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Fighter

“I am but a simple warrior, long out of practice. What threat could I possibly pose to such great mages?” - Everett
Riverrun, Halfling Fighter, shortly before eviscerating his enemies with a dagger.

Image by Kerem Biyet


Alignment: Any.

HP at 1st level: 26 + Con Modifier


HP at Level after 1st: 6 + Con modifier
RP at 1st Level: 38 + Con Modifier
RP at Level after 1st: 11 + Con Modifier
Class Skills
The fighter’s class skills are Athletics (Str), Craft (Int), Duel (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge
(dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), and Survival (Wis).
1st Level Skill Choices: 2 + Int modifier.

Level Base Attack Defense Fort Ref Will Rep Cont Special Talents
Bonus Bonus Save Save Save Known
1st +1 +6 +2 +0 +0 +0 +0 Bonus Feat, Least Talenta 1
2nd +2 +6 +3 +0 +0 +0 +0 Armor training, art of battle, 2
veteran
3rd +3 +7 +3 +1 +1 +1 +0 Bonus Feat 3
th
4 +4 +7 +4 +1 +1 +1 +1 Art of battle, weapon training 3
th
5 +5 +7 +4 +1 +1 +1 +1 Bonus feat, shift tactics, 4
6th +6/+1 +8 +5 +2 +2 +1 +1 Armor training, art of battle 4
th
7 +7/+2 +8 +5 +2 +2 +2 +1 Bonus feat 5
th
8 +8/+3 +8 +6 +2 +2 +2 +2 Art of battle, weapon training 5
th
9 +9/+4 +9 +6 +3 +3 +2 +2 Bonus feat 6
10th +10/+5 +9 +7 +3 +3 +2 +2 Armor training, art of battle 6
th
11 +11/+6/+1 +9 +7 +3 +3 +3 +2 Bonus feat, Lesser Talent 7
th
12 +12/+7/+2 +10 +8 +4 +4 +3 +3 Warcraft, weapon training 7
13th +13/+8/+3 +10 +8 +4 +4 +3 +3 Bonus feat 8
th
14 +14/+9/+4 +10 +9 +4 +4 +3 +3 Armor training, warcraft 8
th
15 +15/+10/+5 +11 +9 +5 +5 +4 +3 Bonus feat 9
th
16 +16/+11/+6/+1 +11 +10 +5 +5 +4 +4 Warcraft, weapon training 9
17th +17/+12/+7/+2 +11 +10 +5 +5 +4 +4 Bonus feat, 10
th
18 +18/+13/+8/+3 +12 +11 +6 +6 +4 +4 Warcraft, Greater Talent 11
th
19 +19/+14/+9/+4 +12 +11 +6 +6 +5 +4 Armor mastery, bonus feat 12
th
20 +20/+15/+10/+5 +12 +12 +6 +6 +5 +5 Warcraft, weapon mastery 13

Class Features
The following are class features of the fighter.
Weapon and Armor Proficiency: A f ighter is prof icient with basic weapons, plus four other weapon groups and with all
armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, and at every odd 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 either
fighter bonus feats or combat feats (found in the Feats chapter).

Talents (Ex): Talents are abilities fighters figured out from skirmishes. Talents come in three flavors: Least, Lesser and
Greater. A fighter may use each talent as often as the talent says. You gain talents as you level up, and can pick any talent
you want as long as you are a gih enough level to take it. All fighters can take Least talents. Fighters of 11th level or higher
can pick Lesser or Least talents, and fighters of 18th level or higher can pick Least, Lesser or Greater talents. All ability rolls
for Talents are 1d20 + ½ your Fighter level + the modifier of the relevant ability. The Talent will list the ability score it
needs.

Least Talents:
Dust Cloud: Once per encounter as a standard action, you may kick up dust to obscure vision. The dust cloud
covers a 20ft by 20ft area and lasts for 10 rounds The dust obscures all sight, including darkvision, beyond 5 feet. A creature
within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss
chance, and the attacker can’t use sight to locate the target. You must be in contact with the ground and have sufficient
snow, sand, dirt, or dust to do this.
Evaluate: By taking a standard action, a fighter can evaluate one opponent. He can figure out what an opponent has
resistance to, any immunities, damage reduction or spell/power resistances. He can only discover one of these categories at
a time, and a successful Will save negates the fighter from knowing anything this turn. This ability is Intelligence based.
Hamstring: Once per encounter, as a swift action, you can enter a stance where your next melee attack not only
deals hit point damage, but also causes your opponent to lose 10 feet from one speed of your choice.
Limber Up: This is an at-will talent that uses a standard action. The fighter chooses Athletics or Acrobatics. He has
a +6 bonus to this skill until he switches the skill to the other, he is knocked unconscious, he dies or he takes a rest.
Razzle Dazzle: This is an at-will talent. You spend a standard action. Your next melee attack also Dazzles the target
for 1 minute. They can attampt a Fortitude Save to negate this.
Run Away!: Once per encounter as a swift action, you may increase your land speed by 30 feet for 1 round.
Shake it Off: As a standard action, the fighter may reroll any one saving throw for an ongoing effect that he already
failed. He may use this ability once per round.
Shock and Awe: At the beginning of combat, any enemies within 30 feet of you that are Flat-Footed due to the
surprise round of combat suffer a -10 penalty to their Initiative check.
Sickening Attack: You may use this talent at will as a standard action. Your next melee attack also sickens the target
for 1 minute. A successful Fortitude save will negate this, and multiple uses just reset the duration of the sickness.
Sure Shot: Once per encounter, you may use a swift action to make the range for your next ranged attack go out to
line of sight. Treat all of your damage dice as if you have rolled a 1 for this attack, but you are granted a +20 to your attack
roll.
Thickened Blood: Once per encounter as a standard action, the fighter grants himself DR 2/bludgeoning for 1 round
per level of fighter the character possesses.

Lesser Talents:
Absurdly Awesome Weapon: This is an at-will power. You must be using a weapon you have Weapon Training in.
As a swift action, you imbue your weapon with sheer awesome. You attack an opponent and give them a -2 to Defense for 1
minute or until they are dropped, whichever comes first. You can only impose this on one opponent per 5 fighter levels you
possess.
Adamantine Style: Once per encounter as a swift action, the fighter may enter a style of fighting that is known to
make metal more efffective. Due to his precise strikes and incredible force, the fighter may treat his weapon as made of
adamantine for 1 round per fighter level. In addition, his weapon deals damage as if it were one size larger if he lands a
critical during this time (ie. A silver dagger will be treated as a large adamantine dagger).
Blinding Strike: This is an at-will talent. As a standard action, you set yourself up for your next melee attack.
Somehow, either by poking your enemy in the eyes or just dazing them badly enough, you blind them for 1 round. A
successful Fortitude save will negate this. This is a Strength based skill.
Contusion Strike: This ability can be used at will as a Standard action. Your next melee attack also confuses the
target for 1 round. A successful Will Save will negate this. This is an Intelligence based talent.
Critical Stance: Once per encounter, you can spend a standard action to go into a more prescient state of mind.
When you do this, the weapon you are holding gets it threat range doubled for 1 round per two levels of fighter.
Cyclone: If you are using a bladed weapon (such as a polearm, light blade, heavy blade, axe, etc.), you may use this
attack once per encounter as a standard action. You attack every target within a 20 ft. cone with a melee attack. You can use
the Duel skill with this talent.
Plow: At the start of your first turn, you may move yourself adjacent to one foe. The movement is considered and
treated as a charge, but with range 3x your movement score and ignoring any difficult terrain or obsticals. You do not
provoke attacks of opportunity this round.
Quick Recovery: Once per encounter as a standard action, a fighter may grant himself Fast Healing 2. This lasts for
1 round for every 2 Fighter levels the Fighter possesses (rounded down).
Steelbolt: Once an encounter, spend your swift action. Your next attack is against every enemy withing a 30 ft line
of you. For each one you hit, deal your weapon damage. You can use a Duel skill with this talent.
Steel Skin: Once per encounter as a standard action, the fighter can give himself DR 10/magic for 1 round per
fighter level. If the fighter also has Thickened Blood, the DR is instead 10/bludgeoning and magic, and it lasts for 1 extra
round.
Super Effective: Once per encounter, as a standard action, you take up a special stance. Your next melee attack
eliminates 5 points points from the targets Damage Reduction after the attack is done. Even if the attack hits and doesn't
bypass the target's damage reduction, it will reduce it by 5 (to a minimum of 0). The penalty lasts for one round per fighter
level.
Tough as Nails: Once per encounter as a swift action, the fighter may gain Energy Resistance to one energy type
equal to ½ his fighter level. This lasts for 1 round for each point of Constitution modifier the fighter has.

Greater Talents:
Even More Effective: Once per encounter, as a standard action, you take up a special stance. Your next melee attack
eliminates 10 points points from the targets Damage Reduction after the attack is done. Even if the attack hits and doesn't
bypass the target's damage reduction, it will reduce it by 5 (to a minimum of 0). If you also have Super Effective, you may
use up both to eliminate 15 points of Damage Reduction instead. The penalty lasts for one round per fighter level.
Get Back!: This is an at-will talent that is used as a standard action. Your next melee attack against a target up to
the next size category up from you (ie. Large for a Medium fighter) also is moved 1d8 squares back and knocked prone. If
they are stopped by a solid object, they take 1d6 damage for every 10 feet they were supposed to move but were unable to
and then fall prone. A successful Reflex save keeps the opponent from falling prone. The movement does not provoke
Attacks of Opportunity.
My Weapon Can Pierce The Heavens: Once per encounter, you can focus on one weapon you have Weapon
Training in as a standard action. For the duration of this power, you can ignore a creature's armor bonus to Defense. This
power lasts for 1 round per two fighter levels you possess.
Not on the Boots, Not on the Boots!: This is an at-will talent that is used as a Standard action. Your next melee
attack also Nauseates the opponent or 1 round. A successful Fortitude save negates the nausea. This is a Strength based
talent.
Steel Doom: Once per encounter, as a standard action, you may make at attack against every target of your choice
within 20 feet of you. This could be by striking the ground and making rocks ricochet out, or by swiping at the air so hard
that the vacuum caused by the slash cuts apart the target. All targets can take a Reflex save for half damage. This is an
Intelligence based talent.
System Shock: Once per Encounter, you may choose to attempt to just deal massive damage. You must make a
successful touch attack to hit. A miss does not expend a use of this power. Any creature hit takes 2d6 points of damage per
character level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only
5d6 points of damage. This is a Strength based talent.

Armor Training (Ex): Starting at 2nd level, a fighter gains added protection from the armor he is wearing. Whenever he is
wearing armor, he gains an additional +1 armor bonus to his armor class and he reduces the armor check penalty by 1 (to a
minimum of 0). Every 4 levels thereafter (6th, 10th, and 14th), a fighter gains even more protection, increasing these
bonuses by +1 each time, for a total of +4 to armor class at 14th level, with a –4 reduction to the armor check penalty.

Veteran (Ex): A 2nd level fighter can re-roll a failed attack roll as a swift action. He can use this ability a number of times
per day equal to half his fighter level + his Intelligence modifier.

Weapon Training (Ex): Starting at 4th level, a fighter can select one group of weapons. Whenever he attacks with a
weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every 4 levels thereafter (8th, 12th, and 16th), 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 8th level, he receives a +1 bonus to attack and
damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 4th
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.
In addition, for each weapon group a fighter possesses he may pick one of the following abilities, usable when he uses a
weapon from that group.
• Basic Weapons: You may increase the damage die of the weapon by one size (ie. A medium dagger deals 1d6
damage in your hands).
• Axes: You may add your strength modifier to damage (minimum 1) in addition to your weapon trick modifier.
• Bows: You range with a bow is increased by 10 feet per point of Intelligence modifier you have.
• Claws: You gain the monk's flurry of blows ability when using claws weapons.
• Clubs and Maces: Your critical range with clubs and maces is doubled.
• Crossbows: You may cast a touch spell into a crossbow bolt to hold the charge for two rounds. You can use the
crossbow attack in place of the touch attack (allowing you to deal the spells effect and the crossbow's damage at
the same time). You may do this a number of times per day equal to your Charisma modifier.
• Drow: You may apply poison to a weapon without harming yourself in the process.
• Druidic: You may use your weapon to deal non-lethal damage to animals or elementals without taking a -4 penalty
to your attack roll.
• Dwarven: You gain a +4 to Diplomacy checks with dwarves who have seen you use your dwarven weapons. In
addition, you gain a +1 bonus to damage rolls against goblins and a +1 dodge bonus to Defense against giants
when wielding a dwarven weapon.
• Elven: You gain a +4 to Diplomacy checks with elves who have seen you use your elven weapons. Also, you may
add your Dexterity modifier to attack rolls with elven weapons (minimum 1).
• Flails and Chains: You may use your flail or chain weapon to latch onto a ledge when you fall. You may reduce
your falling damage by 10 feet per point of Intelligence modifier you have (minimum 10 feet).
• Guns: You may reload your gun one handed, allowing you to dual wield your guns and spend only a standard
action to reload both.
• Heavy Blades: You're able to swing through the links and gaps in armor and deal devastating blows. When fighting
an opponent in medium or heavy armor, they take a penalty to Defense equal to your Intelligence modifier, to a
maximum of (Fighter level/5).
• Light blades: Your blade moves so fast and so intricately against your opponents that when you trigger an attack of
opportunity, you may make an attack roll in place of a defense roll to parry the attack. If you beat their roll by 5 or
more, you deal your Strength modifier in damage to them.
• Monk: You have a better chance to disarm your opponents, gaining a +4 bonus when using monk weapons.
• Picks and Hammers: If you hit against an enemy, they take a -1 penalty to Defense until the end of your next turn.
• Polearms: You may extend your reach by another 5 feet when attempting a trip attack, but if you fail the attack, you
must make a Reflex save against the enemies AC or else fall prone.
• Rifles: You may increase your range by 10 feet per point of Dexterity bonus you possess. (Minimum 10 feet)
• Slings and Thrown Weapons: You may add your Dexterity bonus to damage dealt by a sling or thrown weapon.
• Spears and Lances: You may make an Attack of Opportunity when in the total defense position when wielding a
spear.

Art of Battle: At 2nd level, and every 2 levels thereafter up to level 10, a fighter learns combat trick that can only be
performed by experienced warriors. Every art of battle expands possible uses of veteran ability (see above).
Astonishing Maneuver (Ex): By spending one use of veteran ability as a swift action, a fighter can use any exotic
weapon as if it was a different exotic weapon he is proficient with, for one round.
Bodyguard (Ex): By spending one use of veteran ability as a swift action, if you are within 5 ft. of any ally who
takes damage from an attack, you can take all the damage and all associated effects instead.
Cavalier (Ex): By spending one use of veteran ability as a swift action, when the fighter or his mount takes any
damage while he is its rider, the fighter can redirect any number of that damage to the other one.
Death Blow (Ex): If a fighter scores a critical threat on an attack roll, he can spend one use of veteran ability as a
swift action. If he does, the attack is automatically a critical hit.
Fencer (Ex): By spending one use of veteran ability as a swift action, a fighter can use Perform (weapon drill) skill
instead of Bluff (to mislead an opponent in melee combat), instead of Sleigh of Hand (to draw a hidden weapon), or instead
of Intimidate (to demoralize opponent).
Foil Enemy (Ex): By spending one use of veteran ability, a fighter can interrupt enemy's action. To foil, he must hit
with a melee touch attack or ranged touch attack within first range increment. Using foil is an immediate action. A Fighter
may not wait until an action is partially completed before deciding to attempt to foil it, but must instead make an attempt as
it is declared.
Note that this means that a Fighter may not foil a Full Attack (because it is not declared until after it has already begun), nor
may he foil a move or charge action that began out of range.
Foiled action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended.
(Original idea by K (http://boards1.wizards.com/showpost.php?p=9776630&postcount=4))
Instinctive Maneuver (Ex): By spending one use of veteran ability as a swift action, a fighter can gain benefits of a
fighter feat he doesn't know for one round. The fighter must meets feat's prerequisites.
Marksman (Ex): By spending one use of veteran ability as a swift action, a fighter can use his Dexterity modifier
instead of Strength modifier on damage rolls with ranged weapons for one round.
Nullify Advantage (Ex): By spending one use of veteran ability as a swift or immediate action, you make an
opponent within your reach ignore all circumstance bonuses and bonuses granted by feats to Defense, attacks, and damage
rolls until the beginning of your next turn.
Shield Guardian (Ex): By spending one use of veteran ability as a swift action, if you are within 5 ft. of any ally,
you grant him shield bonus to Defense equal to one you possess, until the beginning of your next turn. This bonus stacks
with any shield bonus the ally might have.
Soldier of Fortune (Ex): While in combat and within 10 ft. from any enemy, a fighter can spend one use of veteran
ability to re-roll a failed saving throw made to resist an effect or ability of any foe.
Swift Strike (Ex): By spending one use of veteran ability as a swift action, a fighter can take an attack action as a
move action instead of standard action.
Tactician (Ex): By spending one use of veteran ability as a immediate action, a fighter can grant one extra attack of
opportunity to an ally within 30 feet or move a willing ally by 5 ft in any direction. If he moves one ally, that movement
does not provoke attacks of opportunity. For this ability to work, a fighter must be able to speak and an ally must be able to
understand him.

Shift Tactics (Ex): Beginning at 5th level, as his combat skill grows, a fighter can adapt his tactical abilities to the changing
challenges he encounters. Whenever he gains a fighter level (including level 5), he can exchange any [fighter] feat he has
with another such feat. He must meet all prerequisites of the new feat. He cannot lose a feat that is the prerequisite for any
other feats or abilities he has.

Warcraft: At 12th level, and every 2 levels thereafter (14th, 16th, 18th, and 20th), a fighter gains a special ability of his
choice from among the following options. He can opt to take a bonus fighter feat or art of battle ability instead.
Adapt to Opponent (Ex): A fighter knows how to adapt to opponent’s combat techniques and thus gain advantage
over the course of battle. For each two rounds a fighter is engaged in combat with an opponent, or observes that opponent
fighting, he gains cumulative +1 circumstance bonus on attack rolls, damage rolls, and AC against that opponent until the
end of encounter. This bonus cannot exceed +1 per 5 fighter levels.
Battlefield Superiority (Ex): A fighter suffers a cumulative -3 penalty on all iterative attacks, instead of the usual -5.
For example, a character with BAB +19 and this ability performs full attack with +19/+16/+13/+10 bonuses, not
+19/+14/+9/+4.
Counter-Tactics: Archers (Ex): A fighter knows how to defend himself from projectiles and thrown weapons. He
gains a +3 dodge bonus to AC against all ranged attacks.
Counter-Tactics: Brutes (Ex): A fighter knows how to fight melee opponents who rely on brute force. He gains +5
bonus against attempts to bull-rush, trip, or overrun him.
Counter-Tactics: Flyers (Ex): A fighter knows how to fight flying creatures. He gains a +5 dodge bonus to AC
against flying opponents, and +3 dodge bonus to AC against opponents attacking from higher ground or horseback.
Counter-Tactics: Fencers (Ex): A fighter knows how to fight melee opponents who use various skillful tactics. He
gains +5 bonus against attempts to disarm, feint, or sunder him or items in his possession.
Counter-Tactics: Giants (Ex): A fighter underwent similar training to the Dwarven anti-giant training. He gains +2
dodge bonus to AC against opponents who are one size category larger than the fighter. This bonus increases by +2 for each
difference in size category. For example, a large fighter gains +6 dodge bonus to AC against all colossal creatures. Despite
being of different types, this AC bonus does not stack with dwarven bonus against giants.
Counter-Tactics: Leaders (Ex): A fighter knows how to fight opponents who command their troops. As a standard
action that does not provoke attacks of opportunity, a fighter makes Intimidate check to demoralize opponents (see
Intimidate skill, page 76). Every opponent within 30 feet with Intelligence score of 3 or more that becomes demoralized,
loses all morale bonuses to abilities, attack and damage rolls, and skills (this includes bonuses from spells and spell-like
effects), for a number of rounds equal to 3 + fighter's Charisma modifier.
Counter-Tactics: Mages (Ex): A fighter knows how to fight spellcasters. He gains +5 dodge bonus to AC against
spells and spell-like effects. In addition, he can use Constitution modifier in place of Wisdom modifier when making Will
saves against spells and spell-like abilities.
Counter-Tactics: Mobs (Ex): A fighter knows well how to defend himself from multiple opponents at the same
time. He gains +2 dodge bonus to AC and Damage Reduction 5 against attacks made by all opponents after the first one in
any given round.
Counter-Tactics: Opportunists (Ex): A fighter knows how to fight melee opponents who use opportunity to deliver
deadly blows. He gains +5 dodge bonus to AC against attacks of opportunity and gains Damage Reduction equal to half his
fighter level against precision damage.
Counter-Tactics: Snatchers (Ex): A fighter knows how to fight grasping creatures. He gains +5 dodge bonus
against grapple attempts and bite attacks. He also gains Damage Reduction equal to half his fighter level against bite
attacks, constriction, and crushing damage when swallowed whole.
Diversity (Ex): Each feat that works with only one weapon or group the fighter has, now applies not to one
weapon, but to a number of weapons or groups equal to 3 + fighter's Intelligence bonus (if positive).
Mastery of Armors (Ex): A fighter knows how to protect others with his armor. While wearing heavy armor, he can
be used as cover by his allies.
Mastery of Shields (Ex): A fighter knows how to use shield to the fullest of its usefulness. He adds his shield bonus
on all Reflex saves.
Reign of Steel (Ex): Fighter with this ability is trained to use his armor and shield to protect himself from a variety
of environmental dangers. He reduces the damage he takes from fire, acid and cold effects by the armor and shield bonuses
to Defense. Furthermore, he reduces any falling damage by his armor bonus to Defense.
Siege Engineering (Ex): A fighter can use Aid Another action on one siege weapon he commands. This grants it a
+4 bonus on attack rolls and +4d6 bonus on damage rolls. He can also command at one time a number of siege weapons
equal to his level, none two of which can be more than 100 feet away (or 400 feet away, if he has messengers on his
disposal). All siege weapons he commands have their firing range increased by 10%.
Skills of War (Ex): A fighter has invested in learning skills that are not about killing others, but still essential on the
battlefield. He gains +5 bonus on Craft (armorsmithing, bowmaking and weaponsmithing) checks, on Heal checks to
perform first aid, on Bluff checks to perform feint in combat, and on Knowledge skills to determine enemies' abilities and
weaknesses.
Supreme Combat Skills (Ex): You have trained your combat skills beyond the levels known to mundane warriors.
As a result, you increase bonuses granted by two chosen feats by +2 (bonus types stay unchanged). The available feats are:
Dodge, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved
Sunder, Improved Trip, Mobility, and Trample. This ability can be taken more than once, but each time the fighter much
choose 2 feat he didn't yet choose.
Watch Duty (Ex): The fighter needs only half as much sleep as normal person of his race would and gains
immunity to sleep effects. In addition, the fighter can see all invisible creatures and objects as blurred, and can hear sounds
in area of silence, but with a -10 penalty.

Counter-Tactics: Giants and the Run Away! Talent can be combined against many very powerful foes.

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, a fighter chooses one weapon group, such as heavy blades, axes, or bows. Any
attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (a
×2 becomes a ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

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