Fighter
coming soon
Class Points
- Hit Points per level: 10 + Constitution modifier
- Focus Points per level: 8 + Wisdom modifier
- Skill Points per level: 6 + Intelligence modifier
Class Skills
A character that takes their 1st level in this class begins with all the class skills. A character that wants to multiclass into this class must have all these class skills in order to do so:
- Acrobatics (Dex)
- Brawn (Str)
- Climb (Str)
- Craft: Choose one (Int)
- Handle Animal (Cha)
- Intimidate (Cha)
- Knowledge: Dungeoneering (Int)
- Knowledge: Nature (Int)
- Perception (Wis)
- Perform: Choose one (Cha)
- Profession: Choose one (Wis)
- Ride (Dex)
- Survival (Wis)
- Swim (Str)
Starting Feats
A character that takes their 1st level in this class begins with all these starting feats. A character that wants to multiclass into this class must have all these feats to do so:
- Great Fortitude
- Canny Defense, Light Armor Proficiency*, or Shield Proficiency* (Select One)
- Improved Unarmed Strike, Light Armor Proficiency*, or Shield Proficiency* (Select One)
- Lightning Reflexes, Light Armor Proficiency*, or Shield Proficiency* (Select One)
- Martial Weapon Proficiency Close Weapons
- Martial Weapon Proficiency Light Blades
- Martial Weapon Proficiency (Select 3)
- Simple Weapon Proficiency
*If you already have Light Armor Proficiency, you can select Medium Armor Proficiency instead.
*If you already have Shield Proficiency, you can select Tower Shield Proficiency instead.
FIGHTER CLASS FEATURES
- Martial flexibility, class skills, starting feats
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent, advanced features
- Power
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent, capstone ability
MARTIAL FLEXIBILITY
A fighter can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The fighter must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her fighter level (minimum 1).
The fighter can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
At 6th level, a fighter can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a fighter can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a fighter can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a fighter can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
FIGHTER POWERS
You gain a class power at every odd class level after 1st. You can gain a Combat Feat or select a power listed below, provided you meet the prerequisites.
Blood Rage (Ex): You can concentrate while raging and use any skill and even cast spells. Your rage bonus to your spell DCs as well.
Potent Eldritch Heritage: (Prerequisites: Cha 15, Eldritch Heritage, ability to cast spells) You learn all the bonus spells listed in your bloodline provided you are a high enough caster level to cast them. These spells must be Charisma-based and they are based on the same tradition as your bloodline.
Spells: Pick one spellcasting tradition and spellcasting modifier: alchemy (Int or Wis), arcane (Int or Cha), divine (Wis or Cha), occult (Int or Cha), primal (Wis or Cha). You gain two 0-level spells within this tradition. The second time you take this you gain one 0-level spell and one 1st-level spell. The third time you take this, you gain two 1st-level spells. The fourth time you gain one 1st-level spell and one 2nd-level spell. Each time you keep taking this, repeat this pattern of gaining two spells of the highest spell slot you already have (max 3) or gaining one spell of your current highest spell level and one spell of the next level higher (max 3 of each spell level). Your class level -3 is your caster level for these spells (minimum 1).
BARBARIAN TALENTS
You gain a class talent at every even class level. Some stack but you can only take the same talent up to a number of times equal to one-fourth your class level, rounded up. Advanced talents can't be selected until at least 10th level in the class.
Archetype Ability: You can gain an archetype ability that would normally replace any other talent listed here. For example, the Armored Hulk archetype normally replaced Fast Movement with Indomitable Stance. So you could select Indomitable Stance as a barbarian Talent.
Damage Reduction (Ex): You gain DR/magic equal to your half your class level and DR/- equal to half this DR/magic.
Danger Sense (Ex): You gain a +4 insight bonus on AC, Reflex saves, and Perception checks vs. traps and ambushes. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense.
Fast Movement (Ex): Your base land speed increases by 5 feet. This is not an enhancement bonus but a base increase. This ability is stackable.
Resistance (Ex): Pick one elemental damage type: acid, cold, disease, electricity, fire, force, mental, necrotic (negative energy), poison, radiant (positive energy), sonic. You gain resistance to this selection equal to your class level. You can take this ability multiple times, making a new selection each time.
Uncanny Dodge (Ex): You gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed and you don't lose your Dexterity bonus to AC if immobilized. This doesn't prevent you from losing your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
ADVANCED BARBARIAN TALENTS
At 10th level in the class you add the following to the list of talents you can select.
Improved Damage Reduction (Ex): Requires: Damage Reduction. Your DR/magic increases to equal your full class level, which also increases your DR/- accordingly.
Improved Resistance (Ex): Requires: Resistance. All of your barbarian resistances increase to your full barbarian level instead of half.
Improved Uncanny Dodge (Ex):You can no longer be flanked. This defense denies enemies the ability to sneak attack you by flanking you, unless the attacker has at least 4 more levels in a class that provides sneak attack than you have in classes that have this ability as a class talent.
Indomitable Will (Ex): You have advantage on Will saves to resist enchantment spells while raging.
Tireless Rage (Ex): You can spend 6 FP to enter a rage. If you do so, you are not exhausted at the end of your rage but go straight to the fatigued state. If you take this a second time, you can spend 10 FP to enter rage and then don't even become fatigued afterwards.
FIGHTER CAPSTONE ABILITY
At 20th level you can increase your rage bonus by 2 or take one of the alternate capstone abilities of your choice: Perfect Body Flawless Mind, The Boss, Unstoppable, With this Sword, or Won’t Stay Dead.
Fighter Archetypes
Duelist (Fighter Archetype)