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.

Table 4–7: Fighter

Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery
3rd +3 +3 +1 +1 Armor training
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Armor training
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training
10th +10/+5 +7 +3 +3 Bonus feat
11th +11/+6/+1 +7 +3 +3 Armor training
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training
14th +14/+9/+4 +9 +4 +4 Bonus feat
15th +15/+10/+5 +9 +5 +5 Armor training
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery

Class Features

The following are class features of the fighter.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) 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 either fighter bonus feats or combat feats (see the Feats chapter).

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, to a maximum of +5 at 18th level.

Armor Training (Ex)

Starting at 3rd level, a fighter gains added protection from the armor he is wearing. Whenever he is wearing armor, he gains an additional +1 armor bonus to his armor class, 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), a fighter gains even more protection, increasing these bonuses by +1 each time, for a total of +4 to armor class at 15th level, with a –4 reduction to the armor check penalty and a +4 increase to the maximum Dexterity bonus allowed.

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.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy
bastard sword, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light
dagger, kama, kukri, rapier, sickle, and short sword.
composite longbow, composite shortbow, longbow, and shortbow.
gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
dire f lail, dwarven urgosh, gnome hooked hammer, orc double axe, and two-bladed sword.
dire f lail, f lail, heavy f lail, morningstar, nunchaku, spiked chain, and whip.
club, light hammer, light mace, greatclub, heavy mace, and warhammer.
kama, nunchaku, sai, shuriken, siangham, and unarmed strike.
Pole Arms
glaive, guisarme, halberd, ranseur, and quarterstaff.
javelin, lance, longspear, shortspear, spear, and trident.
bolas, club, dart, dagger, handaxe, javelin, light hammer, net, shortspear, shuriken, sling, spear, and trident.

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 (a ×2 becomes a ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.