Fighter

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 Points: 10 per level

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

Class Skills

The fighter receives 1 rank in the following skills; Acrobatics, Artisan, Awareness, Endurance, Feats of Strength, Handle Animal, Intimidate, Knowledge (Dungeoneering and Engineering), Ride, and Survival.

Skill Ranks Per Level: 4 + Int modifier.

Table: Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat, battlefield champion
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, advanced armor training
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training, advanced weapon training
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Armor training, advanced armor training
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training, advanced weapon training
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+5 +9 +5 +5 Armor training, advanced armor training
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training, advanced 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, veteran of endless war

Class Features

The following are class features of the fighter.

Weapon and Armor Proficiency

Fighters receive proficiency with all weapon types (excluding individual Exotic weapons), and receive proficiency with all armor types (light, medium, heavy, and shields).

Bonus Feats

At 1st level, and every even level thereafter the Fighter receives a Bonus Feat. This feat must be a Combat Feat or Style Feat.

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.

Battlefield Champion (Ex)

Fighter levels are considered 2 levels for the purposes of Stamina Points progression (to a maximum of 40 with 20 Fighter levels).

Bravery (Ex)

At 2nd level the Fighter receives a +1 competence bonus to Will Saves. Every four levels thereafter this increases by +1 to a maximum of +5 at level 18.

Armor Training (Ex)

Starting at 3rd level, a Fighter becomes more maneuverable while wearing armor. When wearing armor he reduces the Armor Check Penalty (ACP) by 1 (to a minimum of 0), and increases the Maximum Dexterity by 1. Every four levels thereafter these increase by 1 to a maximum of a -4 reduction and +4 increase.

Fighters can also move at their full speed in Medium Armor, and at 7th level they can also move at their full speed in Heavy Armor as well.

Beginning at 7th level, in addition to increasing the benefits provided by armor training, fighters gain an advanced armor training option.


Adaptable Training (Ex): The fighter can use his base attack bonus in place of his ranks in one skill of his choice from the following list: Acrobatics, Artisan (soldier), Bluff, Climb, Intimidate, Knowledge (engineering), or Ride. The fighter need not be wearing armor or using a shield to use this option. A fighter can choose this option up to four times.

Armor Specialization (Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his 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 his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies 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 he is 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 his armored confidence bonus to the DC of Intimidate checks to demoralize him.

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. He 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 he is wearing or a shield he is 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, he treats heavy armor as if it were one category lighter for the purpose of determining how fast he can move while running in armor.

Critical Deflection (Ex): While wearing armor or using a shield, the fighter gains a +4 bonus to his 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 +8 at 19th level.

Master Armorer (Ex): The fighter can use his base attack bonus in place of his ranks in the Artisan (armor) skill. The fighter need not be wearing armor or using a shield to use this option. 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.

Quick Donning (Ex): The fighter can don armor in a hurry without reducing its effectiveness, and remove it quickly when it becomes a hindrance. When the fighter dons or removes his armor or dons it hastily, the amount of time needed to do so is reduced, as noted on the table below. Other characters can still help the fighter don his armor as normal

Armor Type Don Don Hastily Remove
Light armor 5 rounds 1 round 5 rounds
Medium armor 1 minute 5 rounds 1 minute
Heavy armor 2 minutes 1 minute 1d4 minutes

Additionally, when wearing hastily donned armor, the fighter can attempt an Acrobatics, Feats of Strength, or Endurance check as a full-round action to remove the penalties associated with wearing hastily donned armor (DC = 10 + his armor’s unmodified armor bonus). If he succeeds at the check, he is treated as having properly donned his armor rather than having hastily donned it. The fighter can also remove his armor in the same amount of time that it takes him to don his armor hastily.

Whenever the fighter attempts a combat maneuver check, an Acrobatics check, or a Feats of Strength check to escape from an effect that reduces or restricts his ability to move or act, he can reduce the armor bonus of any armor that he is wearing by up to half his armor’s base armor bonus. If he does so, he gains a bonus on his check equal to the amount by which he reduced his armor’s armor bonus. Multiple uses of this ability cannot reduce the armor’s armor bonus below half its base armor bonus, and the reduction to the armor’s armor bonus lasts until the fighter recovers and dons the removed pieces of armor.

Steel Headbutt (Ex): While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of bludgeoning damage if the fighter is wearing medium armor, or 1d4 points of damage if he is 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 modifies the helm’s attack as if it were a weapon instead.

Unmoving (Ex): Select one combat maneuver (except sunder). While wearing armor or wielding a shield, the fighter gains a bonus to his CMD against the chosen combat maneuver. The bonus is +1 if he’s wearing light armor, +2 if he’s wearing medium armor, and +3 if he’s wearing heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum at 19th level of +5 for light armor, +6 for medium armor, and +7 for heavy armor.

Weapon Training (Ex)

Starting at 5th level, the Fighter learns to specialize in a group of weapons (Simple, Sword, Polearm, Axe, etc.), and gains a +1 bonus to attack and damage with a selected weapon group. In addition, if he possesses Weapon Focus or Weapon Specialization in that group the bonuses granted by those feats double.

Fighters also add this bonus to any combat maneuver checks made with weapons from his group and also applies to the fighter’s Combat Maneuver Defense (CMD) when defending against weapons from this group.

At every four levels thereafter he chooses a new Weapon Group to gain Weapon Training in, increasing the bonuses of previously chosen groups by 1.

Beginning at 9th level, in addition to selecting an additional fighter weapon group, a fighter gains an advanced weapon training option which applies to all weapon groups which the fighter chose with Weapon Training.


Abundant Tactics (Ex) The fighter adds his weapon training bonus to his total number of Stamina Points, and to the amount of uses any use-dependent feats or class abilities rely on (such as the Stunning Fist feat).

Armed Bravery (Ex) The fighter doubles his bravery bonus to Will Saves, and against intimidate checks they receive an additional +5. The fighter must have the bravery class feature in order to select this option.

Combat Competence (Ex) For any weapon 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) The fighter receives a +2 bonus to CMD and doubles this bonus against weapon groups he has weapon training in.

Dazzling Intimidation (Ex) The fighter applies his 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 he has the Dazzling Display feat, he 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 his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his 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 his penalties on attack rolls for fighting with two weapons.

Fighter’s Finesse (Ex) The fighter treats all melee weapons that belong to their weapon groups as if they possessed the Finesse special weapon property. The fighter must have the Weapon Finesse feat before choosing this option.

Fighter’s Reflexes (Ex) The fighter applies his weapon training bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his 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 his teamwork feats. His 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. The fighter can choose teamwork feats for his bonus feats in addition to combat and style feats.

Focused Weapon (Ex) The fighter selects one weapon for which he has Weapon Focus. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weapon class feature, treating his fighter level as his 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 his 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. 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 he wields, even if the magic weapon does not meet the feat’s normal requirements. He 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 he doubles his weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option.

Trained Initiative (Ex) As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he 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 he doubles his weapon training bonus on damage rolls. In addition to this, weapons from their chosen weapon groups can be thrown at a range of 20 feet with no penalty.

Warrior Spirit (Su) The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and while wielding this weapon, he can spend 1 point of stamina to grant the weapon an enhancement bonus equal to his 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 his 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. He 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 he is wielding. The original target takes no damage. 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. He cannot use this option with unarmed attacks.

Armor Mastery (Ex)

At 19th level, the Fighter receives DR 5/- when wearing any armor or shield.

Weapon Mastery (Ex)

At 20th level, the Fighter chooses a weapon group they’ve already selected with Weapon Training. With this Weapon Group, they increase their damage multiplier by 1 (x2 becomes x3 and so on), as well as reducing the Stamina they spend on Weapon Techniques with this weapon group by 2 (to a minimum of spending 0 Stamina, effectively making them free maneuvers).

He is also immune to being disarmed with the weapon group chosen for Weapon Mastery, and receives a +10 bonus with weapon groups chosen by Weapon Training against being disarmed.

Veteran of Endless War (Ex)

At 20th level, the fighter has seen more combat than entire platoons of soldiers put together. The bonuses granted by his armor training and weapon training increase by 2 each.

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