Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
| Lvl | BAB | Saves | Feats | HP |
AC bonus |
||
|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||
| 1st | +1 | +2 | +0 | +0 | bonus feat | 10 | |
| 2nd | +2 | +3 | +0 | +0 | bonus feat | 20 | |
| 3rd | +3 | +3 | +1 | +1 | 30 | ||
| 4th | +4 | +4 | +1 | +1 | bonus feat | 40 | |
| 5th | +5 | +4 | +1 | +1 | 50 | ||
| 6th | +6/+1 | +5 | +2 | +2 | bonus feat | 60 |
+1 |
| 7th | +7/+2 | +5 | +2 | +2 | 70 |
+1 |
|
| 8th | +8/+3 | +6 | +2 | +2 | bonus feat | 80 |
+2 |
| 9th | +9/+4 | +6 | +3 | +3 | 90 |
+2 |
|
| 10th | +10/+5 | +7 | +3 | +3 | bonus feat | 100 |
+3 |
| 11th | +11/+6/+1 | +7 | +3 | +3 | 110 |
+3 |
|
| 12th | +12/+7/+2 | +8 | +4 | +4 | bonus feat | 120 |
+4 |
| 13th | +13/+8/+3 | +8 | +4 | +4 | 130 |
+4 |
|
| 14th | +14/+9/+4 | +9 | +4 | +4 | bonus feat | 140 |
+4 |
| 15th | +15/+10/+5 | +9 | +5 | +5 | 150 |
+4 |
|
| 16th | +16/+11/+6/+1 | +10 | +5 | +5 | bonus feat | 160 |
+4 |
| 17th | +17/+12/+7/+2 | +10 | +5 | +5 | 170 |
+4 |
|
| 18th | +18/+13/+8/+3 | +11 | +6 | +6 | bonus feat | 180 |
+4 |
| 19th | +19/+14/+9/+4 | +11 | +6 | +6 | 190 |
+4 |
|
| 20th | +20/+15/+10/+5 | +12 | +6 | +6 | bonus feat | 200 |
+4 |
Fighter Bonus Feats: At class level 1 and at every even level afterwards (2, 4, 6, ...), a fighter gains a bonus feat, chosen from a subset of the entire feat list. This bonus feat is in addition to the feats every character gains for advancing in character level. At level 10 and further, custom fighter exclusive bonus feats become available.
Fighter Bonus Feat List: Blind Fight, Called Shot, Cleave, Deflect Arrows, Disarm, Dodge, Expertise, Great Cleave, Improved Critical, Improved Disarm, Improved Expertise, Improved Knockdown, Improved Parry, Improved Power Attack, Improved Two-Weapon Fighting, Improved Unarmed Strike, Knockdown, Mobility, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Proficiency (Exotic), Weapon Specialization, Whirlwind Attack
AC Bonus: The Fighter gains +1 AC at 6th level, +2 AC at 8th, +3 AC at 10th, +4 AC at 12th. This is a Dodge bonus.
This AC Bonus stacks with the other class-based Dodge bonuses up to +10, counting towards the overall +20 Dodge bonus. Will not stack with Swordmage, Bladesinger, or Demonic Servitor's bonuses and will be superseded by their AC bonus if they're higher.
Juggernaut: Characters failing their Fortitude save versus spells get an automatic reroll.
Bravery: A character with this feat is immune to fear.
Finesse Specialization: Requires Weapon Finesse. A character with this feat is so adept at using light weapons that they gain a bonus +2 damage when wielding a finesseable weapon.
Unshakable: The fighter's expertise in combat grants them a +10 bonus on all Concentration and Discipline skill checks.
Shield Evasion: Whenever a Reflex save is allowed for half damage, the character instead takes 40% less damage if he wields a shield and succeeds at the save. A flatfooted character does not gain this benefit. The damage reduction stacks with Evasion, in cases where Evasion doesn't fully negate the damage.
Snapshot Style: The fighter gets an additional +2 dodge AC while using a ranged weapon. Requires Mobility, Point Blank Shot.
Unorthodox Blow: The fighter's always ready to take advantage of weaknesses in an opponents defence, gaining the Extra Damage Type property (every damage type: Piercing, Bludgeoning, Slashing) at all time.
Southpaw: While dual wielding, the fighter gets bonus damage to their offhand attacks equal to half their strength modifier, rounded down. Requires TWF or Dual Wield. (NOTE: This will NOT show correctly on the character sheet, see your combat log for accurate damage values.)
Second Wind: The Fighter heals for their Fighter level * Constitution modifier instantly, then regenerate 1 HP per constitution modifier for 1 round per Fighter level + 1 round per Constitution modifier. Usable Once every 10 minutes.
Stonefist: The fighter gains an additional +2 to unarmed damage.
Double axe handle: The fighter gets 1.5x strength to unarmed strikes when fighting with their offhand free. Requires Stonefist.
Overprepared: Always ready for anything, the fighter keeps on him a kit of utility implements that can reproduce the effects of the Keen Edge, Elemental Weapon, Displacement, Shadow Shield, or Icyscale spells. Implementation: 3 uses, recharging a use every 15 minutes. Consumes a kit to gain one of the following effects of your choice: Keen Edge, Elemental Weapon (element is randomly chosen on cast), Displacement, Shadow Shield, or Icyscale. The caster level is double the Fighter's level, to a maximum of 30. Requires Int 13+
Bonus feats: The epic fighter gains a bonus feat every two levels after 20th. In other words, at levels 22, 24, 26, 28, and 30.
Epic fighter bonus feats: armor skin, devastating critical, epic damage reduction, epic prowess, epic toughness, epic weapon focus, epic weapon specialization, improved stunning fist, improved whirlwind attack, overwhelming critical, superior initiative