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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.

Alignment: Any

Hit Die: d10

Class Skills: The fighter’s class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (martial) (Int), Profession (Wis), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

Table: The Fighter

Fighter.jpg

CLASS FEATURES

The following are the class features of the fighter:

Weapon and Armor Proficiency:

A fighter is proficient with all simple and martial weapons. He is proficient with all armor and shields (including tower shields). In addition, if this is the character's first level in any class, he may select a martial tradition of his choice.
 

Combat Training:

A fighter is considered an Expert practitioner, gaining spheres and talents as per Table: The Fighter. When he gains his first level in this class, he selects either Intelligence, Wisdom, or Charisma as his practitioner modifier.

Stamina (Ex):

A fighter trains diligently in order to build his martial acumen, allowing him to push himself beyond the limits of his endurance to perform otherwise impossible feats of valor and daring. Each day, the fighter gains a stamina pool with a maximum number of stamina points equal to his base attack  bonus + his Constitution modifier. During combat, a fighter can spend points from his stamina pool in order to perform a combat trick, the specific effects of which are dictated by a class feature that the fighter possesses. Unless noted otherwise, spending stamina points is not an action, and a fighter can’t spend stamina points if he is unconscious, fatigued, or exhausted. Dropping to 0 stamina points causes the fighter to become fatigued until he has 1 or more points in his stamina pool.


A fighter regains stamina points by resting for short periods of time. A fighter doesn’t have to sleep while resting in this way, but he can’t exert himself. The fighter stops regaining stamina points if he enters combat; takes an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or takes more than one move action or standard action in a round (he can still take free, immediate, and swift actions). This reduction in the fighter’s number of actions per round also effectively halves his overland speed. For each uninterrupted minute the fighter rests in this way, he regains 1 stamina point. If the fighter is suffering from any of the following conditions, he can’t regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.

Weapon Training (Ex):

Although he likely specializes in the use of one specific weapon, a skilled fighter is able to apply his training in one kind of weapon to other similar  weapons, forming a weapon group. At 1st level, a fighter chooses one group of weapons. He gains proficiency with all martial and exotic weapons from this group. In addition, the fighter can tap into his stamina pool in order to perform a combat trick that enhances his competency with weapons from his chosen weapon group. By spending points from his stamina pool when he makes an attack with a weapon that belongs to his chosen weapon group, the fighter can grant himself a competence bonus on his attack equal to the number of points spent (maximum +5). At 5th level, the fighter gains a +1 bonus on attack and damage rolls when using a weapon from his chosen group. This bonus increases by +1 at 9th level and every four levels thereafter, to a maximum of +4 at 17th level.

Bonus Feats:

At 2nd level, and every four levels thereafter, a fighter gains a bonus combat feat. Upon reaching 6th level, and every four levels thereafter, 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.

Conditioning (Ex):

Starting at 2nd level, and every six levels thereafter, the fighter may select a form of conditioning, representing years of training in a specific field. This conditioning provides the fighter a +1 bonus to a save or skill check, listed in the form of conditioning. This bonus increases by 1 for every four levels beyond 2nd (and is known as the fighter’s conditioning bonus). Unless otherwise noted, a form of conditioning may only be selected once.

  • Alert: You were conditioned to be vigilant and ever-watching, ensuring nothing would surprise you. You may add your conditioning bonus to Perception checks. You may select this form of conditioning twice, allowing you to add your conditioning bonus to initiative checks.

  • Athletic: Your physicality was constantly worked at, increasing your endurance and strength. You may add your conditioning bonus to Athletics checks. You may select this form of conditioning twice, allowing you to add double your conditioning bonus to Acrobatics checks made to move through an enemy's threatened area without provoking an attack of opportunity.

  • Attuned: Your connection to magic has been strengthened through subtle arcane training. You may add your conditioning bonus to Use Magic Device checks.

  • Courage: Your mental resolve and confidence is intense, making you resistant against even the most terrifying situations. You may add your conditioning bonus to the DC required to demoralize you, in addition to Will saves made against fear effects.

  • Endurance: Your body has an incredible tolerance to damage, whether it be external or internal. You may add your conditioning bonus to Constitution checks made to stabilize, and to Fortitude saves made against poisons and disease.

  • Erudite: You are well-versed in identifying the functionality and manifestation of magic. You may add your conditioning bonus to Spellcraft checks made to identify a spell or sphere effect as it is being cast.

  • Rationale: Your mind has been tempered with knowledge and rationality, allowing you to separate fact and fiction. You may add your conditioning bonus to Will saves made against illusions.

  • Subtlety: You were trained to be adept in acts of secrecy and deception, and understanding the importance of subtlety. You may add your conditioning bonus to Stealth checks.

  • Suspicion: You were trained to never trust anyone, and to read into every motion and word. You may add your conditioning bonus to Sense Motive checks. You may select this form of conditioning twice, allowing you to add your conditioning bonus to the DC required to feint you.

Parry Spell (Ex):

At 2nd level, a fighter gains the ability to parry spells, spell-like abilities, and sphere abilities used against him while they are being cast. Whenever such an ability is used against him exclusively, or a successful attack roll is made using such an effect, he may use an immediate action to attempt to counter the effect. To counter the effect, he attempts a magic skill check against the sphere ability using his class level plus his weapon training bonus (if any) in place of his magical skill bonus. If successful, the ability does not affect the fighter. Creatures using spell-like abilities with no listed caster level treat the creature’s Hit Dice as their caster level, making their MSD equal to 11 + their Hit Dice. Magic effects caused by artifacts and deities cannot be parried.

Whenever the fighter successfully uses this ability, he absorbs some of the spell or ability. Before the end of his next turn, he must use a move or standard action to disperse this energy, or the ability takes effect on him at the end of his turn as if he had failed to counter it. If the fighter is helpless, nauseated, pinned, or otherwise unable to make an attack, he cannot use this ability.


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 of his armor by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, the 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.


Second Wind (Ex):

At 3rd level, a fighter can tap into his stamina in order to temporarily regain vitality. By spending 3 stamina points from his stamina pool as a swift action, the fighter gains a number of temporary hit points equal to 1d10 + 1 point per fighter level (maximum +10), up to a maximum number of temporary hit points equal to the current amount of hit point damage that he has taken. This effect lasts 1 minute. Temporary hit points gained from multiple uses of this ability don’t stack, and if the number of temporary hit points that the fighter has from this ability ever exceeds the amount of lethal damage that he has taken, excess temporary hit points are lost. At 11th level, the fighter can use this ability as an immediate action. In addition, he can spend 5 stamina points to gain a number of temporary hit points equal to 2d10 + 1 point per fighter level (maximum +20). At 19th level, he can use this ability as a free action once per round, even if it isn’t his turn.


Martial Spontaneity (Ex):

At 4th level, a fighter can take a move action to tap into his stamina to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The fighter must meet all the feat’s prerequisites. He must spend 3 stamina points from his stamina pool in order to use this ability, and the benefits of any feats that he gains using this ability immediately end whenever the fighter drops to 0 stamina points. The fighter can use this ability again before the duration expires to replace the previous combat feat with another choice. If a combat feat has a daily limitation, any uses of that combat feat while using this ability count toward that feat’s daily limit.

Weapon Guard (Ex):

At 5th level, a fighter adds his weapon training bonus on saves against any effect that target his held weapons (for example, grease, heat metal, shatter, or warp wood).

Sever Magic (Ex):

At 6th level, a fighter may use his parry spell to dispel a spell, spell-like, or sphere effect currently affecting a creature or object. A successful check ends the effect, or suppresses it for 1d4 rounds if it is a permanent effect. The fighter may do this as a standard action, or as a swift action when he hits with a melee attack or uses a combat maneuver on the target creature or object. Using this ability either way does not require the fighter to disperse the spell or ability afterward.

The fighter may target a specific effect if he has identified it, otherwise an effect is randomly chosen if there are multiple effects present. Merely describing the magic accurately is sufficient for him to target a particular magical effect, but if he describes an effect that is not present, then the strike fails to dispel anything.

Tenacious Grip (Ex):

At 9th level, a fighter doesn’t drop held weapons when panicked or stunned. If the fighter gains the ability to retain his weapons when panicked or stunned from another source (such as gloves of dueling), he also gains the autonomic grasp class feature (see below) and gains the weapon unity class feature at 11th level (instead of 13th).

Autonomic Grasp (Ex):

At 11th level, a fighter clings to his weaponry even when on the brink of death. A fighter can choose to retain his hold on his wielded weapons when he is knocked unconscious or succumbs to a sleep effect. While the fighter is asleep or unconscious, attackers must succeed at combat maneuver checks to disarm him, but they gain relevant bonuses for attacking a helpless target, including treating the fighter’s Dexterity as 0 when determining his CMD.

Improved Parry Spell (Ex):

At 10th level, a fighter can use parry spell to counterspell any spell, spell-like ability, or sphere ability that targets a creature or object within reach, or affects an area that he is within. This is an immediate action, and successfully using this ability negates the effect for all targets that have not yet been affected. The fighter can now disperse the effect immediately as a free action instead of using an action on his next turn.

Weapon Unity (Ex):

At 13th level, a fighter’s preferred weapons become almost an extension of his body. A fighter is immune to disarm, steal, and sunder combat maneuvers made against a weapon he is wielding, provided the fighter has Weapon Focus with the weapon or the weapon belongs to a weapon group which he possesses. A helpless fighter does not gain the benefits of this ability.

Improved Sever Magic (Ex):

At 14th level, when a fighter uses sever magic against a creature or object, he may dispel up to 1d4 effects on the target. He may name any number of effects (after having rolled to determine how many effects he will dispel) and leave the rest to be determined randomly or to have not further effects dispelled.

The fighter may also use sever magic to dispel any standing spell, spell-like or sphere ability effect as a standard action by hitting it with a melee attack, even if it is not attached to a creature or object. If used on an illusion or a summoned creature, it is dispelled completely unless it is a permanent effect; called creatures (such as those brought with the Call Planar Creature advanced talent of the Conjuration sphere) are not dispelled - magic summoned them, but does not sustain them. Permanent magic effects are suppressed for 1d4 rounds.

Greater Parry Spell (Ex):

At 18th level, a fighter may use his parry spell and sever magic abilities as a free action usable outside of his turn. In addition, when he counters a spell or ability, he may use an immediate action to cause the spell or ability to affect the creature that originally used the ability as if it had targeted itself with the ability. Only the original creature is affected, even if the ability or spell countered would have originally affected multiple targets. If the ability originally affected an area, it instead affects an area that includes only the creature that originally used the ability.

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, the fighter automatically confirm all critical threats that he makes with attacks from any of his chosen weapon groups, and the critical multiplier of those attacks increases by 1 (x2 becomes x3, for example). In addition, he cannot be disarmed while wielding a weapon from any of his chosen fighter weapon groups.

ARCHETYPES

The following archetypes are available to the fighter

ARMOR MASTER

TACTICIAN

TOWER SHIELD SPECIALIST

WEAPON MASTER

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