Adventures: Fighters join adventuring parties for a variety of reasons: glory, wealth, the chance to acquire powerful magical weapons, or to protect those they feel need protection. In the end, though, it all boils down to the same thing: fighters do it for the love of the fight.
Characteristics: Armor, weapons, battlefield and melee skills are all the hallmarks of the fighter, along with a professional attitude about combat, be it a multi-country war or back-alley brawl.
Religion: Religion among fighters varies as widely as their alignment – some scorn the gods, while others actively pray before a battle for luck.
Background: Most fighters have formal training of some sort, either at an academy, in the military, or as a guard. Some, who have taken up the blade at an early age through choice or circumstance, are either taught by a tutor or (more often) self-taught. In any case, fighters have little in common besides their combat ability.
Races: Members of all races can be fighters, but they are predominantly human, dwarven, or half-elven. Elven fighters tend to mix magic and steel, while halflings and gnomes choose more agile fighting styles.
Other Classes: Fighters are easily the most agreeable of all of the professions, and run the gamut of philosphies. They work well with just about every other class.
Role: Fighters are the mainstay of any adventuring party, serving on the front line or charging ahead to engage the enemy. Fighters who rely on ranged attacks can also be very effective, provided they have the proper support.
Game Rule Information
Abilities: A fighter's main abilities depend on his fighting style, but Strength, Dexterity, and Constitution are useful for all fighters; Intelligence and Wisdom are slightly less so, and Charisma the least of all.
Alignment: Any.
Hit Die: d10.
Class Skills
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (combat and tactics) (Int), Perception (Wis), Ride (Dex), and Swim (Str).
Skill Points Per Level: 4 + Int modifier
Table 1: The Fighter
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Bonus feat |
| 2nd | +2 | +3 | +1 | +1 | |
| 3rd | +3 | +3 | +1 | +1 | Combat style |
| 4th | +4 | +4 | +2 | +2 | Bonus feat |
| 5th | +5 | +4 | +2 | +2 | Weapon feat |
| 6th | +6/+1 | +5 | +2 | +2 | Bonus feat |
| 7th | +7/+2 | +5 | +3 | +3 | Combat style |
| 8th | +8/+3 | +6 | +3 | +3 | Bonus feat |
| 9th | +9/+4 | +6 | +4 | +4 | |
| 10th | +10/+5 | +7 | +4 | +4 | Weapon feat, bonus feat |
| 11th | +11/+6/+1 | +7 | +5 | +5 | Combat style |
| 12th | +12/+7/+2 | +8 | +5 | +5 | Bonus feat |
| 13th | +13/+8/+3 | +8 | +6 | +6 | |
| 14th | +14/+9/+4 | +9 | +6 | +6 | Bonus feat |
| 15th | +15/+10/+5 | +9 | +6 | +6 | Combat style, weapon feat |
| 16th | +16/+11/+6/+1 | +10 | +7 | +7 | Bonus feat |
| 17th | +17/+12/+7/+2 | +10 | +7 | +7 | |
| 18th | +18/+13/+8/+3 | +11 | +8 | +8 | Bonus feat |
| 19th | +19/+14/+9/+4 | +11 | +8 | +8 | Combat style |
| 20th | +20/+15/+10/+5 | +12 | +8 | +8 | Weapon feat, bonus feat |
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons, all armor, and all shields (including tower shields).
Combat Style: At 3rd level and every 4 levels thereafter (7th, 11th, 15th, and 19th), a fighter can choose a combat style, or increase his level in a style he already has. There is no limit to the number of combat styles a fighter can learn, as long as he fulfills the prerequisites for each style. See below for a list of combat styles.
Bonus Feat: At 2nd level and every two levels thereafter, a fighter gets a bonus combat-oriented feat in addition to the feats normally granted by advancing levels. These bonus feats must be drawn from the feats noted as fighter bonus feats. He must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Weapon Feat: At 5th, 10th, 15th, and 20th level, the fighter can apply the Weapon Focus feat to a weapon group (see below), or he can take Weapon Focus, Weapon Specialization, Greater Weapon Focus, or Greater Specialization for any weapon for which he fulfills the prerequisites (including a weapon from a group for which he has Weapon Focus). All of these feats are bonus feats.
Weapon Groups
Weapons can be divided into several groups, as noted below. If a fighter takes Weapon Focus with a group of weapons, he gains a +1 attack bonus when using any weapon in that group and qualifies for the Weapon Specialization feat with any weapon in that group also (Weapon Specialization applies only if he is proficient with the weapon in question).
Axes: Battle axe, dwarven urgrosh, dwarven waraxe, greataxe, hand axe.
Bows and Crossbows: Composite longbow, composite shortbow, hand crossbow, heavy crossbow, light crossbow, longbow, repeating crossbow, shortbow.
Claw Weapons: Punching dagger, spiked gauntlet.
Double Weapons: Dire flail, orc double axe, quarterstaff, two-bladed sword.
Flails: Heavy flail, light flail, nunchaku.
Heavy Blades: Bastard sword, falchion, greatsword, longsword, scimitar.
Light Blades: Dagger, kukri, punching dagger, rapier, sai, short sword.
Maces and Clubs: Club, greatclub, heavy mace, light mace, morningstar, sap.
Picks and Hammers: Gnomish hooked hammer, heavy pick, kama, light hammer, light pick, scythe, sickle, warhammer.
Polearms: Glaive, guisarme, halberd, ranseur.
Slings and Thrown Weapons: Dagger, dart, shuriken, sling.
Spears and Lances: Javelin, lance, longspear, shortspear, spear, trident.
Whips and Chains: Spiked chain, whip.
Combat Styles
Fighters can specialize in a particular fighting style. Besides making them very individual, this gives them great benefits in combat. Four combat styles are listed below, but the DM can make more, or a player can do research to create his own.
Each style has four levels – a fighter can choose a level I ability at 3rd level, a level II ability at 7th, etc., and gets an extra ability at 19th level. He can choose a lower-level ability at a higher level, or train in a new combat style entirely. Each style also has prereqisite feats at 1st and 3rd levels - if the fighter doesn't have the feat, he can't take any abilities in that style of that level or higher.
Way of the Bear
The focus of this combat style can be summed up in one word: power. Specialists are almost always hulking brutes, as great strength (and often large size) is required to wield large weapons (greatswords, heavy maces, greataxes, etc.) to greatest effect. Those who follow this style are often slow to attack, but they rely on their heavy armor to protect them from attackers while they give as well as (or better than) they get.
Strength, followed closely by Constitution, are the main stats for fighters who choose this style.
Prerequisites: 1st: Power Attack; 3rd: Improved Offense
Level I
Imposing Size: The fighter can use his sheer size (and the threat of his huge weapon) to intimidate opponents. He can use his Strength bonus instead of Cha, if it is higher, when making Intimidate checks to demoralize opponents; he also gains a +4 bonus to Intimidate checks in general when wielding his weapon.
Oversized Weapon: The fighter can use a weapon of one size larger without penalty, due to his strength and proficiency with wielding large weapons.
Level II
Dazing Blow: If the fighter uses Power Attack to strike a foe and scores a hit, the target must make a Fort save (DC 10 + 1/2 damage) or be dazed for one round. This ability can be used once per round.
Mighty Strike: Once per day per three class levels, the fighter can declare a mighty strike. As a standard action, he can make a single attack at his highest base attack bonus, with a +4 bonus. If the attack hits, he deals double damage. If the attack scores a crit, the crit is applied first, then the damage is doubled. This ability can be used in conjunction with Power Attack.
Level III
Crushing Blow: If the fighter makes an attack against a helpless opponent or an unattended object, he automatically deals double damage on a successful strike. If he makes a critical hit, the crit is applied first, then the damage is doubled. This ability can be used as many times per round as the fighter has attacks, and can be used in conjunction with Power Attack.
Pounding Strike: Once per round, the fighter can attempt to knock an opponent of up to one size larger back 5 feet, or knock it prone, with an attack. He must declare his intent before the attack is made (it can be any of the attacks made that round); if it hits and deals enough damage, the opponent is knocked back or prone. The fighter must deal at least 30 points of damage against a Medium opponent; each size larger increases the damage by 10, and each size smaller reduces it by 5.
Level IV
Dire Charge: If the fighter makes a successful attack as part of a charge, he deals double damage. If the attack scores a critical hit, the crit is applied first, then the damage is doubled. If he deals enough damage, he also knocks the opponent back or prone, as per Pounding Strike. This ability works automatically - the fighter need only declare whether or not he wants to knock the opponent back or down. If he pushes the opponent back, it acts as a bull rush; the opponent is knocked back up to twice as far as normal, and if it hits an obstacle, it and the obstacle take 1d4 points of damage per 10 feet it was moved.
Stunning Blow: If the fighter uses Power Attack to strike a foe and scores a hit, the target must make a Fort save (DC 10+1/2 damage) or be stunned for one round. This ability can be used once per round. Also, if he has the Dazing Blow ability, he can use it any number of times per round. Multiple dazing blows against the same opponent do not increase the duration, however.
Way of the Cat
The Way of the Cat emphasizes speed and grace over power and strength. Specialists in this style dance around the battlefield, striking here, dodging a blow, then moving around to strike from a different direction. They are renowned for acrobatic stunts like swinging from ropes and chandeliers, diving from rooftops, and running up a wall to flip over an opponent and strike from behind.
Fighters who choose this style are often swashbuckler types who wear light or no armor and use light weapons – daggers, rapiers, whips, longswords, etc. Many also take levels in rogue or bard to increase their combat prowess.
Dexterity and Intelligence are the preferred stats for this style.
Prerequisites: 1st: Quick Draw; 3rd: Improved Finesse
Level I
Lunge: Once per round as a move action, the fighter can make a combat stride and make an immediate attack at any opponent within reach of the endpoint of his move. The target is considered to be flatfooted against that attack only.
Sudden Attack: The fighter gains a +4 bonus to initiative checks. This stacks with the bonus granted by the Improved Initiative feat.
Level II
Blinding Strike: Once per combat, before initiative is rolled, the fighter can take a combat stride and make a single attack. This is in addition to the normal number of attacks he can make in a round.
Greater Disarm: If the fighter successfully disarms a foe, he gains a second immediate attack at the same base attack bonus against that opponent. This can be an attack with a weapon, or a combat maneuver like a trip attack.
Level III
Improved Lunge: Once per round as a swift action, the fighter can make a combat stride and make an immediate attack at any opponent within reach of the endpoint of his move. The target is considered to be flatfooted against that attack only.
Rapid Strike: The fighter can make an extra attack at his highest base attack bonus as part of her normal attack routine, but all attacks made that round suffer a -2 penalty. If he is using two weapons, he gains the extra attack with his main hand only.
Level IV
Greater Blinding Strike: At the beginning of combat, before initiative is rolled, the fighter can take a combat stride and make a full round of melee attacks against any target in reach. Feats or abilities like Cleave or Great Cleave that grant extra attacks cannot be used in conjunction with this ability.
Quick Riposte: Each time an opponent makes a melee attack against the fighter and misses, he can make an attack of opportunity against that opponent, provided he has any available. He also gains an additional number of attacks of opportunity equal to the number of levels he has in this style.
Way of the Gorgon
The Way of the Gorgon combat style (colloquially called "sword and board") is by far the most common of all the styles. Within the discipline itself, though, the individuals vary widely. Some choose to use a buckler and a light weapon like a rapier or longsword, gaining some defense while maintaining speed and grace, while others favor the more conventional light shield and sword, mace or hammer; still others (usually the larger fighters) go for a heavier shield and a heavy bludgeoning weapon like a heavy mace or morningstar, bashing opponents with their shields as often as their weapons. True defensive fighters choose the tower shield, using it to create a bulwark behind which other party members can shelter. These fighters work best in conjunction with others of their type, however; a shield wall formed by fighters with tower shields trained in this style is near-impregnable.
Constitution, followed closely by Strength, are the stats of choice for fighters who train in this style.
Prerequisites: 1st: Improved Shield Bash; 3rd: Indomitable
Level I
Shield Fighting: The fighter can use his shield as a secondary weapon, as if he had the Two-Weapon Fighting feat. Bucklers and light shields are treated as light weapons; heavy shields are one-handed weapons. Tower shields cannot be used as secondary weapons. He can also apply his full Strength bonus when using a shield as a secondary weapon.
Shield Focus: When using a shield of any type, the fighter's shield bonus is increased by +2 for each level he has in this combat style.
Level II
Bulwark: A fighter using a light, heavy, or tower shield can grant his shield bonus to all adjacent allies as a dodge bonus. He can use this ability each round, automatically.
Shield Rush: When using a shield and performing a bull rush, the fighter gains a bonus to his opposed Strength check to push his opponent back equal to +2 for a buckler, +4 for a light shield, +6 for a heavy shield, or +10 for a tower shield.
Level III
Bulette Charge: If the fighter makes a charge attack, he can attack with his shield instead of his main weapon; if the attack hits, the opponent must make a Fort save (DC 10 + 1/2 fighter's level + Str mod) or be dazed for 1d4 rounds.
Improved Parry: If an opponent makes a melee attack against the fighter and misses, the fighter is considered to have deflected the attack; the opponent's weapon is knocked out of line and it suffers a -4 penalty on its next attack.
Level IV
Repulse Attack: If an opponent makes a melee attack against the fighter and misses, the fighter can
choose to make an immediate shield bash attack against that opponent; if it fails a Fort save (DC 10 + 1/2 fighter's level + Str mod) it is staggered (can only take a move or standard action) for 1 round.
Shield Wall: The fighter treats the area he threatens as difficult terrain, and it also blocks line of effect for spells.
Way of the Wolverine
Fighters who choose this style are specialized in close-quarters combat; they typically fight either unarmed or with short stabbing or slashing weapons – daggers, short swords, hand axes, etc. They rarely use a shield (thought some choose a buckler), as it impedes their ability to grapple their opponents, and seldom wear anything heavier than medium armor. They are often experienced grapplers, closing on their foes quickly and pinning them down so they can beat or stab them repeatedly before the enemy can react.
Strength and Dexterity are equally important to fighters who choose this combat style.
Prerequisites: 1st: Improved Unarmed Strike; 3rd: Improved Offense
Level I
Close Quarters Combat: The fighter suffers no penalty to attacks made in cramped quarters or while grappling. This does not allow him to use weapons larger than normally allowed, however.
Dirty Fighting: The fighter deals an extra 1d4 points of damage from melee attacks made while grappling.
Level II
Pain Resistance: The fighter gains DR 2/-. This increases by 2 points per level he gains in this style; it overlaps similar DR gained from other classes/abilities, like the barbarian's DR.
Pounce: The fighter can make a Jump check as part of a charge, with a bonus equal to twice his level in this style.
Level III
Crippling Strike: Once per round, when striking with a light or one-handed weapon, the fighter can strike an opponent's weak spot such that it deals 2 points of Strength or Dex damage (fighter's choice). Ability points lost to damage return at the rate of 1 point per day of rest. He can use this ability while grappling.
Frenzy: If the fighter takes damage from any source, he can choose to go into a frenzy. He gains a +2 bonus to Strength, and the rage lasts for 1 round per point of his Con bonus. If he takes damage again, the frenzy is extended by the same amount of time (this applies only once per round), but he can do so only as many times as he has fighter levels.
Level IV
Killing Blow: If the fighter is grappling an opponent and has it pinned, he can attempt to instantly kill it. In order to do so, he must have it pinned for at least one full round; on the next round, the fighter can choose to attempt to kill it instantly as a standard action. The opponent must make a Fort save (DC 10 + 1/2 fighter's class level + fighter's Str mod) or die. This ability is not usable against constructs, elementals, incorporeal creatures, oozes, plants, or undead, but otherwise works against creatures that are resistant or immune to critical hits or death from massive damage, or have damage reduction.
Talons of the Beast: If the fighter makes a successful attack with a light or one-handed piecing weapon, he can make an immediate grapple check that doesn't provoke an attack of opportunity. All bonuses he normally gains apply to this check.





