The reasons a Fighter takes up arms are as varied as the stars in the sky. Some wish to avenge a slain family member or lover, others simply seek wealth or honor. Still others test themselves as Zaro did, battling all others to prove who is the strongest.
Regardless of their reasons their goal is the same. Each seeks mastery of arms and armor, to become the lord of the battlefield. Fighters are skilled with many weapons and armors, able to switch between them as the situation demands.
Soldiers, knights and gladiators, fighters are the unrivaled masters of the battlefield.
Hit Points Per Level: 10
Base Attack Bonus Per Level: 1
Class Skills: Athletics (STR), Craft (INT), Handle Animal (CHA), Intimidate (CHA, STR), Knowledge Dungeoneering (INT), Knowledge Engineering (INT), Profession (WIS), Ride (DEX), Survival (WIS).
Skill Ranks Per Level: 4 + INT Modifier
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Class Features
Fighters possess the following class features.
Weapon and Armor Proficiency: Fighters are proficient will all simple and martial weapons, all armor and all shields.
Bonus Feats: At 1st, 3rd and 5th level fighters gain a bonus feat. This feat must be selected from the Martial category. At 2nd, 4th and 6th a fighter may trade an existing bonus feat for one he does not already possess.
Bravery: At 1st level fighters gain a +1 bonus to wills aves versus fear. This bonus increases to +2 at level 3, and +3 at level 5.
Fighter’s Resistance: At 2nd level a fighter gains damage resistance equal to half his level, round down. This damage resistance applies to all sources of damage.
Armor Training: At 3rd level the fighter learns to be more manuverable in armor. Reduce all armor check penalties by 1 and increase the maximum dexterity allowed by 1. These bonuses increase to 2 at 6th level.
In addition the fighter suffers no movement penalty for wearing medium armor. At 6th level they may wear heavy armor with no movement penalty.
Weapon Training: At 4th level a fighter can select a group of weapons from the list below. He gains a +1 bonus to attack and damage whenever wielding one of those weapons. At 6th level the fighter may select a second group of weapons. In addition, the bonuses to hit and damage increase to +2.
A fighter may also add this bonus to Combat Manuvers used with weapons in the group, as well as his CMD when defending while wielding one of the weapons in the group. Weapon groups are defined as follows:
Axes, Blades (Heavy), Blades (Medium), Blades (Light), Bows, Close, Crossbows, Double, Flails, Hammers, Monk, Natural, Pole Arms, SPears, or Thrown.
Greater Fighter’s Resistance: Beginning at 5th level Fighter’s Resistance now grants DR equal to the Fighter’s level instead of half their level.
Weapon Mastery: At 6th level a fighter chooses a single weapon, such as a longsword. Any attacks made with this weapon automatically confirm criticals, and increase their damage multiplier by 1 (x1 becomes x2). The fighter cannot be disarmed while wielding the weapon.