Fighters spend their lives devoted training for combat. While all classes have fighting ability, fighters specialize in knowing a wide range of combat techniques, allowing them to flexibly deal with all sorts of adversaries.
Level | Fighter Bonus | Stamina Pool | Combat Proficiency Bonus | New Abilities |
---|---|---|---|---|
1st | -- | Prime Ability Bonus (min 1) | +1 | Basic training, stamina, focus technique slot |
2nd | -- | 1 + Bonus Bonus | +2 | Fighting Style |
3rd | +1 | 1 + Bonus Bonus | +3 | Fighter bonus, focus technique slot |
4th | +1 | 2 + Bonus Bonus | +4 | Ability Increase |
5th | +1 | 2 + Bonus Bonus | +5 | Common Ability |
6th | +1 | 3 + Bonus Bonus | +6 | Focus technique slot, extra attack |
7th | +2 | 3 + Bonus Bonus | +7 | -- |
8th | +2 | 4 + Bonus Bonus | +8 | Ability Increase |
9th | +2 | 4 + Bonus Bonus | +9 | Focus technique slot |
10th | +2 | 5 + Bonus Bonus | +10 | Common Ability |
11th | +3 | 5 + Bonus Bonus | +11 | Extra attack |
12th | +3 | 6 + Bonus Bonus | +12 | Focus technique slot, ability increase |
13th | +3 | 6 + Bonus Bonus | +13 | -- |
14th | +3 | 7 + Bonus Bonus | +14 | -- |
15th | +4 | 7 + Bonus Bonus | +15 | Focus technique slot, common ability |
16th | +4 | 8 + Bonus Bonus | +16 | Ability Increase |
17th | +4 | 8 + Bonus Bonus | +17 | Combat Mastery 1 |
18th | +4 | 9 + Bonus Bonus | +18 | Focus technique slot |
19th | +5 | 9 + Bonus Bonus | +19 | Combat Mastery 2 |
20th | +5 | 10 + Bonus Bonus | +20 | Combat Mastery 3, ability increase, common ability |
Level | Fighter Bonus | Stamina Pool | Combat Proficiency Bonus |
---|---|---|---|
1st | -- | Con Bonus (min 1) | +1 |
2nd | -- | 1 + Bonus Bonus | +2 |
3rd | +1 | 1 + Bonus Bonus | +3 |
4th | +1 | 2 + Bonus Bonus | +4 |
5th | +1 | 2 + Bonus Bonus | +5 |
6th | +1 | 3 + Bonus Bonus | +6 |
7th | +2 | 3 + Bonus Bonus | +7 |
8th | +2 | 4 + Bonus Bonus | +8 |
9th | +2 | 4 + Bonus Bonus | +9 |
10th | +2 | 5 + Bonus Bonus | +10 |
11th | +3 | 5 + Bonus Bonus | +11 |
12th | +3 | 6 + Bonus Bonus | +12 |
13th | +3 | 6 + Bonus Bonus | +13 |
14th | +3 | 7 + Bonus Bonus | +14 |
15th | +4 | 7 + Bonus Bonus | +15 | <
16th | +4 | 8 + Bonus Bonus | +16 |
17th | +4 | 8 + Bonus Bonus | +17 |
18th | +4 | 9 + Bonus Bonus | +18 |
19th | +5 | 9 + Bonus Bonus | +19 |
20th | +5 | 10 + Bonus Bonus | +20 |
Level | New Abilities |
---|---|
1st | Basic training, stamina, focus technique slot |
2nd | Fighting Style |
3rd | Fighter bonus, focus technique slot |
4th | Ability Increase |
5th | Common Ability |
6th | Focus technique slot, extra attack |
7th | -- |
8th | Ability Increase |
9th | Focus technique slot |
10th | Common Ability |
11th | Extra attack |
12th | Focus technique slot, ability increase |
13th | -- |
14th | -- |
15th | Focus technique slot, common ability |
16th | Ability Increase |
17th | Combat Mastery 1 |
18th | Focus technique slot |
19th | Combat Mastery 2 |
20th | Combat Mastery 3, ability increase, common ability |
Prime Ability: Varies (strength by default, but this may change depending on Fighting Style)
Hit Points: d10 + Con bonus per level
Skill Points: Low (2 per level)
Knowledge Points: Low (2 per level)
Save DC: 10 + Character Level + Prime Ability Bonus
Weapon Proficiency: Simple and Martial Weapon Proficiency
Armor Proficiency: Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency
Other: Unarmed Combat Proficiency
Fighters begin with the Improved Grappling ability, allowing them to use their character level instead of their Athletics score when grappling.
Fighters use techniques a bit differently than other classes. Being able to use a wide range of specialized techniques is what makes fighters so effective in combat. As a fighter, there is no limit to the number of techniques that you can learn, but techniques must be activated.
As a fighter, you start with three combat-based techniques that you automatically know. Every time you level up, you automatically learn a new technique, provided you meet the prerequisites. You may also learn techniques anytime from NPCs, other characters, training manuals, or combat schools. Each training source you encounter will have a different set of techniques you can learn (much like learning spells from a spellbook you find). At the GM's discretion, some sources may charge fees for tutelage.
Learning a new technique takes two days minimum. These days should primarily be spent in training with your tutor, though the 2-day time (16 hours) may be split into smaller chunks and trained a little bit at a time. At the end of your training time, make an intelligence check (DC 15) to see if you have learned the new technique. You may apply your fighter bonus (see below) to this check. If you fail the check, you need another training day (8 hours). After each additional day, make a new check. If you are learning from a book or manual, you can divide your time out over any number of days, though it takes nearly twice as long (30 hours).
During your adventuring career, the GM may occasionally also award you with a technique that reflects a recent combat-based accomplishment.
All fighters have access to a stamina pool that represents a measure of their martial acumen on the battlefield. To use a technique, you must activate it using your stamina pool. When rested, you start with a base stamina pool (minimum 1) equal to 1/2 fighter Level + Prime Ability Bonus. You gain 1 stamina point by scoring a critical hit on an attack. The target must not be helpless or unaware of you. Your stamina pool can increase up to double your rested amount or drop down to zero. Your stamina resets to your base level after a short rest.
If a technique that you know takes an action to use (full-round, standard, bonus, reaction), then you can activate and use that technique at any time by expending one stamina point. Activating a technique doesn't add extra time to what normally is required to use the technique. Activated techniques last until the start of your next turn (unless otherwise specified), after which they become inactive again, requiring you to spend another stamina point to use them again.
Techniques that don't require an action to use, such as those that are permanently in effect, cannot be activated using stamina. However, they can still be used as focus techniques. Fighter-specific techniques also have their own explicit requirements for how they use stamina.
You can also choose to focus on certain techniques, ensuring that you always have them on hand. If a technique normally requires stamina to activate, making it a focus technique means you can now use it without paying any stamina cost--essentially making it permanently active. Note that some fighter techniques cannot be focused (see technique description). Techniques that don't require an action to use can be learned and permanently activated, as well, by making them a focus technique.
You can create one focus technique at level 1. At level 3 and every three levels afterward, you can choose a new focus technique. As with normal technique slots, you can also permanently allocate two focus technique slots to acquiring a new common ability. And you may also leave focus technique slots empty, as well.
At 2nd level you choose a fighting style. Fighters come in all types. Maybe you're a nimble swashbuckler who depends on agile footwork and skilled swordplay, or maybe you’re a classic knight in shining armor. You might even be a gun-slinging desperado. Choose a fighting style that reflects the type of fighter you want to be. Each style comes with a special set of skills that represents your training background. Choose from one of the following.
A knight who specializes in combat from horseback. You are well-trained in the art of horsemanship and armored combat.
An agile fighter who specializes in unarmored combat. You rely on agility and your skill at arms to keep your safe, rather than using heavy armor.
A classic all-round fighter. You are proficient in all weapons, all armor, and shields. You can fight equally well with ranged weapons as you can with melee ones.
The quintessential medieval knight. Trained from youth to be a fighter, you are proficient in the use of heavy arms. Having sworn an oath to a knightly order, you are also accompanied by a squire who helps assist you in combat.
While you are trained in all forms of combat, you particularly excel at ranged combat, preferring to forgo heavy armor in favor of the ability to attack your enemies from a distance.
You are a fighter who specializes in combat with firearms. You can wear medium armors but have very little training in heavier armors designed to protect you in close-hand melee combat.
You are trained in the adept use of weapons in both hands.
Fighters dedicate most of their training to combat proficiency. Starting at 3rd level, a fighter can select one group of weapons: Knife, Axes, Bashing Weapons, Crossbows, Swords, Polearms, Bows, Peasant Weapons, Firearms, Monk Weapons, Natural Weapons, or Siege weapons. Whenever you attack with a weapon from this group, you gain a +1 combat bonus on attack and damage rolls. This bonus increases every four levels (see table), at which time you may select a new weapon group to add to this list.
Fighters also learn to use armor more effectively as they progress. You may add your fighter bonus to the maximum dodge bonus allowed by armor. The penalty for skill checks while in armor also decreases by your fighter bonus.
Finally, fighters gain a bonus against Wis saves to resist fear effects, adding their fighter bonus to these rolls as well.
At 5th level, you may select one common ability to learn. You learn a new common ability every five levels afterward, as well.
At level 6 and again at level 11, you gain an extra attack that you can make when making a full attack. In a full attack, all attacks except for your first ones are made at a -5 penalty.
As an experienced fighter, you have learned to master certain combat disciplines. At levels 17, 19, and 20 you may select one of the following combat masteries.