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Image used by permission of Yama Orce.

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.

Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

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: 2 + Int modifier.

Table: Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery +1
3rd +3 +3 +1 +1 Armor training
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training
6th +6/+1 +5 +2 +2 Bonus feat, bravery +2
7th +7/+2 +5 +2 +2 Armor training
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Armor training
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+5 +9 +5 +5 Armor training
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, Weapon mastery

Class Features

Iconic NPCs

Have you ever wanted to play as the iconic Pathfinder Roleplaying Game Fighter? The NPC Codex introduced pre-built characters based on the Iconic Characters, at character levels 1, 7, and 12.

Check them all out HERE.

The characters from the NPC Codex and other sources are also available in Hero Lab!


Can I use the Bonus Feats class feature to retrain a feat that I gained at 1st level (such as Cleave) to gain a feat that I did not qualify for at 1st level, but do qualify for now (such as Lunge)?

Yes. So long as the feat that you "lose" is not used as a prerequisite for any other feat, prestige class, or other ability, you can gain any feat that you qualify for at the time that you retrain it.


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.

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. 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 his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains 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. 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 9th level, he receives 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 this 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.

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

Axes: bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe.

Blades, Heavy: dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.

Blades, Light: bayonet, butterfly knife, butterfly sword, chakram, dagger, gladius, hunga munga, kama, katar, kerambit, kukri, madu, pata, quadrens, rapier, sawtooth sabre, scizore, shortsword, sica, sickle, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.

Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter.

Double: bo staff, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome hooked hammer, kusarigama, orc double axe, quarterstaff, and two-bladed sword.

Firearms: all one-handed, two-handed, and siege firearms.

Flails: battle poi, bladed scarf, chain spear, dire flail, double chained kama, flail, flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.

Hammers: aklys, battle aspergillum, club, greatclub, heavy mace, light hammer, light mace, mere club, taiaha, tetsubo, wahaika, and warhammer.

Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Polearms: bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ranseur, rhomphaia, tepoztopilli, and tiger fork.

Siege engines: Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines.

Spears: amentum, boar spear, chain spear, javelin, harpoon, lance, longspear, pilum, shortspear, sibat, spear, tiger fork, and trident.

Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, brutal bolas, chakram, club, dagger, dart, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, shortspear, shuriken, sling, sling glove, spear, starknife, throwing axe, throwing shield, trident, and wushu dart.

Armor Mastery (Ex)

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

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have fighters as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
Dwarf Add +1 to the fighter's CMD when resisting a bull rush or trip. APG
Elf Add +1 to the elf's CMD when resisting a disarm or sunder attempt. APG
Half-Elf Add +1 to the fighter's CMD when resisting a disarm or overrun. APG
Halfling Add +1 to the fighter's CMD when resisting a grapple or trip. APG
Half-Orc Add +2 on rolls to stabilize when dying. APG
Human Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice. APG
3rd Party Publishers
Jon Brazer Enterprises
Dhampir Add a +2 bonus on rolls to stabilize when dying. JBE:BoHRC
Drow Choose the disarm or reposition combat maneuver. Add +1/3 to the fighter's CMB when attempting this maneuver (maximum bonus of +4). JBE:BoHRC
Duergar Add +1 to the fighter’s CMD when resisting a bull rush or trip attempt. JBE:BoHRC
Fetchling Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character's choice. JBE:BoHRC
Hobgoblin Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the fighter’s choice (maximum bonus +4). This bonus does not stack with Critical Focus. JBE:BoHRC
Orc Add +2 to the fighter’s Constitution score for the purpose of determining when he dies from negative hit points. JBE:BoHRC
Ratfolk Add +1 to the fighter’s CMD when resisting a grapple or steal attempt. JBE:BoHRC
Tiefling Add a +1/2 bonus to your bravery ability to resist feat effects from outsiders. JBE:BoHRC
Wayang Add +1 to the fighter’s CMD when resisting a dirty trick or steal attempt. JBE:BoHRC
Super Genius Games
Asterion +1 to CMD against bull rush or overrun maneuvers. SGG:HHO
Lapith +1/2 to damage dealt on a charge attack. SGG:HHO

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Presented below are several classic fighter archetypes and alternate class features to help you in building your character.

Table: Archetypes / Alternate Class Features
Archetype / Alternate Class Feature Class Features Replaced
Class Skills Skill Ranks per Level Weapon & Armor Bonus Feat Bravery Armor Training Weapon Training Armor Mastery Weapon Mastery
1 2 4 6 8 10 12 14 16 18 20 1 2 3 4 1 2 3 4
Archer                             X X X X X X X X X X C
Armor Master                             X         X X X X X X
Brawler                               X X X X X X X X X C
Buckler Duelist                             X X X X   X          
Cad X   C                       X X X X X X X X X   X
Corsair         X   X                 X X X X C C C C    
Crossbowman                               X X X X X X X X X C
Dervish of Dawn                               X X X X            
Dragoon     C X                         X X X C X X X   C
Free Hand Fighter                             X X X X X X X X X X  
Gladiator C   C                       X                    
Lore Warden C C C                       X X X X X         X
Martial Master                            

Mobile Fighter                             X     X X X X X X   X
Mutation Fighter                            

Phalanx Soldier                             X X X X X X X X X   X
Polearm Master                             X X X X X X X X X X C
Roughrider                             X X X X X X X X X X  
Savage Warrior                             X         X X X X   X
Shielded Fighter                               X X X X X X X X X X
Swordlord                               X X X X X          
Tactician C X C X C C C C C C C C C C X     X   X          
Thunderstriker                               X X X X     X X    
Tower Shield Specialist                             X C C C C X X X X   X
 Trench Fighter                               X X            
Two-Handed Fighter                             X X X X X C C C C X  
Two-Weapon Warrior                               X X X X X X X X X  
Unarmed Fighter     X X                     X X X X X X X X X X C
Unbreakable     C X                     X     X X X X X X   X
Viking     C       C C C C C C C C X X X X X X X X X    
Weapon Bearer Squire       X X                     X                  
Weapon Master                             X X X X X X X X X    
Racial Archetypes - The following class archetypes are available to members of the listed race.
Airborne Ambusher (Strix) C   C                       X         X X X X    
Cavern Sniper (Drow) C     X   X                 X         X X X X   C
Foehammer (Dwarf)                               X X X X C X X X X C
Swarm Fighter (Kobold) C     X C   C   C   C   C   X         X X X X   X
3rd Party Publishers
4 Winds Fantasy Gaming
Bonded Pet                               X X X X X X X X    
Radiance House
Warshade       X C C C C C C C C C C           X X X X   X
Rite Publishing
Yakuza Bushi X X X                       X X       X          
Racial Archetypes - The following class archetypes are available to members of the listed race.
Tengubushi (Tengu) X X X X                     X X X X X X       X  
Spes Magna Games
Dragon Warrior                             X X X X X         X  
Super Genius Games
Blacksnake       X     X     X     X   X         X X X X    
Cloakfighter       X     X     X     X   X         X X X X    
Harrier       X     X     X     X   X         X X X X    
Physical Exemplar       X     X     X     X   X         X X X X    
Spellhammer       X     X     X     X   X         X X X X    
Weapon Champion       X     X     X     X   X         X X X X    
Youxia       X     X     X     X   X         X X X X    
X=replaced, (X)=optionally replaced, C=changed, 1=archetype package 1, 2=archetype package 2