.  
  • Armored Confidence (Ex): While wearing armor, the fighter gains a bonus on Intimidate checks based upon the type of armor they are wearing: +1 for light armor, +2 for medium armor, or +3 for heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum of +4 at 19th level. In addition, the fighter adds half their armored confidence bonus to the DC of Intimidate checks to demoralize them.  
  • Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by Adamantine armor, but not with other forms of Damage Reduction. This Damage Reduction does not apply if the fighter is Helpless, Stunned, or Unconscious.  
  • Armored Master: The fighter gains an Armor Mastery Feat or a Shield Mastery Feat as a bonus feat. They must meet all of the feat’s 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 they are wearing or a shield they are 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 every 8 fighter levels thereafter, to a maximum of three times per day at 19th level.  
  • Armored Sprint (Ex): The fighter gains Run as a bonus feat. If the fighter is proficient with heavy armor, they treat heavy armor as if it were one category lighter for the purpose of determining how fast they can move while running in armor.  
  • Critical Deflection (Ex): While wearing armor or using a shield, the fighter gains a +2 bonus to their 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.  
  • Master Armorer (Ex): The fighter can use their base attack bonus in place of their ranks in the Craft (armor) skill. The fighter need not be wearing armor or using a shield to use this option. The fighter substitutes their total base attack bonus (including their base attack bonus gained through levels in other classes) for their ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Additionally the fighter is treated as having the Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. The fighter does not need to meet these feats’ prerequisites.  
  • Steel Headbutt (Ex): While wearing medium or heavy armor, a fighter can deliver a headbutt with their helm as part of a Full Attack action. This headbutt is in addition to their 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 they are wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), 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 does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
 

Weapon Training (Ex)

Starting at 5th level, a fighter can select one Weapon Group. Whenever they attack with a weapon from this group, they gain 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. They gain 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, they receive 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 their 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.  
Advanced Weapon Training
Beginning at 9th level, instead of selecting an additional fighter Weapon Group, a fighter can choose an advanced weapon training option for one fighter Weapon Group that they previously selected with the weapon training class feature.   The fighter’s weapon training bonus still increases for weapons from all fighter Weapon Groups they previously selected with weapon training. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group.   Some advanced weapon training options can be selected only if the fighter meets the option’s prerequisites.   Advanced weapon training options function only when the fighter is wielding a weapon from the associated group, unless otherwise noted, and use their weapon training bonus for the associated Weapon Group. Any bonuses on attack rolls and damage rolls granted by advanced weapon training apply only on attack rolls and damage rolls from weapons in the associated group.  
  • Abundant Tactics (Ex): The fighter adds their weapon training bonus to the number of times per day they can use a combat feat they has that allows a limited number of daily uses, such as the Stunning Fist feat.  
  • Armed Bravery (Ex): The fighter applies their bonus from bravery to Will Saving Throws. In addition, the DC of Intimidate checks to demoralize them increases by an amount equal to twice their bonus from bravery. The fighter must have the bravery class feature in order to select this option.  
  • Combat Competence (Ex): For any weapon in the associated Weapon Group with which the fighter is not proficient, the penalty on attack rolls taken as a result of not being proficient is reduced by an amount equal to the fighter’s weapon training bonus with that Weapon Group. Once the penalty is reduced to 0, the fighter becomes proficient with such weapons.  
  • Combat Maneuver Defense (Ex): When the fighter is wielding weapons from the associated Weapon Group, their weapon training bonus applies to their CMD against all Combat Maneuvers attempted against them, instead of just against Disarm and Sunder Combat Maneuvers.  
  • Dazzling Intimidation (Ex): The fighter applies their weapon training bonus to Intimidate checks and can attempt an Intimidate check to demoralize an opponent as a Move Action instead of a Standard Action. If they have the Dazzling Display feat, they can use it as a Standard Action instead of a Full-Round Action.  
  • Defensive Weapon Training (Ex): The fighter gains a +1 Shield Bonus to their Armor Class. The fighter adds half their weapon’s Enhancement Bonus (if any) to this Shield Bonus. When their weapon training bonus for weapons from the associated fighter Weapon Group reaches +4, this Shield Bonus increases to +2. This Shield Bonus is lost if the fighter is immobilized or Helpless.  
  • Effortless Dual-Wielding (Ex): The fighter treats all one-handed weapons that belong to the associated Weapon Group as though they were light weapons when determining their penalties on attack rolls for fighting with two weapons.  
  • Fighter’s Finesse (Ex): The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter Weapon Group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.  
  • Fighter’s Reflexes (Ex): The fighter applies their weapon training bonus to Reflex Saving Throws. They lose this bonus when they are Flat-Footed or denied their Dexterity bonus to AC.  
  • 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 their Teamwork Feats. Their 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.  
  • Focused Weapon (Ex): The fighter selects one weapon for which they have Weapon Focus and that belongs to the associated fighter Weapon Group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weapon class feature, treating their fighter level as their warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.  
  • Inspiring Confidence (Ex): A number of times per day equal to their highest weapon training bonus as a Swift Action, the fighter can allow one ally within 30 feet to attempt a new saving throw against an ongoing Fear effect that causes the ally to cower or to become Frightened, Panicked, or Shaken. If the ally succeeds at the save, the effect ends. A fighter can use this option even when not wielding a weapon from the associated Weapon Group.  
  • Item Mastery: The fighter gains an Item Mastery Feat as a bonus feat, which functions with any magic weapon they wield, even if the magic weapon does not meet the feat’s normal requirements. They must meet all of the feat’s prerequisites.  
  • Trained Grace (Ex): When the fighter uses Weapon Finesse to make a Melee Attack with a weapon, using their Dexterity modifier on attack rolls and their Strength modifier on damage rolls, they double their weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option.  
  • Trained Initiative (Ex): As long as they are wielding a weapon from the associated Weapon Group or is able to draw such a weapon (even if they are not currently wielding it), the fighter applies their weapon training bonus to Initiative checks. In addition, if they have the Quick Draw feat and have a weapon from the appropriate Weapon Group that isn’t hidden, they can draw that weapon as a Free Action as part of making an Initiative check.  
  • Trained Throw (Ex): When the fighter makes a Ranged Attack with a thrown weapon and applies their Dexterity modifier on attack rolls and their Strength modifier on damage rolls, they double their weapon training bonus on damage rolls. Unless they have the Throw Anything feat, the fighter can choose only the thrown fighter Weapon Group with this option. If they have Throw Anything, the fighter can choose any fighter Weapon Group with this option and apply this option’s benefits to any weapon from that group that they throw.  
  • Versatile Training (Ex): The fighter can use their base attack bonus in place of their ranks in two skills of their choice that are associated with the fighter Weapon Group they has chosen with this option (see below). The fighter need not be wielding an associated weapon to use this option. When using versatile training, the fighter substitutes their total base attack bonus (including their base attack bonus gained through levels in other classes) for their ranks in these skills, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify those skills. Once the skills have been selected, they cannot be changed and the fighter can immediately retrain all of their skill ranks in the selected skills at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to their list of class skills. A fighter can choose this option up to two times. The Bluff and Intimidate skills are associated with all fighter Weapon Groups. The various fighter Weapon Groups also have the following associated skills: axes (Climb, Survival), bows (Knowledge [engineering], Perception), close (Sense Motive, Stealth), crossbows (Perception, Stealth), double (Acrobatics, Sense Motive), flails (Acrobatics, Sleight of Hand), hammers (Diplomacy, Ride), heavy blades (Diplomacy, Ride), light blades (Diplomacy, Sleight of Hand), monk (Acrobatics, Escape Artist), natural (Climb, Fly, Swim), polearms (Diplomacy, Sense Motive), siege engines (Disable Device, Profession [driver]), spears (Handle Animal, Ride), and thrown (Acrobatics, Perception).  
  • Warrior Spirit (Su): The fighter can forge a spiritual bond with a weapon that belongs to the associated Weapon Group, allowing them to unlock the weapon’s potential. Each day, they designate one such weapon and gains a number of points of spiritual energy equal to 1 + their weapon training bonus. While wielding this weapon, they can spend 1 point of spiritual energy to grant the weapon an Enhancement Bonus equal to their weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent Enhancement Bonus less than or equal to their maximum bonus by reducing the granted Enhancement Bonus by the amount of the equivalent Enhancement Bonus. The item must have an Enhancement Bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.  
  • Weapon Mastery: The fighter gains a Weapon Mastery Feat as a bonus feat, even when not wielding a weapon from the appropriate Weapon Group. They must meet all of the feat’s prerequisites.  
  • Weapon Sacrifice (Ex): When damage would cause the fighter or an adjacent ally to be knocked Unconscious or killed, as a swift or Immediate Action the fighter can instead direct the damage to a weapon from the associated Weapon Group that they are wielding. The original target takes no damage, but the weapon receives only half its normal Hardness. The fighter can use this option a number of times per day equal to the fighter’s weapon training bonus with the associated Weapon Group. They cannot use this option with unarmed attacks.  
  • Weapon Specialist (Ex): The fighter selects a number of Combat Feats that they know equal to their weapon training bonus with the associated Weapon Group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter Weapon Group. The fighter is treated as having the selected feats for all the weapons in the associated Weapon Group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.
 

Armor Mastery (Ex)

At 19th level, a fighter gains Damage Reduction 5/— whenever they are 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, the fighter cannot be disarmed while wielding a weapon of this type.  

Fighter Variants

Many variations exist that alter or replace aspects of the Fighter class.  

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