Fighter
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As long as wars are raged on distant lands, there will be men and women who fight those wars. The fighter is no mere sword-swinger; he is a skilled combatant, combining strength of arm, knowledge of weaponry, and practiced maneuvers to slice or bludgeon his foes into little red bits. Devoted to the perfection of a single weapon, the fighter's meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill.

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 Die: 10 hit points per level

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.

Level Base Attack Bonus (BAB) Maximum hits Fort Save Ref Save Will Save Special
1st +1 1 +2 +0 +0 Bonus Feat
2nd +2 1 +3 +0 +0 Bonus Feat, Bravery +1
3rd +3 1 +3 +1 +1 Armor Training 1
4th +4 1 +4 +1 +1 Bonus Feat
5th +5 1 +4 +1 +1 Weapon Training 1
6th +6 2 +5 +2 +2 Bonus Feat, Bravery +2
7th +7 2 +5 +2 +2 Armor Training 2
8th +8 2 +6 +2 +2 Bonus Feat
9th +9 2 +6 +3 +3 Weapon Training 2 (or Advanced Weapon Training)
10th +10 2 +7 +3 +3 Bonus Feat, Bravery +3
11th +11 3 +7 +3 +3 Armor Training 3
12th +12 3 +8 +4 +4 Bonus Feat
13th +13 3 +8 +4 +4 Weapon Training 3
14th +14 3 +9 +4 +4 Bonus Feat, Bravery +4
15th +15 3 +9 +5 +5 Armor Training 4
16th +16 4 +10 +5 +5 Bonus Feat
17th +17 4 +10 +5 +5 Weapon Training 4
18th +18 4 +11 +6 +6 Bonus Feat, Bravery +5
19th +19 4 +11 +6 +6 Armor Mastery
20th +20 4 +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 must be selected from those listed as combat feats, sometimes also called “fighter bonus feats”.

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.

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: bardiche, battleaxe, collapsible kumade, gandasa, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, kumade, light pick, orc double axe, pata , And throwing axe

Blades, Heavy: Ankus, dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, estoc, falchion, flambard, greatsword katana, khopesh, longsword, nine-ring broadsword, nodachi, scimitar, scythe, shotel, temple sword,and two-bladed sword.

Blades, Light: bayonet, butterfly knife, butterfly sword, chakram, dagger, Deer horn knife, gladius, hunga munga, kama, katar, kerambit, kukri, machete, manople, pata, quadrens, rapier, sawtooth sabre, scizore, shortsword, sica, sickle, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, mere club, punching dagger,sap, scizore,spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.

Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light light repeating crossbow, and tube-arrow-shooter.

Double: bo staff, chain spear, dire flail, double walking stick katana, kusarigama, orc double axe, quarterstaff, two-bladed sword, and weighted spear.

Firearms: all one-handed, two-handed, and siege firearms.

Flails: chain spear, dire flail, flail, heavy flail, kusarigama, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.

Hammers: aklys, battle aspergillum, club,greatclub, heavy mace, light mace, light hammer , mere club, planson, taiaha, tetsubo and warhammer.

Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chicken saber, emei piercer, fighting fan, hanbo, jutte,kama, kusarigama,lungshuan tamo, monk's spade,nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, sai, sansetsukon, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.

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

Pole Arms: bardiche, bec de corbin, bill, crook, glaive, guisarme, halberd, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ranseur, and tiger fork

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

Spears: amentum, boar spear, chain spear, elven branched spear, javelin, harpoon, lance, longspear, pilum, planson, shortspear, sibat, spear, tiger fork, trident, and weighted spear.

, club, dagger, dart, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Thrown: aklys, amentum, bolas, boomerang, brutal bolas, chakram, club, dagger, dart, deer horn knife, harpoon, hunga munga, javelin, lasso, light hammer, net, shortspear, shuriken, sibat, sling, spear, starknife, throwing axe, trident, and wushu dart.

Tribal: Club, dagger, greatclub, hand-axe|handaxe, heavy shield, light shield, shortspear, spear, throwing axe, and unarmed strike.

Advanced Weapon Training

Highly skilled and experienced fighters can gain advanced weapon training, learning techniques and applications of the weapon training class feature that give them special benefits in exchange for specializing in a smaller number of fighter weapon groups.

Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature. The fighter's weapon training bonus still increases for weapons from all fighter weapon groups he previously selected with weapon training. Some advance weapon training options can be selected only if the fighter meets the option's prerequisites.

Advanced weapon training options function only when the fighter is wielding a weapon from the associated group, unless otherwise noted, and use his weapon training bonus for the associated weapon group. Any bonuses on attack rolls and damage rolls granted by advanced weapon training apply only on attack rolls and damage rolls from weapons in the associated group. A fighter with an archetype that replaces weapon training cannot select advanced weapon training options.

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 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.

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