Main» Fighter

With the exception of the material on this page, the fighter class is not changed from the version found in the Player's Handbook.

The 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
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1 Bonus Feat
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Style Mastery
8th +8/+3 +6 +2 +2 Bonus Feat
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Special Ability
11th +11/+6/+1 +7 +3 +3 Bonus Feat
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4 Special Ability
14th +14/+9/+4 +9 +4 +4 Bonus Feat
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Special Ability
17th +17/+12/+7/+2 +10 +5 +5 Bonus Feat
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6 Special Ability
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat

Hit Die

d10.

Class Skills

The fighter class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (war) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str).

Skill Points at Each Level

4 + Int modifier.

Class Features

Bonus Feat

The fighter gains a bonus fighter feat at the levels indicated on Table: The Fighter.

Style Mastery (Ex)

At 7th level, the fighter’s prefered style of combat results in him attaining mastery of that combat style. He may choose a single style from the following choices.

Mounted Combat

The fighter may take 10 on all Ride checks in any situation. Additionally the fighter’s mount gains a +2 shield bonus to AC.

One Handed

In order to use this style, a fight must wield a weapon in one hand and leave the other free (not holding anything, no shield). The fighter’s weapon treated as if it were one category size larger (small to medium, medium to large, large to huge, etc.) when using this style. He also gains a +2 dodge bonus to AC.

Ranged (Missile)

The fighter gains a +2 dodge bonus to AC when firing and reloading a missile weapon. Additionally, all range penalties with missile weapons are reduced 3.

Ranged (Thrown)

The fighter may now use the following attack options at a distance of 30 feet with no penalty: Disarm, Sunder, Trip. These options only apply to thrown weapons, not missile weapons. Additionally, the fighter doubles all thrown weapon base ranges.

Reach

The fighter now threatens the entire area within his reach with any reach weapon. He also gains a +2 shield bonus to AC while wielding a reach weapon.

Two Handed

The fighter now applies twice his Strength bonus to damage with two-handed weapons. The fighter also gains a +2 shield bonus to AC while wielding a two handed weapon.

Two Weapon

All one handed weapons are considered light for two weapon fighting purposes. Grants a +2 dodge bonus to AC when using this style.

Weapon and Shield

The fighter gains the ability to make a single additional attack each round with his shield when using the full attack option without losing the benefit of his shield’s AC. This shield bash is at the highest base attack bonus of the fighter, and incurs no penalties for fighting with two weapons. Additionally, the fighter gains a +2 competence bonus to all bull rush attempts when fighting with a weapon and shield.

Special Abilities (Ex)

These abilities, gained at levels 10, 13, 16, and 19 express the fighter's progression into a master of all things martial. At the appropriate level, the fighter may select an ability from the following list or he may select a feat from the regular fighter bonus feat list (provided he meets the requirements for the feat):

Armor Mastery

All armor worn by a fighter with this ability has its base armor class increased by 1. When taken, this ability eliminates movement penalties in medium armor and reduces all armor check penalties by 2. After 5 additional fighter levels, there are no longer any movement penalties in heavy armor, and all armor check penalties are reduced by an additional 2 points (total reduction of 4).

Shield Mastery

The fighter now applies his shield bonus to touch attacks. Any shield the fighter uses has the check penalty for it reduced initially by 1. This increases by 1 for every three levels of fighter gained hereafter (max of 5).

Shrug Off

The fighter is better able to plow through spells and effects. He may use his Fortitude save in place of his Reflex or Will saves. This ability may be used as a free action and must be declared prior to rolling a save. It may be used once per day initially, and an additional time per day for every 2 levels of fighter gained hereafter.

Unconquerable Will

If a fighter makes a successful Will save against an attack that has an effect of Will Half or Will Partial, he instead takes no damage from the spell at all.

Thick Skin

If a fighter makes a successful Fortitude save against an attack that has an effect of Fortitude Half or Fortitude Partial, he instead takes no damage from the spell at all.

Leader of Men

Diplomacy becomes a class skill. Your very presence inspires others. Any allies within 30 feet that see you gain a +3 morale bonus to hit and saves against fear. This bonus may be used once per day intitially, and an additional time per day for every 3 additional fighter levels gained hereafter. This bonus is lost if the fighter is disguised, unconscious, or otherwise incapacitated.

This ability may be improved by taking the Improve Class Ability feat.