Upheaval

Fighter


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.

LevelFighter BonusStamina PoolCombat Proficiency BonusNew Abilities
1st--Prime Ability Bonus (min 1)+1Basic training, stamina, focus technique slot
2nd--1 + Bonus Bonus+2Fighting Style
3rd+11 + Bonus Bonus+3Fighter bonus, focus technique slot
4th+12 + Bonus Bonus+4Ability Increase
5th+12 + Bonus Bonus+5Common Ability
6th+13 + Bonus Bonus+6Focus technique slot, extra attack
7th+23 + Bonus Bonus+7--
8th+24 + Bonus Bonus+8Ability Increase
9th+24 + Bonus Bonus+9Focus technique slot
10th+25 + Bonus Bonus+10Common Ability
11th+35 + Bonus Bonus+11Extra attack
12th+36 + Bonus Bonus+12Focus technique slot, ability increase
13th+36 + Bonus Bonus+13--
14th+37 + Bonus Bonus+14--
15th+47 + Bonus Bonus+15Focus technique slot, common ability
16th+48 + Bonus Bonus+16Ability Increase
17th+48 + Bonus Bonus+17Combat Mastery 1
18th+49 + Bonus Bonus+18Focus technique slot
19th+59 + Bonus Bonus+19Combat Mastery 2
20th+510 + Bonus Bonus+20Combat Mastery 3, ability increase, common ability
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LevelFighter BonusStamina PoolCombat Proficiency Bonus
1st--Con Bonus (min 1)+1
2nd--1 + Bonus Bonus+2
3rd+11 + Bonus Bonus+3
4th+12 + Bonus Bonus+4
5th+12 + Bonus Bonus+5
6th+13 + Bonus Bonus+6
7th+23 + Bonus Bonus+7
8th+24 + Bonus Bonus+8
9th+24 + Bonus Bonus+9
10th+25 + Bonus Bonus+10
11th+35 + Bonus Bonus+11
12th+36 + Bonus Bonus+12
13th+36 + Bonus Bonus+13
14th+37 + Bonus Bonus+14
15th+47 + Bonus Bonus+15
16th+48 + Bonus Bonus+16
17th+48 + Bonus Bonus+17
18th+49 + Bonus Bonus+18
19th+59 + Bonus Bonus+19
20th+510 + Bonus Bonus+20
LevelNew Abilities
1stBasic training, stamina, focus technique slot
2ndFighting Style
3rdFighter bonus, focus technique slot
4thAbility Increase
5thCommon Ability
6thFocus technique slot, extra attack
7th--
8thAbility Increase
9thFocus technique slot
10thCommon Ability
11thExtra attack
12thFocus technique slot, ability increase
13th--
14th--
15thFocus technique slot, common ability
16thAbility Increase
17thCombat Mastery 1
18thFocus technique slot
19thCombat Mastery 2
20thCombat Mastery 3, ability increase, common ability

Class Features

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

Starting Proficiencies

Weapon Proficiency: Simple and Martial Weapon Proficiency

Armor Proficiency: Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency

Other: Unarmed Combat Proficiency

Basic Training

Fighters begin with the Improved Grappling ability, allowing them to use their character level instead of their Athletics score when grappling.

Fighter Techniques

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.

Learning Techniques

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.

Using Techniques

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.

Focus Techniques

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.

Fighting Style

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.

Cavalier

A knight who specializes in combat from horseback. You are well-trained in the art of horsemanship and armored combat.

PrimeAbility: Strength

Starting Abilities: Heavy Armor, Heavy Shield, and Mounted Combat Proficiency. Skill Focus - Animals.

Duelist

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.

PrimeAbility: Dexterity

Starting Abilities: Unarmored Expertise and Mobility abilities

Heavy

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.

PrimeAbility: Strength

Starting Abilities: Heavy Armor Proficiency, Heavy Shield Proficiency, and Combat Expertise ability

Knight

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.

PrimeAbility: Strength

Starting Abilities: Heavy Armor Proficiency, Heavy Shield Proficiency, and Squire ability

Ranged

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.

PrimeAbility: Dexterity

Starting Abilities: Precise Shot and Far Shot abilities

Gunslinger

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.

PrimeAbility: Dexterity

Starting Abilities: Exotic Weapon Proficiency (firearms) and Skill Focus - Craft (Gunsmithing)

Swashbuckler

You are trained in the adept use of weapons in both hands.

Prime Ability: Dexterity

Starting Abilities: Two-Weapon fighting proficiency, Two-Weapon Defense technique

Fighter Bonus

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.

Special Abilities

At 5th level, you may select one common ability to learn. You learn a new common ability every five levels afterward, as well.

Extra Attacks (Ex)

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.

Combat Masteries (Ex)

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.

Armor Mastery - You gain resistance 5 against physical damage whenever you are wearing armor or using a shield.

Dueling Mastery - When you score a critical hit using a light or very light piercing weapon, you can apply one of the following penalties in addition to the damage dealt. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 medicine skill check.

Master Grappler - When first successfully initiating a grapple, that grapple is always automatically dominant for you, and you may immediately make a second grappling check to see if you are able to restrain your opponent in the same turn. Failed grapples do not provoke attacks of opportunity for you.

Mounted Mastery - You and your mount gain weapon resistance 5 while you are riding. In addition, your mounted charges are not blocked by allies or rough terrain.

Polearm Mastery - When using a polearm, you grant a +2 AC bonus to allies who are adjacent to you. When an opponent steps into range of your polearm, you may use a reaction to take a free five-foot step backward. You may only use this once per round.

Ranged Mastery - As a full-round action, you can unleash a volley of attacks. You make a single attack at your highest bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature.

Shield Master - You are immune to critical hits while wielding a shield. In addition, your shield cannot be sundered while you are wielding it.

Two-Handed Mastery - When you hit successfully with both weapons, you may make a disarm, sunder, or trip attempt for free. When making attacks of opportunity, you may do so with both weapons.

Unarmed Combat Mastery - You can attempt a dirty trick when using an unarmed attack against someone who is flat-footed or when you roll a critical hit with an unarmed attack. After applying damage normally, make a combat maneuver check. If successful, you may blind or stagger your opponent for 2d4 rounds.

Weapon Mastery - Choose one weapon (not weapon group). Any critical made with that weapon has its damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, you cannot be disarmed while wielding a weapon of this type.