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Fighter

Also, make sure you check out the feats page.
Level Advancement: Fighter
Level B.A. Fort Ref Will Special Abilities
1st +1 +2 +0 +0 fighter talent, weapon of choice
2nd +2 +3 +0 +0 fighter talent, resolve +1
3rd +3 +3 +1 +1 fighter talent
4th +4 +4 +1 +1 fighter talent, weapon specialization
5th +5 +4 +1 +1 fighter talent
6th +6/+1 +5 +2 +2 fighter talent, resolve +2
7th +7/+2 +5 +2 +2 fighter talent
8th +8/+3 +6 +2 +2 fighter talent
9th +9/+4 +6 +3 +3 fighter talent
10th +10/+5 +7 +3 +3 fighter talent, resolve +3
11th +11/+6/+1 +7 +3 +3 fighter talent
12th +12/+7/+2 +8 +4 +4 fighter talent
13th +13/+8/+3 +8 +4 +4 fighter talent
14th +14/+9/+4 +9 +4 +4 figther talent, resolve +4
15th +15/+10/+5 +9 +5 +5 fighter talent
16th +16/+11/+6/+1 +10 +5 +5 fighter talent
17th +17/+12/+7/+2 +10 +5 +5 fighter talent
18th +18/+13/+8/+3 +11 +6 +6 fighter talent, resolve +5
19th +19/+14/+9/+4 +11 +6 +6 fighter talent
20th +20/+15/+10/+5 +12 +6 +6 fighter talent, weapon mastery
Though reliable, the Pathfinder Roleplaying Game fighter can be a lacklustre choice when compared to the other classes. While the fighter may never escape its traditional role, that of Attack-and-be-Attacked, the basic structure of the class can be organized in such a way to make its combat options marginally more expansive.

The following is meant to replace the core fighter.

Alignment:Any.
Hit Die: d10.
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.

Class Features

The following are class features of the fighter.

Fighter Talent: At each figther level, the fighter selects one talent from the following list. Unless otherwise noted, no talent may be selected more than once.

Armor Mastery (Ex): The fighter gains damage reduction equal to the additional AC bonus from armor training. Prerequisites: 10th level fighter, armor training talent.

Armor Training (Ex): Whenever the fighter is wearing armor, he reduces the armor check penalty from armor by 1 (to a minimum of 0), and increases the maximum Dexterity bonus allowed by his armor by 1. The fighter can select this talent a number of times equal to ½ his fighter level.

Bonus Feat: The fighter can select any combat feat as a fighter talent. The fighter can select this talent a number of times equal to ½ his fighter level.

Braced For Charge (Ex): The fighter can ready an action to set his specialized weapon against a charge. This attack deals double damage on a successful hit against a charging character. If the weapon already has the brace ability, the figthter rolls the damage dice twice, taking the higher of the two rolls. Prerequisites: Weapon Specialization.

Critical Strike (Ex): The fighter gains an additional critical strike with his weapon of choice each day. The fighter can select this talent a number of times equal to ½ his fighter level.

Demolishing Strike (Ex): Once per day the fighter can ignore up to ½ his fighter level in damage reduction for one round. Activating this ability is a free action. The fighter can select this talent a number of times equal to ½ his fighter level; each time increases the use per day by one.

Finesse Defense (Ex): A fighter wearing light or no armor gains a +1 insight bonus to AC. The fighter can select this talent a number of times equal to ½ his fighter level.

Finesse Strike (Ex): The fighter can lose his insight bonus to AC from finesse defense in order to add double his insight bonus to damage on finesse attacks for one round. For example, a fighter with a +1 insight bonus from finesse defense would lose that bonus to AC for one round, and all attacks he makes (that make use of weapon finesse) add +2 to damage for one round. The damage bonus continues to double as the insight bonus increases (+2 insight to AC equals +4 damage). Prerequisite: finesse defense.

Finesse Training (Ex): A fighter wearing light or no armor gains the Weapon Finesse feat. In addition, he can use Weapon Finesse with his weapon of choice, regardless of whether the weapon normally qualifies for the feat.

Keen Eye (Ex): Once per day the fighter ignores the miss chance a target might have for one round. The fighter must be able to attack the target to use this ability. Activating this ability is a free action. The fighter can select this talent a number of times equal to ½ his fighter level.

Overwhelming Strike (Ex): Once per day the fighter can make a trip attack against a target he hits in melee. The trip attempt does not provoke an opportunity attack and the target is not entitled to make a return trip attempt if the fighter's attempt fails. The fighter can select this talent a number of times equal to ½ his fighter level.

Quick Brace (Ex): The fighter may use his brace for charge ability as an immediate action once per day.

Weapon Training: 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. This ability can be selected a number of times equal to the fighter's level; each time it is selected, the bonus to attack and damage from previously selected weapon groups increases by +1 and the fighter can select a new weapon group to gain a +1 to attack and damage rolls. See fighter Appendix I for a list of weapon groups.

Exotic Weapon Training (Ex): The fighter gains proficiency in two exotic weapons, chosen from any weapon group he has selected with Weapon Training. This ability can be selected more than once; its effects do not stack, the fighter must select different weapons each time. Prerequisites: weapon training.

Weapon of Choice (Ex) At first level, the warrior chooses a weapon to be his weapon of choice. He gains the Weapon Focus feat with his weapon of choice. Additionally, once per day the warrior can declare a single attack to be a critical hit, called a critical strike. The warrior must declare the critical strike before the roll to attack is made, and if successful the threat is automatically confirmed.

A warrior can have only have one weapon of choice at a time. In order to select a new weapon of choice, the warrior must not use the ability granted by having a weapon of choice for one week; he can use the weapon, just not the reroll ability. After this period of unlearning, the warrior can select a new weapon of choice through a focused 8-hour training session.

Resolve: The fighter selects one of the following dangers against which he gains a bonus to resist or avoid the danger: disease, fear effects, poisons, mind-affecting effects, traps, disarm attempts, sunder attempts, trip attempts, grapple attempts, bull rush attempts, or overrun attempts. The fighter gains his resolve bonus against only one of the above dangers, but the fighter can refocus his resolve each time he gains a level by swapping his bonus against one danger in exchange for another.

Weapon Specialization (Ex): The fighter gains the Weapon Specialization feat with his weapon of choice.

Weapon Mastery (Ex): At 20th level any attacks made with the fighter's weapon of choice automatically confirm all critical threats and have their damage multiplier increased by 1 (a 2 becomes a 3, for example).

Appendix I: Weapon Groups

A fighter trains in weapon groups by selecting weapon training. If a weapon falls into more than one group, the bonuses granted by weapon training do not stack: the fighter uses the higher bonus only.
  • Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
  • Blades, Heavy: bastard sword, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
  • Blades, Light: dagger, kama, kukri, rapier, sickle, and short sword.
  • Bows: composite longbow, composite shortbow, longbow, and shortbow.
  • Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
  • Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
  • Double: dire flail, dwarven urgosh, gnome hooked hammer, orc double axe, and two-bladed sword.
  • Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
  • Hammers: club, light hammer, light mace, greatclub, heavy mace, and warhammer.
  • Monk: kama, nunchaku, sai, shuriken, siangham, and unarmed strike.
  • Pole Arms: glaive, guisarme, halberd, ranseur, and quarterstaff.
  • Spears: javelin, lance, longspear, shortspear, spear, and trident.
  • Thrown: bolas, club, dart, dagger, handaxe, javelin, light hammer, net, shortspear, shuriken, sling, spear, and trident.
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