Fighter

FIGHTER
A fighter translates to any warrior with a broad range of abilities. They know all blades and all armor. Their goals and motivations are as varied as sands on a beach. Of all classes, the fighter encompasses the broadest range. No two necessarily need be alike.

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, gladiatorial combatants, mercenaries, cavaliers, partisans, and men-at-arms fighters are unparalleled champions, and woe to those who dare stand against them.

Role: Fighters excel at combat—defeating their enemies, controlling the f low 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.

GAME RULE INFORMATION
Abilities: A fighter gains power by taking advantage of his assets. A higher Dexterity is as useful as a high strength as long as the fighter takes advantage of those high scores. Constitution is vital regardless of the path the fighter takes.
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.

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, Bravery +1
3rd +3 +3 +1 +1 Armor Training 1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapons Training 1
6th +6/+1 +5 +2 +2 Bonus feat, Bravery +2
7th +7/+2 +5 +2 +2 Armor Training 2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon Training 2
10th +10/+5 +7 +3 +3 Bonus feat, Bravery +3
11th +11/+6/+1 +7 +3 +3 Armor Training 3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon Training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, Bravery +4
15th +15/+10/+5 +9 +5 +5 Armor Training 4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon Training 4
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

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 can be selected from those listed as combat feats, sometimes also called “fighter bonus feats” however they are not limited to those feats.

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a f ighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the f ighter 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 f ighter 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: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, 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 f lail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.

Flails: dire f lail, f lail, heavy f lail, morningstar, nunchaku, spiked chain, and whip.

Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.

Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

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

Pole Arms: glaive, guisarme, halberd, and ranseur.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: blowgun, bolas, club, dagger, dart, half ling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

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, 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.

CLASS FOCUS

Bowman: A bowman, although skilled in melee combat, prefers the accuracy of ranged fighting. He believes no dishonor lies in not offering a cleave target to charging foes. Better to take them at range than risk personal or allied life and limb. Often times, when working for a state, the bowman's weapons are assigned; but a true bowman either gains his early in life or manufactures it on his own. Either his culture supports such a belief or the bowman considers it a personal obsession. This belief stems to either traditional bows, short or long, or even crossbows. This distinction depends on the culture the bowman was raised in. Seldom do elves use crossbows, and longbows are not often seen in large human populations featuring fortifications. A bowman is not useless in melee and always keeps a blade nearby when ranged combat is no longer viable.

The bowman receives a 50% discount on a single bow purchase at character creation. He also does not provoke an attack of opportunity if using a crossbow or shortbow in close combat.

Cavalier: Some traditions match a young fighter to a steed early in life. The squire and mount live their lives responsible for the other, ever loyal to the end. They form an unspoken bond and never leave each other's side save for the odd tavern wench. More often than not, cavaliers prefer the company of their animals rather than people and often sleep in stables, as horses make great alarms.

From there, the path may alter. Some train their horses to fight alongside others. The mount may learn to adapt to the weight of a lance or the encumberment of barding. Some become iron-willed in the face of danger, throwing hoof and bulk at anyone threatening them or their master. Of course, this need not be even a horse, as a donkey or riding dog is also acceptable.

The cavalier receives a 50% discount for purchasing a mount at character creation. The cavalier also gains a +1 to all Ride skill checks. He also receives an additional bonus to Ride skill checks when using the Mounted Combat feat (which they must still select). The bonus is +1 at 1st level and an additional +1 every third level after (4, 7, 10, etc).

Juggernaut: The juggernaut cares nothing about nature or any gods. He sleeps with his sword and gains the morning energy slashing at the air and shadow rather than at a table, sipping tea. He may not believe in warmongering but doesknow the benefits of wielding such weapons in the modern age. Bastions protect their own. Outside of the walls, one must wield a blade to survive. A juggernaut sleeps with one eye open and seldom ever gets a full night's rest. In the open field, he guards the casters and protects the fire. He spends more time in his armor then out. Even when casually passing through town or enjoying a meal does he seldom allow himself to be separated from his arms or armor. He carries no unique bonds with his equipment, as they are simply tools to be used. The juggernaut simply wishes to maximize his potential in combat. He practices daily to hone his abilities to maximize his capacity in combat and know that, when at the peak of his skill, there will never be a day for him out of work. Every village, town, or city they visit has a use for him.

A juggernaut is ready for combat at a moment's notice. He prepares his armor before he sleeps, able to don it at a moment's call. A juggernaut never needs help to don his armor. He is specialized with donning heavy armor in less time than a rogue puts on his shoes. The juggernaut, when donning medium or heavy armor, only requires 1 minute (10 rounds) to be fully ready. If he dons his armor hastily, medium armor requires only 2 rounds and heavy armor only requires 5. However, because of this ability, the juggernaut cannot employ help to reduce this time further.

Juggernauts also gain a +2 to armor check penalties (to a maximum check penalty of +0).

Virtuous Warrior: He may not be gifted by divine magic, but as a soldier of faith, the virtuous warrior remains righteous. He stands proud as a devoted follower of his morals and beliefs. He follows the rules of nobility and chivalry as devoutly as magically sanctified clerics, though binding himself to a religion is not necessary. He need not declare devotion in a god to have principles or values or have faith in a cause. One that is religious usually aspires to greatness, hoping his belief will find favor in God's eye and rain similar blessings as his clerical brothers.

A virtuous warrior must be of a good alignment. He gains Diplomacy, Knowledge (Religion/Philosophy), and Perform (Oratory) as class skills. He also receives a +2 bonus to all Will saves from spells or spell-effects instigated by an evil opponent.

Weaponmaster: Commonly found across the world is the weaponmaster or master of arms. While a few dedicate their lives to books or faith for magic and others grow with a natural affinity for the power from the gate or the land around, most are not so lucky. All they offer is what they possess, and the sword, axe, or hammer is the cheapest and quickest way to earn a reputation. Most wielding the blade are nothing more than peasants with a sharpened edge of wrought iron. A select few train with their weapons day and night, gaining an expertise to rival the commoner. How they focus their skills depends on the weapon or weapons they use and in the direction they concentrate that power.

A Weaponmaster may select ONE of the following abilities.

Off-Hand Defense: If the weaponmaster sacrifices his offhand attack, he gains a +1 shield bonus to AC. For every additional off-hand attack available that is sacrificed, the weaponmaster gains an additional +1 bonus. This ability stacks with the Two-Weapon Defense feat if chosen.

Savant: The savant's dedication to arms is unmatched, able to expand the capacity of simple weapons.

Swords— The savant's can alternate the weapon type of all swords, changing them from slashing to piercing or bludgeoning as a free action.

Hammers—If a hammer inflicts a successful critical strike, it causes the target to be shaken for one round (a -2 penalty on attack rolls, saving throws, skill checks, and ability checks).

Axes—On a charge, the savant wielding an axe in an attack may ignore his opponent's armor bonus equal to the savant's strength bonus on the initial strike.

Reach Weapons—All reach weapons may alternate as double weapons, rendering the off-hand strike as a club. The weapon no longer has reach when turned into a double weapon. This must be committed before initiating an attack. This ability cannot be used with weapons able to strike into adjacent squares already (like spiked chain).

Improved Buckler: The weaponmaster no longer suffers a -1 penalty to wielding a weapon two-handed due to the extra weight of the buckler. He can also use the buckler with shield bash.

Wilderness Nomad: The nomad spends most of his time alone, away from the noises of society. He is not a hermit, but one that simply prefers smaller groups or villages rather than large bustling communities and cities. He sometimes settles in farms or small towns or wanders through the plains and forests. Without the protection of numbers or of spell casting, the nomad learned how to protect what he claims as his own. This
range of protection may only be limited to himself but may sometimes include a family, a group of allies, or even a forest or a community that the nomad resides in. He avoids longterm connections to anyone or any place but will not reject them if presented in a favorable manner. He seldom requires help but will welcome it when offered. However, he despises debt and the obligations of reimbursement, whether by money, by tasks, or by loyalty. Trust is earned, not owed, in the eyes of a nomad.

Because of his preference to nature rather than people, a nomad often prefers the company of others of a sympathetic nature and often disagrees with those taking advantage of the gifts surrounding them. He frequently makes allies with other wandering souls, especially druids.

The wilderness nomad gains Knowledge (nature), Move Silently, Hide, and Survival as class skills and gains +2 inherent bonus to all of these skills.

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