Fighters are adept at physically damaging their enemies. They have access to a vast array of abilities which allow to turn them into either masters of melee fighting, or deadly sharpshooters. Fighters are also great at employing armor and shields, which allows them to become reliable protectors for their allies. However, they are unable to use magic, and their weak willpower make them vulnerable to hostile magic.
- Alignment Requirement: Any
- Hit Die: +6
- Skill Points per Level: 2
- Level 1 Base Attack Bonus: +1
Fighter Video Guide
Wenduag Build: Here
Penalty: Less Bonus Combat Feat, No Armor Training
Penalty: Less Bonus Combat Feat, No Bravery
Base Attack Bonus
|Level 1||+1||+2||0||0||Bonus Combat Feat, Fighter Proficiencies|
|Level 2||+2||+3||0||0||Bonus Combat Feat, Bravery|
|Level 3||+3||+3||+1||+1||Armor Training|
|Level 4||+4||+4||+1||+1||Bonus Combat Feat|
|Level 5||+5||+4||+1||+1||Weapon Training|
|Level 6||+6/+1||+5||+2||+2||Bonus Combat Feat, Bravery +2|
|Level 7||+7/+2||+5||+2||+2||Armor Training|
|Level 8||+8/+3||+6||+2||+2||Bonus Combat Feat|
|Level 9||+9/+4||+6||+3||+3||Weapon Training|
|Level 10||+10/+5||+7||+3||+3||Bonus Combat Feat, Bravery +3|
|Level 11||+11/+6/+1||+7||+3||+3||Armor Training|
|Level 12||+12/+7/+2||+8||+4||+4||Bonus Combat Feat|
|Level 13||+13/+8/+3||+8||+4||+4||Weapon Training|
|Level 14||+14/+9/+4||+9||+4||+4||Bonus Combat Feat, Bravery +4|
|Level 15||+15/+10/+5||+9||+5||+5||Armor Training|
|Level 16||+16/+11/+6/+1||+10||+5||+5||Bonus Combat Feat|
|Level 17||+17/+12/+7/+2||+10||+5||+5||Weapon training|
|Level 18||+18/+13/+8/+3||+11||+6||+6||Bonus Combat Feat, Bravery +5|
|Level 19||+19/+14/+9/+4||+11||+6||+6||Armor mastery|
|Level 20||+20/+15/+10/+5||+12||+6||+6||Bonus Combat Feat, Weapon Mastery|
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
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 prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at my given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
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.
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.
Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level.
Starting at 5th level, 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.
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 his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm attempts made against weapons from this group.
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.
At 19th level, a Fighter gains a damage reduction 5/- whenever he is wearing armor or using a shield.
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