"All I need is my blade in one hand, and the worn armor on my back. With both those things, I need nothing else."
War is hell.
And hell needs its demons.
Though some of them hate it, and some revel in it, all of those referred to in shut-in rooms as "those damn killing bastards" share one thing.
They kill. And kill.
And sometimes, the killing is all that's left.
Skill Points per Level
Skill Points at First Level
|Level||BAB||Fort||Ref||Will||Special Features||Combat<br />Techniques<br />Known|
|1||+1||+2||+0||+0||Bonus Feat, Shifting Posture (-1), Exploit Weakness||1|
|2||+2||+3||+0||+0||Glory of the Warlord (Flowing Motions), Forged in Adversity||1|
|3||+3||+3||+1||+1||Bonus Feat, These are my Brothers and Sisters||2|
|4||+4||+4||+1||+1||Shifting Posture (-2), A Battle Between Men (1)||2|
|5||+5||+4||+1||+1||Advancement, Lionhearted, Strike the Weakest Link||3|
|6||+6/+1||+5||+2||+2||Bonus Feat, Fine Adjustment, Master of Teamwork||3|
|7||+7+2||+5||+2||+2||Glory of the Warlord (Move Action), A Battle Between Men (2)||4|
|8||+8/+3||+6||+2||+2||Shifting Posture (-3), Riddle of Steel||4|
|9||+9/+4||+6||+3||+3||Bonus Feat, Advancement, Honed like a Fine Blade||5|
|10||+10/+5||+7||+3||+3||A Battle Between Men (3), Boundless Strength||5|
|12||+12/+7/+2||+8||+4||+4||Bonus Feat, Shifting Posture (-4), Glory of the Warlord (Standard Action)||6|
|13||+13/+8/+3||+8||+4||+4||Advancement, A Battle Between Men (4)||7|
|14||+14/+9/+4||+9||+4||+4||The Battle is Not Yet Won||7|
|15||+15/+10/+5||+9||+5||+5||Bonus Feat, Refusal is Victory||8|
|16||+16/+11/+6/+1||+10||+5||+5||Shifting Posture (-5), A Battle Between Men (5)||8|
|18||+18/+13/+8/+3||+11||+6||+6||Bonus Feat, Final Fading Glory||9|
|19||+19/+14/+9/+4||+11||+6||+6||A Battle Between Men (6)||10|
|20||+20/+15/+10/+5||+12||+6||+6||Shifting Posture (-6), Standing Upon a Mound of Corpses||10|
A Fighter's Class Skills (and the associated ability scores) are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local), Listen (Wis), Ride (Dex), Speak Language (-), Spot (Wis), and Swim (Str).
Weapon and Armor Proficiencies
: A Fighter is proficient in all simple and martial weapons, as well as all shields and non-exotic armors.
Combat Techniques (Ex)
: Stolen from Realms of Chaos. Sorry Realms of Chaos.
You may select one Combat Technique and gain access to it at least mastery.
Bonus Feat (Ex)
: Every fighter has different talents, which allow them to do magnificent things with their weapons, their armor, and themselves.
At 1st level, 3rd level, and every 3 levels thereafter, a Fighter may select a single bonus feat that they qualify for that is part of the [Fighter Bonus Feat] or [Combat Form] feat categories.
Shifting Posture (Ex)
: A true warrior must first master shifting between being on the defensive and the offensive.
At the beginning of each round, a Fighter may take a penalty on all attack rolls that round up to the listed amount; if they do so, for each -1 penalty they take, they may choose to either gain a +2 bonus on all damage they deal that round, or a +1 to their Armor class. These bonuses stack with themselves.
This class feature counts as both Power Attack and Combat Expertise for the purpose of prerequisites; using this class feature to exchange attack bonus for damage counts as power attacking for an equal penalty for the purpose of any feats or class feature that the Fighter might have. The same holds for any exchange of attack bonus for armor class and the Combat Expertise feat.
Exploit Weakness (Ex)
: You are not referred to as a "Fighter" because you pick daisies; no, you understand that a single weak link in an entire fighting force is a weakness for all of them.
Any time that they could make an attack of opportunity, they may forgo that attack to instead gain a single Exploitation charge. Similarly, they may forgo the benefits they would normally gain from attacking a flat-footed creature (treating them as if they weren't flat-footed, and cannot take any actions to make them flat-footed) for an entire round to instead gain a single Exploitation charge.
As long as the Fighter has a single Exploitation charge, they are treated as if they were in a state of Combat Focus for the purpose of any [Combat Form] feats that they have; they may expend an Exploitation charge to use any effects of a [Combat Form] feat that would otherwise require the user to leave a state of Combat Focus.
In addition, a Fighter may, as a free action that they may make at any time, expend an Exploitation charge to either treat a single action that an enemy takes as if it provoked an attack of opportunity (regardless of what it is), or to treat a creature as flat-footed against an attack.
A Fighter begins with the ability to hold only a single Exploitation charge at a time; however, each time they gain the Advancement class feature, they may hold an additional Exploitation charge at one time.
In addition to these benefits, a Fighter may make a number of Attacks of Opportunity in one round equal to 1/2 their BAB (minimum 1).
Glory of the Warlord (Ex)
: It would be... pathetic if a masterful warrior couldn't react with precision, grace, and brutality.
A Fighter of at least 2nd level rolls initiative twice, and may act on both initiative counts; however, they do not gain additional actions, instead sharing their actions over those two initiative counts.
If a Fighter readies an action, they do not have to declare what that action is until they either take that action or the end of their their second initiative count, whichever comes first.
At 7th level, a Fighter no longer shares their move action between their Initiative counts, instead being able to make a single move action at both of their initiative counts. This is in addition to their one standard action a round. During either initiative count, they may sacrifice a standard action and a move action to take a full-round action.
At 12th level, a Fighter no longer shares their standard action between their initiative counts, instead being able to make a single standard action at both of their initiative counts, in addition to their move actions.
Forged in Adversity (Ex)
: Part of being a warrior is taking orders, and working together with your side of the battle; looking for glory for yourself alone just results in failure.
A Fighter of at least 2nd level is treated as if they had 5 ranks in every skill for the purpose of Aid Another checks, and may take a penalty to their check result during an Aid Another check up to the penalty for Shifting Posture to increase the bonus given by Aid another by the penalty taken.
In addition, the person whose check is being aided is treated as if they had (non-Masterwork) tools relevant to the skill they are using, even if they don't have them.
These are my Brothers and Sisters (Ex)
: You have invested a lot of effort and love into your armor and weapons, so much so that you almost treat them as if they were family.
At 3rd level, a Fighter selects two sets of weapons and a suit of armor.
From this point onward, those weapons and that armor are treated as if they were masterwork whenever the Fighter either wields or wears them. At every level that they gain the Advancement feature, they increase the bonus granted by their weapons' and armor's masterwork status by 1.
In addition, a Fighter may choose to change any reference to a specific type of weapon in the text of a feat or class feature (including in prerequisites) to instead refer to one of their sets of weapons; they can only alter a reference to a melee weapon to a set of melee weapons, and can only alter a reference to a ranged weapon to a set of ranged weapons.
If any member of a weapon or armor set is sundered or otherwise destroyed or lost, the Fighter may choose to create a new weapon or armor set. This involves practicing for an hour to become acquainted with the new distributions of weight.
Once this hour of practice is over, they transfer all benefits from this class feature and from Riddle of Steel to their new weapon set, and their old weapon set loses all benefits.
This class feature is treated as Weapon Focus for the purpose of prerequisites; the Fighter must be proficient with all weapons, armors, and shields that they include in their weapon and armor sets.
A Battle between Men (Ex)
: You are a warrior; through sheer willpower, you can level the battlefield between yourself and any enemy.
At 4th level, any time that a Fighter makes an attack roll or an opposed check against a creature, they may negate any one of the following:
- The benefits of a single size category difference between the Fighter and the creature.
- The penalty for one range increment.
- Any miss chances that the creature might have.
- Any one immunity that the creature might have (counts as two things to negate.)
At 8th level, and every 4 levels thereafter, they may negate one additional item of the above list.
: Stolen from Realms of Chaos. Sorry Realms of Chaos.
See here, under the first spoiler.
: Running from a frightening beast might be what lesser men do, but you are trained to face your fears with your weapons in hand.
At 5th level, a Fighter gains a +2 bonus to their attack rolls, and benefits from their Shifting Posture class feature as if they were taking the full penalty against the creature that subjected them to a Fear effect, instead of the normal penalties and other effects of that Fear effect.
Strike the Weakest Link (Ex)
: A warrior does not fight fair. Those who fight fair usually die quickly when their enemies don't.
A Fighter of at least 5th level may take [Ambush] feats as bonus feats, using their actual Sneak Attack dice plus the maximum penalty to attack rolls that they can take with their Shifting Posture class feature as the number of Sneak Attack dice they have for the purpose of prerequisites.
In addition, they may choose to forgo the normal benefits for a -1 penalty from Shifting Posture to instead be treated as if they had reduced the number of Sneak Attack dice they roll for the purpose of any [Ambush] feats that they might have.
Fine Adjustment (Ex)
: A warrior has to have fine, precision reactions to the actions of their enemies; one must know how to strike swiftly, and then how to defend oneself adequately.
At 6th level, a Fighter may treat the beginning of each of their initiative counts as if they were the beginning of a new round for the purpose of their Shifting Posture class feature. In addition, they gain +1 AC and +2 damage whenever they take a -1 penalty to attack rolls, instead of having to choose.
Master of Teamwork (Ex)
: A fighter must be able to work with others; they must be able to work like a well oiled machine when it comes to both battle and the wider campaign.
A Fighter of at least 6th level is treated as if they had a number of ranks in all skills equal to their Fighter level+3 for the purpose of the prerequisites for Teamwork Benefits. In addition, they count as two people for the purposes of the bonuses derived from Teamwork Benefits.
Riddle of Steel (Ex)
: A warrior understands that a man's weapons are their measure; it is only natural for their weapons to be tempered in the very forge that tempers them.
The Weapon and Armor sets of a Fighter of at least 8th level gain all the benefits of being made out of Orichalcum
, as well as those of their original materials, except for the ease of being enchanted, treating their bonus from being Masterwork as their magical enhancement bonus for the purpose of any of Orichalcum's benefits.
Honed like a Fine Blade (Ex)
: It is a profound irony that those that enter war eventually become honed both in mind and body, even as they are broken down by a grindstone. It is a thing of horror, though some draw some gift from it...
A Fighter of at least 9th level may select [Psionic] feats as bonus feats, treating them as if they were [Combat Form] feats for all purposes, and treating all [Combat Form] feats as if they were [Psionic] feats for the purposes of prerequisites and feat benefits.
Instead of expending their Psychic Focus, a Fighter must expend a single Exploitation charge.
Boundless Strength (Ex)
: A Fighter must be strong enough to take all of the crushing agonies of war head on, and must be able to drag their comrades through that hell as well.
A Fighter of at least 10th level is immune to any effect that would inflict Ability Damage, Ability Drain, or that would inflict a penalty to any of their physical ability scores. In addition, they add their Strength bonus to all Aid Another checks and all checks involved in using a Teamwork Benefit.
Ultimate Pragmatist (Ex)
: War breeds disillusionment; thoughts of glory bleed out of one's head just like blood from your veins.
At 11th level, a Fighter is immune to ingested poisons, and may consume practically any organic matter and any water, no matter how filthy, as if they were clean and pure. In addition, they don't take any penalties for sleeping in armor, and, as a last gasp of loyalty and idealism, treat any order to harm one of your allies or to abandon your post (except as a wide-scale retreat or tactical repositioning) as if it were a suicidal command.
The Battle is not Yet Won (Ex)
: Wake up. It isn't time to die yet.
A Fighter of at least 14th level who fails a save does not take the effects of that failed save until the end of their 2nd initiative, at which point they gain a second save against that effect.
Finally, they may, for any number of effects that are currently in place on their person, choose to treat each of their initiative counts as if it were one full round for the purpose of their duration.
Refusal is Victory (Ex)
: A warrior is a tool, though a double-edged one; it chooses its comrades, and they choose it.
A Fighter of at least 15th level adds the [Fear] descriptor to any Mind-Affecting effect that they are affected by.
Final Fading Glory (Ex)
: A warrior doesn't truly want to die, but no man can cheat the grave forever. It is far better to make sure that that death takes as many of the enemy with you as possible.
A Fighter of at least 18th level may, upon dying or otherwise completely losing the ability to fight for at least one round, instead choose to gain their full complement of actions for their 2nd initiative count, after which they are subject to the effect that would remove their ability to fight (such as being unconscious, or dead.) They cannot delay the same effect twice this way.
Standing Upon a Mound of Corpses (Ex)
: Blood. Blood everywhere. Everyone is dead. Everyone.
A Fighter of 20th level may ignore all forms of DR, Regeneration, Hardness, and even Immortality when they make their attacks.