[classes & archetypes]


Table: The Fighter
Level Base
1st +1
Bonus feat
2nd +2
Bonus feat, bravery +1
3rd +3
Armor training 1
4th +4
Bonus feat
5th +5
Weapon training 1
6th +6/+1
Bonus feat, bravery +2
7th +7/+2
Armor training 2
8th +8/+3
Bonus feat
9th +9/+4
Weapon training 2
10th +10/+5
Bonus feat, bravery +3
11th +11/+6/+1
Armor training 3
12th +12/+7/+2
Bonus feat
13th +13/+8/+3
Weapon training 3
14th +14/+9/+4
Bonus feat, bravery +4
15th +15/+10/+5
Armor training 4
16th +16/+11/+6/+1
Bonus feat
17th +17/+12/+7/+2
Weapon training 4
18th +18/+13/+8/+3
Bonus feat, bravery +5
19th +19/+14/+9/+4
Armor mastery
20th +20/+15/+10/+5
Bonus feat, weapon mastery

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, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.


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.



Hit Die


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.

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.

Advanced Armor Training
Armor Master's Handbook
Highly skilled and tenacious fighters can gain advanced armor training, learning techniques and applications of the armor training class feature that give them special benefits in exchange for reducing their ability to mitigate their armor's armor check penalty and improve its maximum Dexterity bonus. 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. 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. Advanced armor training options function only when the fighter is wearing appropriate armor or using a shield, unless otherwise noted. A fighter with an archetype that replaces armor training cannot select advanced armor training options.
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.

Advanced Weapon Training
Weapon Master's Handbook
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.

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):

Bardiche, battleaxe, boarding axe, butchering axe, dwarven waraxe, gandasa, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, kumade, light pick, mattock, orc double axe, pata, throwing axe, and tongi
Aldori dueling sword, ankus, bastard sword, chakram, cutlass, double chicken saber, double walking stick katana, elven curve blade, estoc, falcata, falchion, flambard, great terbutje, greatsword, katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, shotel, sickle-sword, switchscythe, temple sword, terbutje, and two-bladed sword
Bayonet, butterfly knife, butterfly sword, chakram, dagger, deer horn knife, dogslicer, drow razor, dueling dagger, gladius, hunga munga, kama, katar, kerambit, kukri, machete, manople, madu (leather/steel), pata, quadrens, rapier, sanpkhang, sawtooth sabre, scizore, short sword, sica, sickle, starknife, spiral rapier, sword cane, swordbreaker dagger, war razor, and wakizashi
Composite longbow, composite shortbow, longbow, crc hornbow, and shortbow
Armor spikes, bayonet, brass knuckles, cestus, dan bong, dwarven war-shield, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, shield spikes, spiked gauntlet, tekko-kagi, tonfa, tri-bladed katar, unarmed strike, waveblade, wooden stake, and wushu dart
Double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, repeating hand crossbow, repeating heavy crossbow, repeating light crossbow, tube arrow shooter, underwater light crossbow, and underwater heavy crossbow
Bo staff, boarding gaff, chain-hammer, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome battle ladder, gnome hooked hammer, kusarigama, orc double axe, quarterstaff, two-bladed sword, and weighted spear

All one-handed, two-handed, and siege firearms Chain spear, dire flail, double chained kama, flail (light flail), flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip


Battle poi, bladed scarf, cat-o'-nine-tails, dwarven dorn-dergar, flying talon, gnome pincher, halfling rope-shot

Aklys, battle aspergillum, chain-hammer, club, earth breaker, gnome piston maul, greatclub, heavy mace, lantern staff, light hammer, light mace, mere club, planson, taiaha, tetsubo, wahaika, war flute, and warhammer
Bo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, khakkara, kusarigama, kyoketsu shoge, lungchuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart
Unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing
Bardiche, bec de corbin, bill, boarding gaff, crook, fauchard, glaive, glaive-guisarme, gnome flick-mace, gnome ripsaw glaive, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk's spade, ogre hook, naginata, nodachi, ranseur, and tiger fork
Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines (see Ultimate Combat for more details)
Amentum, boar spear, chain spear, elven branched spear, javelin, harpoon, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, stormshaft javelin, tiger fork, trident, and weighted spear
Aklys, amentum, atlatl, blowgun, bolas, boomerang, chain-hammer, chakram, club, dagger, dart, deer horn knife, dueling dagger, flask thrower, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, shoanti bolas, shortspear, shuriken, sling, sling glove, snag net, spear, starknife, stormshaft javelin, throwing axe, throwing shield, trident, and wushu dart
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.

[Fighter Archetypes]
Airborne Ambusher (strix)
Aldori Swordlord
Armor Master
Calistrian Hunter
Cavern Sniper (drow)
Dawnflower Dervish (Qadira)
Dirty Fighter (orc)
Druman Blackjacket

Eldritch Guardian
Foehammer (dwarf)
Free Hand Fighter
Lore Warden
Martial Master
Mobile Fighter
Phalanx Soldier
Polearm Master
Rondelero Duelist (Taldor)
Savage Warrior
Shielded Fighter
Swarm Fighter (kobold)

Titan Fighter
Tower Shield Specialist
Trench Fighter
Two-Handed Fighter
Two-Weapon Warrior
Unarmed Fighter
Ustalavic Duelist
Varisian Free-style Fighter
Weapon Bearer Squire