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''Go back to [[ Reese's Campaign ]] page.''
[[Category:Epic Path]][[Category:Character Classes]][[Category:Fighter]]
[[Image:Fighter_9.png|360px|right|Oh, look at that, a dragon....]]
<div class="toclimit-2" style="clear:right; float:right; font-size:85%; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
A Fighter, perhaps more than any other class, is ''made'', not born.


[[Image:Epic_Fighter_1.jpg|500px|right|Now? Now you're in melee range. Now you're in MY world.]]
What does this mean?  Fighters, perhaps more than any other class, live and die on the merits of the synergy they can develop between their stats, their feats, their equipment, and how well they integrate every aspect of themselves into the totality of their abilities. Indeed, fighters do not always have the Creator ability, but those that do, the legendary warrior-smiths, are incredibly capable. The very best Fighters fine-tune their gear to fit with their training, tactics, and natural inclinations, carefully stacking up their magical and extraordinary powers and abilities, into a masterfully crafted "build". Magic items, feats, tactics, class abilities, base stats, racial abilities, even the abilities of their companions, every capable fighter takes all these things into account and forge themselves into living weapons, engines of martial capability, that have to be seen to be believed.
=== Description ===


You know, everybody fights in this gameBut there's only one class that's a professional at it.
Because of this ability to stack together so many disparate abilities, few heroes are as versatile as a fighter.  A fighter can be a nearly indestructible tank, drawing enemy attacks upon themselves and serving as a living shield for their allies.  A fighter can be a strong-armed thug, wielding their weapon with great precision and deadly force.  A fighter can be a master of thrown or ranged weapons, achieving a mastery greater than even a RangerA fighter can master combat maneuvers, becoming a deadly grappler or a battlefield controller that shoves enemies into positions where they can be easily cut down by their friends.


Fighters are not flashy or awesome.  They never have been and that tradition continues.  But there is nobody better to have around when things get messy than a fighter.  Fighters are flat out the most flexible combat class in the gameAny combat style you want to doThe Fighter can do itMassive damage blender? Yup. Incredible archery tricks? Yup, that too. But the thing that Fighters are absolutely the very best at?
Above all, however, a fighter is the absolute best at drawing the very most out of everythingA capable fighter can fill any one of those roles, tank or controller, damage dealer or leader. A truly masterful Fighter can do two of those things, capably, at the same time. The utter greats can do them allThe path to even one of these roles is complex and requires endless training, constantly challenging oneself to perform better in each encounter. To reach them all? That is the realm of complete mastery.


Being the first guys in, and controlling how the fight works outFighters have incredibly potent abilities to keep themselves alive, debuff the monsters, focus attention away from the squishies, heck, they can even buff their allies in a fight, no matter how ugly it gets.
A fighter's words and behavior are seldom the most refined, their lack of subtlety is often noteworthy, and their magic is embodied in their person, not spun out through elaborate gestures and exerted willHowever, on the battlefield, the mere presence of a Fighter draws the attention and ire of their enemies, if only because of the possibility they are a wrecking engine of destruction.


Fighters are everything they used to be, and so much more.  If you like that sort of brutal, in-your-face sort of style, give a Fighter a try!  They're more awesome than ever.  
In their element, pitched and deadly combat, the Fighter is a force which cannot be ignored.


'''Role:''' A Fighter is almost always durable and more than able to stand in the front ranks of combat. After that, the number of ways to play a fighter are incredibly diverse. A Fighter is one of the very rare classes that excels at being a 'tank', able to endure ridiculous punishment with or without support. Fighters can also be incredibly high-damage melee or ranged attackers, or they can do credibly well in a battlefield control and buff/debuff role.  There is no truly 'bad' way to play a Fighter, so long as you just screw your courage to the sticking point and start attacking.  If you are applying the Fighter's Challenge, you'll do fine.


'''Alignment:''' Any.
'''Alignment:''' Any


'''Hit Die:''' d10.
'''Hit Die:''' d10


'''Starting Wealth:''' Each character begins play with basic (non-armor) clothing worth 10 gp or less.
'''Starting Wealth:''' 250 gp


'''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).
=====Recommended Ability Score Priority:=====
:* '''''Strength:''''' primary; used for melee to-hit and damage. Drops to tertiary if focusing on ranged attacks.
:* '''''Constitution:''''' secondary; used to improve durability in close combat.
:* '''''Dexterity:''''' tertiary; used to improve AC, reflex saves, and ranged to-hit. Increases to primary if focusing on ranged attacks.
:* '''''Intelligence:''''' quaternary (optional); can be useful for [[Combat Expertise (Feat)]] and its related feats.
:* '''''Wisdom:''''' low priority.
:* '''''Charisma:''''' low priority.


'''Skill Ranks Per Level:''' 2 + Int modifier.
=====Base To-Hit:=====
:Fighters calculate their to-hit numbers normally, except that they also add their [[#Combat_Edge_.28Ex.29|Combat Edge]] bonus to their to-hits, due to their [[#Martial_Prowess_.28Ex.29|Martial Prowess]] class feature.


<div style="color:#734f96">
:* '''Melee To-Hit:''' Base Attack Bonus (BAB) + Strength Modifier + Combat Edge Bonus
:* '''Ranged To-Hit:''' Base Attack Bonus (BAB) + Dexterity Modifier + Combat Edge Bonus
</div>


=== Table: Fighter ===
=====Base Weapon Damage:=====
{| border="1" cellpadding="5" style="text-align:center"
:Fighters calculate their weapon damage numbers normally.
! Level || width="125" | BAB || Fort || Refl ||  Will || Combat Edge || width="600" | Special
 
<div style="color:#734f96">
:* '''Melee Damage:''' Base Weapon Damage + Strength Modifier
:* '''Thrown Weapon Damage:''' Base Weapon Damage + Strength Modifier
:* '''Projectile Weapon Damage:''' Base Weapon Damage ''(may add Strength Modifier <small>only if the weapon has the [[Mighty (Quality)|Mighty]] quality)''</small>
</div>
 
=====Base Armor Class:=====
:A fighter's base armor class is 11 (unless they also have the favored class feature, [[#Obdurate_Fitness_.28Ex.29|Obdurate Fitness]], in which case it is 12), and their armor class is calculated normally.
 
<div style="color:#734f96">
:* '''Armor Class:''' 11 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus <small>''(if any)''</small> + Racial Size Modifier <small>''(if any)''</small>
</div>
 
=====Maneuver Defense:=====
:A fighter's maneuver defense is calculated normally.
 
<div style="color:#734f96">
:* '''Maneuver Defense:''' 10 + &frac12; Character Level <small>''(round down)''</small> + Strength Modifier + Dexterity Modifier + Shield Bonus <small>''(if any)''</small> + Size Modifier
</div>
 
=====Skills:=====
: Fighters get <span style="color:#734f96">'''''6 + Int modifier'''''</span> skill ranks per Fighter [[class level]].
 
<div style="margin-left:1.5em">
:* '''Bailiwick Skill:''' [[Warfare]]
:: Your bailiwick skill is always considered a [[Natural Talent]] skill, which means you can choose which of your ability modifiers are mapped to it.  Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
 
:* '''Linked Skill:''' [[Knowledge (Engineering)]]
:: You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill.  Remember that you can never place more skill ranks into a skill than your [[character level]]. Your Linked skill, as a [[Knowledge]] skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
 
:* '''Natural Talent:'''
:: You may choose one skill (in addition to your Bailiwick skill) to be a [[Natural Talent]] at 1st level, which means you can choose which of your ability modifiers are mapped to it.  Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
 
:: All characters receive an additional ''natural talent'' skill at character (not class) levels 11, 21, and 31.  Additional ''natural talents'' may also be gained through [[Between Adventures#Gain_Natural_Talent_in_a_Skill|Self-Improvement]]. Because ''natural talents'' are gained at particular character levels, dual-classed and multi-classed characters receive the same number of ''natural talent'' skills (and at the same levels) as a single-classed character.
 
:* '''Suggested Skills:'''
:: The following skills may be somewhat more applicable or useful to this class than others.  This list is by no means intended to limit which skills you choose for your character.  Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead.  These are ''just'' suggestions.
:::* [[Escape Artist]]
:::* [[Might]]
:::* [[Movement]]
</div>
 
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== Favored Class: Fighter ==
If the Fighter class is your [[Favored Class]], you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the [[#Courageous_Fighter_.28Levels_1_-_5.29|Courageous Fighter (Levels 1 - 5)]] class tier table, below.
 
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|-
! align="center" width="30" rowspan="2" style="{{class-gradient|fighter}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|fighter}}" | Full Attack BAB || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Fort || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Ref || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Will || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|fighter}}" | Favored Class Feature
|- style="{{linear-gradient|bottom|#99A098, #F9F8F6}}; color: #800000;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk
|-
! align="center" | Fav
| &emsp; +0 || &emsp; -5 || &emsp; -10 || &emsp; -15 || &emsp; +2 || &emsp; +0 || &emsp; +0 || &emsp; 11 || [[#Obdurate_Fitness_.28Ex.29|Obdurate Fitness]]
|}
 
=== Obdurate Fitness (Ex) ===
If fighter is your favored class, your 'Base Armor Class' increases by +1 to 12 (from 11).
 
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== Courageous Fighter (Levels 1 - 5) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|fighter}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|fighter}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|fighter}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|fighter}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Base AC ||  align="center" rowspan="2" style="{{class-gradient|fighter}}" | Class Features
|- style="{{linear-gradient|bottom|#99A098, #F9F8F6}}; color: #800000;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 1st
| &emsp; +1 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; -9 <sup>''(+1)''</sup> || &emsp; -14 <sup>''(+1)''</sup> || &emsp; +2 || &emsp; +0 || &emsp; +0 || &emsp; 11 || [[#Combat_Edge_.28Ex.29|Combat Edge]], [[#Fighting_Technique_.28Ex.29|Fighting Technique]], [[#Martial_Prowess_.28Ex.29|Martial Prowess]], [[#Unbreakable_I_.28Ex.29|Unbreakable I]], [[#Combat_Tactic_I_.28Ex.29|Combat Tactic I]]
|-
! align="center" | 2nd
| &emsp; +2 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; -8 <sup>''(+1)''</sup> || &emsp; -13 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +0 || &emsp; +0 || &emsp; 11 || [[#Bonus_Feat_I_.28Ex.29|Bonus Feat I]]
|-
! align="center" | 3rd
| &emsp; +3 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; -7 <sup>''(+1)''</sup> || &emsp; -12 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; +1 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; 11 || [[#Combat_Tactic_II_.28Ex.29|Combat Tactic II]]
|-
! align="center" | 4th
| &emsp; +4 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; -6 <sup>''(+1)''</sup> || &emsp; -11 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +1 || &emsp; +1 || &emsp; 11 || [[#Weapon_Mastery_I_.28Ex.29|Weapon Mastery I]], [[#Bonus_Feat_II_.28Ex.29|Bonus Feat II]]
|-
! align="center" | 5th
| &emsp; +5 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; -5 <sup>''(+1)''</sup> || &emsp; -10 <sup>''(+1)''</sup> || &emsp; +4 || &emsp; +1 || &emsp; +1 || &emsp; 11 || [[#Combat_Tactic_III_.28Ex.29|Combat Tactic III]]
|}
{{ClassProficiency|Fighter}}
 
=== Combat Edge (Ex) ===
Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter '''''lives''''' for battle.  Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might.  Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.
 
Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below.  All fighters have a Combat Edge value based on their total [[class level]]s in the Fighter class they possess, '''''not''''' their current character level (if it is different).
 
<div style="margin-left:1.5em">
{| class="ep-default2" style="display:inline-block; float:left; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
|-
! 1st
! 1st
| +1 || 2 || 0 || 0 || +1 || Align="Left" | Fighter's Challenge, Martial Prowess, Combat Tactics
| +3
|-
|-
! 2nd
! 2nd
| +2 || 3 || 0 || 0 || +1 || Align="Left" | Bonus Feat
| +3
|-
|-
! 3rd
! 3rd
| +3 || 3 || 1 || 1 || +1 || Align="Left" | Combat Tactics
| +3
|-
|-
! 4th
! 4th
| +4 || 4 || 1 || 1 || +2 || Align="Left" | Bonus Feat
| +4
|-
|-
! 5th
! 5th
| +5 || 4 || 1 || 1 || +2 || Align="Left" | Combat Tactics
| +4
|-
|-
! 6th
! 6th
| +6/+1 || 5 || 2 || 2 || +2 || Align="Left" | Bonus Feat
| +4
|-
|-
! 7th
! 7th
| +7/+2 || 5 || 2 || 2 || +3 || Align="Left" | Combat Tactics
| +5
|}
 
{| width="10px" style="display:inline-block" |}
 
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
|-
! 8th
! 8th  
| +8/+3 || 6 || 2 || 2 || +3 || Align="Left" | Bonus Feat
| +5
|-
|-
! 9th
! 9th
| +9/+4  || 6 || 3 || 3 || +3 || Align="Left" | Combat Tactics
| +5
|-
|-
! 10th
! 10th
| +10/+5 || 7 || 3 || 3 || +4 || Align="Left" | Bonus Feat
| +6
|-
|-
! 11th
! 11th
| +11/+6/+1 || 7 || 3 || 3 || +4 || Align="Left" | Advanced Combat Tactics
| +6
|-
|-
! 12th
! 12th
| +12/+7/+2 || 8 || 4 || 4 || +4 || Align="Left" | Bonus Feat
| +6
|-
|-
! 13th
! 13th
| +13/+8/+3 || 8 || 4 || 4 || +5 || Align="Left" | Advanced Combat Tactics
| +7
|-
|-
! 14th
! 14th
| +14/+9/+4 || 9 || 4 || 4 || +5 || Align="Left" | Bonus Feat
| +7
|}
 
{| width="10px" style="display:inline-block" |}
 
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
|-
! 15th
! 15th
| +15/+10/+5 || 9 || 5 || 5 || +5 || Align="Left" | Advanced Combat Tactics
| +7
|-
|-
! 16th
! 16th
| +16/+11/+6/+1 || 10 || 5 || 5 || +6 || Align="Left" | Bonus Feat
| +8
|-
|-
! 17th
! 17th
| +17/+12/+7/+2 || 10 || 5 || 5 || +6 || Align="Left" | Advanced Combat Tactics
| +8
|-
|-
! 18th
! 18th
| +18/+13/+8/+3 || 11 || 6 || 6 || +6 || Align="Left" | Bonus Feat
| +8
|-
|-
! 19th
! 19th
| +19/+14/+9/+4 || 11 || 6 || 6 || +7 || Align="Left" | Advanced Combat Tactics
| +9
|-
|-
! 20th
! 20th
| +20/+15/+10/+5 || 12 || 6 || 6 || +7 || Align="Left" | Weapon Mastery, Bonus Feat
| +9
|-
! 21st
| +9
|}
 
{| width="10px" style="display:inline-block" |}
 
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 22nd
| +10
|-
! 23rd
| +10
|-
! 24th
| +10
|-
! 25th
| +11
|-
! 26th
| +11
|-
! 27th
| +11
|-
! 28th
| +12
|}
 
{| width="10px" style="display:inline-block" |}
 
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 29th
| +12
|-
! 30th
| +12
|-
! 31st
| +13
|-
! 32nd
| +13
|-
! 33rd
| +13
|-
! 34th
| +14
|-
! 35th
| +14
|}
|}
</div>
=== Fighting Technique (Ex) ===
At 1st level, fighters decide on a set of distinctive moves and styles in combat. They use equipment in which they are trained exclusively, make use of precise footwork and practiced strikes, the combination of which becomes their ''Fighting Technique''. The five ''Fighting Techniques'' are sometimes called ''The Five Rings'' or ''The Five Ways of War''.  Once chosen, this Fighting Technique may not be changed, except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].
Fighting techniques are keyed to the type of armor that the fighter wears: the Wall of Steel technique is used by fighters who wear heavy armor; the Knight of Stone technique is used by fighters who wear medium armor; the Terra Cotta Warrior technique is used by fighters who wear light armor; and the Saint of Battle technique is used by fighters who choose to go without armor entirely.  There is also a Heterodox Warrior technique, which can wear any kind of armor at any time.  Each technique (other than the Heterodox Warrior) can only be used when the fighter is wearing the armor specific to that technique, or if they are wearing no armor.  If a fighter wears armor different than that required by the technique, they lose access to all of the technique's benefits.
A fighting technique grants the fighter the ability to Challenge foes they strike in combat, and also grants the fighter several Assists, which boost their combat prowess in different ways.
If a Fighter does not wish to follow one of these four predefined Techniques, they may instead select the Heterodox Warrior Technique. The Heterodox Warrior Fighting Technique allows them to build their own unique Fighting Technique by wearing any armor they wish, choosing any one Challenge, and any two Assists, from any of the other Techniques.
<div style="margin-left:1.5em">
==== Fighter's Challenge ====
During combat, any time the fighter successfully hits an opponent within 30 feet of their space, that opponent becomes ''challenged'' by the fighter. ''Challenged'' foes suffer a penalty on all attack rolls (including ranged, and ranged touch) described by the chosen fighting technique (either -2 or -3), unless the attack specifically targets, or includes as a target, the fighter who issued the challenge. If the ''challenged'' foe makes an area-effect attack, or an attack that targets multiple opponents and the fighter is among the targets, the entire attack suffers no penalty to its attack rolls. If such an attack does ''not'' include the fighter among its targets, all of its to-hit rolls suffer the penalty.
In addition, if a ''challenged'' foe takes a [[5-foot step]] away from the fighter (it may move around the fighter at will, it is only movement ''away'' which triggers this ability), performs a [[withdraw]] maneuver, or performs an attack that does not include the fighter, the fighter may make a bonus attack against the challenged foe due to their lack of attention to the fighter.  This bonus attack is a free action granted by '''''all''''' fighting techniques, which is resolved before the ''challenged'' foe's triggering action is completed.  Remember: if the ''challenged'' foe targets the fighter or includes the fighter in their attack, the fighter's ''challenge'' provides no benefits to the fighter nor penalties to the ''challenged'' foe.
The bonus attack triggered by an inattentive ''challenged'' foe does not use up any of the fighter's attacks of opportunity or immediate actions for the round. However, the fighter can never make more than one bonus attack against the same ''challenged'' foe in a single round, no matter how many times this ability could be triggered.  Furthermore, a single action by a ''challenged'' foe cannot trigger both a bonus ''challenge'' attack ''and'' an attack of opportunity. The fighter may choose which of these attacks they wish to use against the target in these circumstances. Since both attacks of opportunity and the ''challenge's'' bonus attack are resolved before the triggering action, only one is possible.
A fighter may ''challenge'' a maximum of four (4) enemy creatures per round (an amount equal to the base attacks granted by their BAB).  Bonus attacks, such as those granted by [[Haste (Sorcerer/Wizard Spell)|Haste]] spells, do not increase this number.  Only foes that the fighter successfully hits with an attack become ''challenged''; missed attacks do '''not''' ''challenge'' the target.  ''Challenges'' can be applied via attacks of opportunity, or attacks that hit multiple targets at once (such as Cleave or Whirlwind Attack), but only up to the maximum allowable targets (4).  If the fighter ever hits more targets than they can ''challenge'' in a given round, they must declare which of the struck targets become ''challenged'' and which do not.
A fighter's ''challenge'' lasts until the start of the fighter's next turn, and there is no way for a ''challenged'' creature to get rid of the ''challenge'' (though they can effectively ignore it by focusing their attacks on the fighter).


A ''challenge'' does not count as a 'condition', meaning that it does not overwrite any condition already present on a creature, and it can stack with existing conditions.  Furthermore, creatures with roles, such as [[Heavy|Heavies]] and [[Threat]]s, who have partial or complete immunity to conditions, are '''not''' immune to a fighter's ''challenge''.  Since it doesn't overwrite other conditions, a fighter's ''challenge'' cannot be used to trigger [[synergy|synergies]].


=== Class Abilities ===
''Challenges'' never stack, even from multiple fighters. The newest ''challenge'' is always the current (and only) ''challenge'' on a creature. ''Challenges'' have no effect on other class abilities, such as the Ranger's Quarry, which aren't identified as a ''challenge''.


; Combat Edge (Ex)
A ''challenge'' does ''not'' grant the fighter any knowledge of a foe's location in any circumstance; the fighter must be able to perceive their target as normal.
A fighter adds this Combat Edge bonus to many different things (described below).


''Challenges'' are automatic, and cannot be 'turned off' by the fighter. If you don't want to apply a ''challenge'' to a foe, don't hit it.


; Fighter's Challenge (Ex)
The core utility of the fighter's ''challenge'' ability is simple: Once a fighter has struck a target once, that target is penalized for attacking anyone other than the fighter.
Beginning at 1st level, any time the Fighter rolls an attack (including combat maneuvers) against any opponent within 30 feet (hit or miss), the opponent is Challenged by the fighter. While challenged, 5-foot steps, full withdrawals, or attacks (including the use of supernatural abilities) which do not include the fighter as a target trigger a free attack from the challenging fighter (even with successful concentration checks). Furthermore, if the challenged opponent makes a ranged, thrown, or melee attack without including the fighter in the attack, their attack is at a penalty to hit equal to the fighter's Combat Edge bonus. Attacks which target the fighter or include the fighter in their effect suffer no penalty. The number of targets affected by a Fighter's Challenge each round is only limited by the fighter's ability to make attack rolls against multiple targets.  Note that Fighter's Challenge does apply to attacks of opportunity, and any attacks which may hit more than one target(such as Whirlwind Attack) will apply a Challenge to every target attacked.  The effects of a Challenge end at the start of the fighter's next turn.  Challenges never stack, in all cases the last-applied Challenge is the one that holds sway.


==== Assists ====
Assists are abilities that the fighter learns as part of their Fighting Technique that grant them temporary or permanent bonuses (depending on the Assist).  Some assists require that a foe be Challenged before they provide any benefit, while others are active any time the fighter is wearing armor appropriate to their Fighting Technique (or no armor). 


; Martial Prowess (Ex)
The benefit provided by an Assist usually scales with the fighter's Combat Edge value.  This means that multi-class fighters will nearly always have weaker Assists than single-classed fighters.
Beginning at 1st level, the fighter adds the Combat Edge bonus to his to-hit rolls, damage rolls, CMD, and his armor's and shield's Max Dex Bonus. He subtracts the Combat Edge bonus from his armor's and shield's Armor Check Penalty.  


==== Available Techniques ====
The five defined Fighting Techniques are:
<div style="margin-left:1.5em">
{{Template:Boxtext|titlebackground={{linear-gradient|top|#99A098, #F9F8F6}}|titleforeground=#800000|background=#FFFBE6|title=Wall of Steel Technique|
Fighters who use the Wall of Steel technique must wear heavy armor or no armor.  While wearing heavy (or no) armor, each attack applies the following effects:
:* '''Challenge:''' A foe which has been Challenged by the fighter suffers a -3 penalty with any attacks not made against or including the fighter.
:* '''Assist:''' The fighter adds Combat Edge/4 + 1 (drop fractions) to ER/-  against attacks from any foe(s). (+1 to +4)
:* '''Assist:''' The fighter adds Combat Edge/4 + 1 (drop fractions) to DR/-  against attacks from any foe(s). (+1 to +4)
:* '''Assist:''' resists Combat Edge/4 + 1 (drop fractions) squares of forced move from any foe while maintaining a Challenge. (-1 to -4)
}}


; Combat Tactics (Su)
{{Template:Boxtext|titlebackground={{linear-gradient|top|#99A098, #F9F8F6}}|titleforeground=#800000|background=#FFFBE6|title=Knight of Stone Technique|
Beginning at 1st Level the fighter learns a Combat Tactic, and gains an additional Tactic at each odd fighter level thereafter. Beginning at 11th level, the fighter may choose from the Advanced Combat Tactics.  Unless specifically noted, no Tactic may be taken more than once.
Fighters who use the Knight of Stone technique must wear medium armor or no armor.  While wearing medium (or no) armor, each attack applies the following effects:
:* '''Challenge:''' A foe which has been Challenged by the fighter suffers a -3 penalty with any attacks not made against or including the fighter.
:* '''Assist:''' The Fighter adds Combat Edge/5 + 1 (drop fractions) as an untyped bonus to their AC at all times. (+1 to +3)
:* '''Assist:''' The Fighter adds Combat Edge as an untyped bonus to the damage of any combat maneuvers they perform. (+3 to +14)
:* '''Assist:''' The Fighter adds Combat Edge/5 + 1 (drop fractions) to any forced movement the fighter inflicts. (+1 to +3)
}}


{{Template:Boxtext|titlebackground={{linear-gradient|top|#99A098, #F9F8F6}}|titleforeground=#800000|background=#FFFBE6|title=Terra Cotta Soldier Technique|
Fighters who use the Terra Cotta Soldier technique must wear light armor or no armor.  While wearing light (or no) armor, each attack applies the following effects:
:* '''Challenge:''' A foe which has been Challenged by the fighter suffers a -2 penalty with any attacks not made against or including the fighter.
:* '''Assist:''' Grants Combat Edge/4 + 1 (drop fractions) as an untyped bonus to-hit to the first attack made by a single ally when attacking a foe the fighter has Challenged. (+1 to +4)
:* '''Assist:''' The Fighter may ignore combat edge/4 + 1 (drop fractions) squares of rough terrain per round (+1 to +4 squares).
:* '''Assist:''' While a foe is Challenged by the Fighter, they still threaten squares but they may not make attacks of opportunity on anyone except the Fighter.
}}


; Bonus Feats
{{Template:Boxtext|titlebackground={{linear-gradient|top|#99A098, #F9F8F6}}|titleforeground=#800000|background=#FFFBE6|title=Saint of Battle Technique|
At 2nd 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 those listed as Combat Feats, sometimes also called “fighter bonus feats.
Fighters who use the Saint of Battle technique must not wear armor.  While wearing no armor, each attack applies the following effects:
:* '''Challenge:''' A foe which has been Challenged by the fighter suffers a -2 penalty with any attacks not made against or including the fighter.
:* '''Assist:''' When you are flanking an enemy, both you and any flanking allies gain a +3 flanking bonus to hit that foe, instead of the normal +2 bonus to-hit for flanking an opponent.  In addition, the Saint of Battle may add their Combat Edge as bonus damage with all of their attacks (+3 to +14) while participating in a flank, and any ally who is sharing a flank with them may add half the fighter's Combat Edge to as bonus damage to their attacks (rounding down; +1 to +7).
:* '''Assist:''' Neither the fighter, nor any ally that is participating in a flank with the fighter, grant the traditional +2 bonus to-hit when they, themselves, are flanked.
:* '''Assist:''' All of the fighter's move speeds are increased by a number of squares equal to their Combat Edge/4 + 1 (drop fractions; +1 to +4 squares). This does not increase the distance of the fighter's 5-foot steps.
}}


Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. This is in addition to any retraining benefits the Fighter may have.
{{Template:Boxtext|titlebackground={{linear-gradient|top|#99A098, #F9F8F6}}|titleforeground=#800000|background=#FFFBE6|title=Heterodox Warrior Technique|
Fighters who use the Heterodox Warrior technique may wear any armor they wish.  All of their Challenges and Assists work regardless of which armor they are wearing.
:* A Heterodox Warrior MUST choose any one Challenge ability from the above techniques.
:* A Heterodox Warrior may choose any two Assist abilities from the above techniques.
Once selected, these cannot be changed.
}}
</div></div>


=== Martial Prowess (Ex) ===
Beginning at 1st level, the fighter applies their Combat Edge bonus to several of their attributes as described below:


; Weapon Mastery (Ex)
:* '''''add''''' combat edge bonus as a [[martial bonus]] to all to-hit rolls
At 20th level, a fighter automatically confirms all critical threats and has his critical damage multiplier increased by 1 (×2 becomes ×3, for example) for whichever weapon he is using at the time. In addition, the fighter cannot be disarmed. Ever.
:* '''''subtract''''' combat edge bonus from their armor's Armor Check Penalty (to a maximum of 0 Armor Check Penalty; it can never become a bonus).
:* '''''subtract''''' combat edge bonus from their shield's Armor Check Penalty (to a maximum of 0 Armor Check Penalty; it can never become a bonus).
:* Fighters do not suffer a Dex penalty to AC from wearing any type of armor, as long as they are proficient with that armor.


===New Fighter Feats===
=== Unbreakable I (Ex) ===
At 1st level, the fighter gains 2 points of [[Damage Resistance]] versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage.  This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-).  DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.


; Oversized Two-Weapon Fighting
This class feature provides no reduction to energy-based damage types, such as fire or lightning (you need [[Energy Resistance]] for that).
A familiarity with the weapon allows you to use it equally well in both hands.


Prerequisites: Fighter 9, Str 17, Two-Weapon Fighting, Weapon Focus, Weapon Specialization
=== Combat Tactic I (Ex) ===
At 1st level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all [[prerequisites]] of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


Benefit: If you have Two-Weapon Fighting, you can use any one-handed weapon with which you have both Weapon Focus and Weapon Specialization in your off-hand as though it were a light weapon.
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


=== Bonus Feat I (Ex) ===
At 2nd level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.


; Shielded Approach (Combat)
* [[Feats]]
You have learned how to cover your approach with a shield.
* [[:Category:Fighter|Fighter-Specific Feats]]


Prerequisites: Shield Focus, Fighter 4
=== Combat Tactic II (Ex) ===
At 3rd level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


Benefit: When using a heavy or tower shield, select one target. While using a move action to move towards the selected target, and still using the shield, any attacks made by your target are resolved as though you have [http://www.d20pfsrd.com/gamemastering/combat#TOC-Cover| improved cover] against the target. This feat has no effect on attacks from opponents other than the one target specified. This cover cannot be used to make Stealth checks.
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]
Special: “Movement towards” is considered to be any movement that ends closer to the target than it began, even if part of the move is away or parallel.


=== Weapon Mastery I (Ex) ===
At 4th level, the fighter may choose one weapon they possess and attune themselves closely with it.  That specific weapon (and not any other weapon, even if it is the same kind of weapon, e.g. two longswords) becomes deeply incorporated into the fighter's fighting technique.  The fighter can no longer be [[disarm]]ed of that weapon when they are wielding it.  Attempts to disarm that weapon automatically fail. 


; Greater Shielded Approach (Combat)
Attuning this ability to a given weapon requires a full day of [[Between Adventures|downtime]], and only one weapon can be attuned at a time.  If a new weapon is attuned, the previous one is immediately unattuned.
Advancing on enemy lines is much safer with a stout shield in hand.


Prerequisites: Fighter 8, Greater Shield Focus, Shielded Approach
=== Bonus Feat II (Ex) ===
At 4th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are ''only'' available to fighters.


Benefit: You no longer need to specify a target for the Shielded Approach feat. It applies to all opponents that are closer at the end of the movement than they were at the beginning.
* [[Feats]]
* [[:Category:Fighter|Fighter-Specific Feats]]


=== Combat Tactic III (Ex) ===
At 5th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


=== Combat Tactics ===
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]
 
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[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== Intrepid Fighter (Levels 6 - 10) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|fighter}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|fighter}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|fighter}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|fighter}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|fighter}}" | Class Features
|- style="{{linear-gradient|bottom|#99A098, #F9F8F6}}; color: #800000;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 6th
| &emsp; +6 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; -9 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; 11 || <small>''[[#Combat_Edge_.28Intrepid_Tier.29|Combat Edge]], [[#Fighting_Technique_.28Intrepid_Tier.29|Fighting Technique]], [[#Martial_Prowess_.28Intrepid_Tier.29|Martial Prowess]]''</small>, [[#Unbreakable_II_.28Ex.29|Unbreakable II]], [[#Exacting_Strikes_I_.28Ex.29|Exacting Strikes I]], [[#Bonus_Feat_III_.28Ex.29|Bonus Feat III]]
|-
! align="center" | 7th
| &emsp; +7 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; -8 <sup>''(+1)''</sup> || &emsp; +5 || &emsp; +2 || &emsp; +2 || &emsp; 11 || [[#Combat_Tactic_IV_.28Ex.29|Combat Tactic IV]]
|-
! align="center" | 8th
| &emsp; +8 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; -7 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +2 || &emsp; +2 || &emsp; 11 || [[#Bonus_Feat_IV_.28Ex.29|Bonus Feat IV]]
|-
! align="center" | 9th
| &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; -6 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; 11 || [[#Weapon_Mastery_II_.28Ex.29|Weapon Mastery II]], [[#Combat_Tactic_V_.28Ex.29|Combat Tactic V]]
|-
! align="center" | 10th
| &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; -5 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; +3 || &emsp; 11 || [[#Bonus_Feat_V_.28Ex.29|Bonus Feat V]]
|}
 
{{ClassProficiency|Fighter}}
 
=== Combat Edge (Intrepid Tier) ===
Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter '''''lives''''' for battle.  Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might.  Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.
 
Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below.  All fighters have a Combat Edge value based on their total [[class level]]s in the Fighter class they possess, '''''not''''' their current character level (if it is different).
 
<div style="margin-left:1.5em">
{| class="ep-default2" style="display:inline-block; float:left; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 1st
| +3
|-
! 2nd
| +3
|-
! 3rd
| +3
|-
! 4th
| +4
|-
! 5th
| +4
|-
! 6th
| +4
|-
! 7th
| +5
|}
 
{| width="10px" style="display:inline-block" |}
 
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 8th
| +5
|-
! 9th
| +5
|-
! 10th
| +6
|-
! 11th
| +6
|-
! 12th
| +6
|-
! 13th
| +7
|-
! 14th
| +7
|}
 
{| width="10px" style="display:inline-block" |}
 
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 15th
| +7
|-
! 16th
| +8
|-
! 17th
| +8
|-
! 18th
| +8
|-
! 19th
| +9
|-
! 20th
| +9
|-
! 21st
| +9
|}


; Armor Mastery
{| width="10px" style="display:inline-block" |}
: The fighter takes no movement penalties from wearing medium or heavy armor.  She may don any suit of armor in one minute, or hastily don any suit of armor as a full round action.  In addition, she never suffers to-hit penalties from wearing any armor or shield.


{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 22nd
| +10
|-
! 23rd
| +10
|-
! 24th
| +10
|-
! 25th
| +11
|-
! 26th
| +11
|-
! 27th
| +11
|-
! 28th
| +12
|}


; Choke Up
{| width="10px" style="display:inline-block" |}
: As an immediate action, a fighter can shorten her grip on her reach weapon and use it against adjacent targets, as long as they are subject to her fighters challenge. To return her grip to normal she must spend another immediate action.


{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 29th
| +12
|-
! 30th
| +12
|-
! 31st
| +13
|-
! 32nd
| +13
|-
! 33rd
| +13
|-
! 34th
| +14
|-
! 35th
| +14
|}
</div>


; Constant Training
=== Fighting Technique (Intrepid Tier) ===
: The fighter may select a bonus fighter feat that she qualifies for. This combat tactic may be selected more than once.
If you do not already have the Fighting Technique class feature, you gain it at 6th level. See [[#Fighting_Technique_.28Ex.29|Fighting Technique]] for details on how this works.


If you do already have a Fighting Technique, you must continue to use the same Technique going forward.  You may not change Techniques just because you reached a new experience tier of Fighter.  Fighting Techniques can only be changed via the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


; Create Opening
=== Martial Prowess (Intrepid Tier) ===
: Once per round as part of his Fighter's Challenge, the fighter may also provide a circumstance bonus equal to half his Combat Edge modifier (rounded down) to the attack rolls of a single ally they can see. Those attacks must be made against a target that the fighter has Challenged. The ally benefiting from this circumstance bonus must be designated when the fighter issues the challenge. Note that this ability has no effect until fighter level 4.
If you do not already have the Martial Prowess class feature, you gain it at 6th level. See [[#Martial_Prowess_.28Ex.29|Martial Prowess]] for details on how this works.


=== Unbreakable II (Ex) ===
At 6th level, the fighter gains 2 points of [[Damage Resistance]] versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage.  This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the ''Unbreakable'' class feature, if you possess them.  DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.


; Disciplined Charge
This class feature provides no reduction to energy-based damage types, such as {{Dmg|fire}} or {{Dmg|lightning}} (you need [[Energy Resistance]] for that).
: The fighter may take any path he likes during a charge, provided that no square of movement moves him further from the target of his charge.


=== Exacting Strikes I (Ex) ===
Beginning at 6th level, when the fighter focuses their attacks repeatedly on the same opponent, they learn more about that foe's strengths, weaknesses, fighting style, and movement, making the fighter's attacks stronger the longer they remain focused on that opponent.


; Expert Defense
Each time a fighter successfully strikes a foe, they gain an Exacting Strike against that foe.  At the beginning of every combat round, the fighter adds up the total number of Exacting Strikes (successful hits) they have made against the opponent they are attacking, and adds that number as [[bonus damage]] (not precision damage) to every successful attack they make that round against that same opponent.  This applies to any attack, combat maneuver, or any other offensive ability, regardless of whether a to-hit roll is required.
: While wearing a shield, the fighter may reduce a full attack action to a single attack at his full BAB, and in exchange, he adds his Combat Edge bonus to his AC until the start of his next turn.  This untyped bonus AC applies to all AC numbers including touch AC and may be combined with fighting defensively.


If the fighter makes any attacks that fail to include this opponent (hit or miss), or if the fighter ever ends their turn without placing a Challenge on their chosen foe, all Exacting Strikes that have been accumulated this encounter are lost.  Otherwise, Exacting Strikes accumulate on that foe until either the foe dies or the encounter ends (whichever occurs first).


; Healers Friend
Exacting Strikes are only totaled at the beginning of each round, so they do not provide any bonus damage in the first round of combat (or surprise round, if there is one)Each successive round after the first uses the sum of all Exacting Strikes made in all previous rounds of the current encounter (as long as a Challenge is applied to the foe each round, and the fighter focuses all of their attacks on this one opponent)Needless to say, a fighter with this ability can dish out some amazing damage as a fight wears on, if they are willing to put their full attention on just one foe.
: The fighter may add his level to the hit points healed by any instantaneous heal effect.  This includes healing spells, healing potions, goodberries, a paladin's lay on hands, a cleric's channel energy, etcIn addition, the fighter adds their level to the temporary hit points granted by any instantaneous effect.  This includes aid spells, false life potions, the virtue orison, a warlords inspiration, a bard's inspire greatness, the Limitless Reserves Epic fighter tactic, etcFast Healing, Regeneration or other ongoing healing effects do not trigger the effects of this tactic.


: '''''Example:''' The fighter attacks a foe four times in the first round with their weapon, but only hits twice. The foe is Challenged, but since it is the first round, they accumulate two Exacting Strikes on that enemy, but they do not deal any bonus damage this round.  At the start of the second round, they attack the same foe another four times, and successfully hit them three times.  They add +2 bonus damage to each of the three successful hits (since they only hit the opponent twice in the previous round, dealing a total of +6 bonus damage this round), and their total Exacting Strikes against that enemy increases to 5 (since they have now hit that opponent 5 times during this encounter, maintained a Challenge the entire time, and not attacked any other creature during that time).  On the third round, they attack it one more time, hitting it, and dealing +5 bonus damage, but then have to move away to assist the hapless rogue, who has managed to get themselves swallowed.  They attack the creature that has swallowed the rogue, which helps their party member, but unfortunately resets their Exacting Strikes back to zero for the encounter, since they attacked someone other than their original target.  On the plus-side, the creature that swallowed the rogue is now Challenged and has one Exacting Strike on it.''


; Myopic
'''Tip:''' Not every encounter is optimal for focusing in on a single opponent and beating them down with Exacting Strikes.  Sometimes, the fighter will be better served ignoring Exacting Strikes and spreading their attacks around, Challenging as many opponents as possible.  This not only inflicts a useful (and stackable) debuff on several enemies, it also increases the likelihood of bonus attacks for the fighter, if their Challenged foes go after the fighter's allies, instead of the fighter.  Fighters should make a judgement call each encounter, and use their tools appropriately.
: A fighter with this tactic that is subjected to an effect which would inflict the Confused, Dazed, Fascinated or Stunned conditions reduces such conditions to the moderate status condition of the status array.
::* [[Confused]] becomes [[Staggered]]
::* [[Dazed]] becomes [[Prone]]
::* [[Fascinated]] becomes [[Blind]]
::* [[Stunned]] becomes [[Rattled]]


: The fighter must still make additional saves just as if she were afflicted with the stronger status conditions, and the moderate status condition lasts until all of the effect's conditions would normally be reduced to the weak status condition or cleared.
=== Bonus Feat III (Ex) ===
At 6th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.


* [[Feats]]
* [[:Category:Fighter|Fighter-Specific Feats]]


; Punishing Stab
=== Combat Tactic IV (Ex) ===
: A fighter with this tactic who successfully hits an opponent with the free attack triggered by a Warrior's Challenge inflicts a bleed condition on the struck foe equal to his combat edge modifier, in addition to the damage dealt.
At 7th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


; Resolve
=== Bonus Feat IV (Ex) ===
: A fighter with this tactic that is subjected to an effect which would inflict the Cowering, Frightened or Panicked conditions reduces such conditions to the moderate status condition of the status array.
At 8th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.
::* [[Cowering]] becomes [[Staggered]]
::* [[Frightened]] becomes [[Staggered]]
::* [[Panicked]] becomes [[Rattled]]


: The fighter must still make additional saves just as if she were afflicted with the stronger status conditions, and the moderate status condition lasts until all of the effect's conditions would normally be reduced to the weak status condition or cleared.
* [[Feats]]
* [[:Category:Fighter|Fighter-Specific Feats]]


=== Weapon Mastery II (Ex) ===
At 9th level, the fighter may choose one weapon they possess.  That specific weapon (and not any other weapon, even if it is the same kind of weapon, e.g. two longswords) becomes deeply incorporated into the fighter's fighting technique.  The critical multiplier of that weapon increases by +1.  Note that this does not increase the critical threat range, just the damage multiplier of a critical hit by that weapon. 
: '''''Example:''' a [[Longsword (Weapon)|Longsword]] normally has a critical multiplier of x3.  With this class feature, it is increased to x4.  However, its normal critical threat range of 19-20 is unchanged.''


; Tough Hide
=== Combat Tactic V (Ex) ===
: While wearing heavy armor, the fighter gains DR/- equal to his Combat Edge bonusIf the heavy armor gains DR/- from a material property such as Adamantine, this DR/- stacks.
At 9th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves inThe fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


; Unshakeable
=== Bonus Feat V (Ex) ===
: If affected by a mind-affecting spell or ability, the fighter may choose to delay the effects until the end of his next turn. If, during this time, the fighter is hit by another mind-affecting spell or ability he must choose which one affects him immediately and which one is delayed. This ability cannot be used to delay an effect more than once (i.e. you can't perma-delay something by re-delaying it every round; it always takes effect at the end of your next turn).
At 10th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are ''only'' available to fighters.


* [[Feats]]
* [[:Category:Fighter|Fighter-Specific Feats]]


; Vicious Response
<div class="topbanner">
: The fighter adds his Combat Edge bonus to his CMB.  He also adds it to his to-hit and damage rolls on Attacks of Opportunity and bonus attacks.
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


== Heroic Fighter (Levels 11 - 15) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|fighter}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|fighter}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|fighter}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|fighter}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|fighter}}" | Class Features
|- style="{{linear-gradient|bottom|#99A098, #F9F8F6}}; color: #800000;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 11th
| &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; +7 || &emsp; +3 || &emsp; +3 || &emsp; 11 || <small>''[[#Combat_Edge_.28Heroic_Tier.29|Combat Edge]], [[#Fighting_Technique_.28Heroic_Tier.29|Fighting Technique]], [[#Martial_Prowess_.28Heroic_Tier.29|Martial Prowess]]''</small>, [[#Unbreakable_III_.28Ex.29|Unbreakable III]], [[#Exacting_Strikes_II_.28Ex.29|Exacting Strikes II]], [[#Combat_Tactic_VI_.28Ex.29|Combat Tactic VI]]
|-
! align="center" | 12th
| &emsp; +12 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; 11 || [[#Bonus_Feat_VI_.28Ex.29|Bonus Feat VI]]
|-
! align="center" | 13th
| &emsp; +13 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; +8 || &emsp; +4 || &emsp; +4 || &emsp; 11 || [[#Combat_Tactic_VII_.28Ex.29|Combat Tactic VII]]
|-
! align="center" | 14th
| &emsp; +14 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 || &emsp; +4 || &emsp; 11 || [[#Weapon_Mastery_III_.28Ex.29|Weapon Mastery III]], [[#Bonus_Feat_VII_.28Ex.29|Bonus Feat VII]]
|-
! align="center" | 15th
| &emsp; +15 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; +9 || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; 11 || [[#Combat_Tactic_VIII_.28Ex.29|Combat Tactic VIII]]
|}


; Vigilance
{{ClassProficiency|Fighter}}
: The fighter adds his Combat Edge bonus to Perception and Initiative. If the fighter is surprised during a surprise round, he may still take a move action. If he is not surprised on a surprise round, he may take a move action in addition to the standard action he would normally get.


=== Advanced Combat Tactics ===
=== Combat Edge (Heroic Tier) ===
Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter '''''lives''''' for battle.  Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might.  Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.


; Battlefield Master
Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below.  All fighters have a Combat Edge value based on their total [[class level]]s in the Fighter class they possess, '''''not''''' their current character level (if it is different).
: Once per round, the fighter may use an immediate action to issue a Fighter's Challenge to any one target he can perceive.


<div style="margin-left:1.5em">
{| class="ep-default2" style="display:inline-block; float:left; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 1st
| +3
|-
! 2nd
| +3
|-
! 3rd
| +3
|-
! 4th
| +4
|-
! 5th
| +4
|-
! 6th
| +4
|-
! 7th
| +5
|}


; Bulwark Shield
{| width="10px" style="display:inline-block" |}
: While adjacent to an ally and wearing a shield, the fighter may grant the adjacent ally a circumstance bonus to AC equal to the fighter's combat edge bonus.


{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 8th
| +5
|-
! 9th
| +5
|-
! 10th
| +6
|-
! 11th
| +6
|-
! 12th
| +6
|-
! 13th
| +7
|-
! 14th
| +7
|}


; Exploit Weakness
{| width="10px" style="display:inline-block" |}
: The fighter ignores an amount of the target's DR equal to his Combat Edge bonus. If the fighter critically hits a target, he ignores all DR.


{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 15th
| +7
|-
! 16th
| +8
|-
! 17th
| +8
|-
! 18th
| +8
|-
! 19th
| +9
|-
! 20th
| +9
|-
! 21st
| +9
|}


; Hardened Resolve
{| width="10px" style="display:inline-block" |}
: Requires: Resolve


: A fighter with Hardened Resolve who is subject to an effect which would inflict the Cowering, Frightened or Panicked condition instead takes the [[Shaken]] condition. Furthermore, if she is subject any effect, attack or ability which uses the Cowering, Frightened or Panicked arrays, any moderate status condition affecting her is reduced to the [[Shaken]] condition as well. Of course, if the fighter succeeds on her saves, she may avoid suffering from any conditions at all, but this Advanced Combat Tactic makes the fighter nearly immune to fear-type status conditions. The fighter still makes additional saves just as if she were afflicted with the stronger status conditions, and the [[Shaken]] condition lasts until all of the effect's conditions would normally be cleared.
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 22nd
| +10
|-
! 23rd
| +10
|-
! 24th
| +10
|-
! 25th
| +11
|-
! 26th
| +11
|-
! 27th
| +11
|-
! 28th
| +12
|}


{| width="10px" style="display:inline-block" |}


; Immovable
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
: If the fighter is subject to any forced movement, he can reduce the amount of forced move by a number of squares equal to half his combat edge bonus (round down). This also reduces the distance of a successful bull rush or reposition attempt against the fighter.
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 29th
| +12
|-
! 30th
| +12
|-
! 31st
| +13
|-
! 32nd
| +13
|-
! 33rd
| +13
|-
! 34th
| +14
|-
! 35th
| +14
|}
</div>


=== Fighting Technique (Heroic Tier) ===
If you do not already have the Fighting Technique class feature, you gain it at 11th level. See [[#Fighting_Technique_.28Ex.29|Fighting Technique]] for details on how this works.


; Juggernaut
If you do already have a Fighting Technique, you must continue to use the same Technique going forward.  You may not change Techniques just because you reached a new experience tier of Fighter. Fighting Techniques can only be changed via the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].
: A fighter with this tactic can use the "Move 5 feet through difficult terrain" action as a move action instead of a full-round action. Additionally, he can add his CON modifier to bull rush attempts and reposition attempts (but not to resist them).


=== Martial Prowess (Heroic Tier) ===
If you do not already have the Martial Prowess class feature, you gain it at 11th level. See [[#Martial_Prowess_.28Ex.29|Martial Prowess]] for details on how this works.


; Quickthewed
=== Unbreakable III (Ex) ===
: The fighters carrying capacity doubles, and he gains a permanent +2 Str, +2 Dex and +2 Con.  
At 11th level, the fighter gains 2 points of [[Damage Resistance]] versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage.  This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the ''Unbreakable'' class feature, if you possess them.  DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.


This class feature provides no reduction to energy-based damage types, such as {{Dmg|fire}} or {{Dmg|lightning}} (you need [[Energy Resistance]] for that).


; Resilience
=== Exacting Strikes II (Ex) ===
: The fighter gains Fast Healing equal to his Combat Edge bonus. This ability ceases if the fighter is knocked unconscious.
If you do not already have the ''Exacting Strikes I'' class feature, you gain it at 11th level. See [[#Exacting_Strikes_I_.28Ex.29|Exacting Strikes I]] for details on how this works.


If you do have the ''Exacting Strikes I'' class feature already, it improves at 11th level.  For each Exacting Strike you accumulate on your chosen foe, you deal +2 points of [[bonus damage]], instead of +1.  This means if you have 5 Exacting Strikes on a foe, you inflict +10 bonus damage against that foe with every successful hit (and add another Exacting Strike to the tally, which increases your bonus damage against that foe next round).


; Shelter Ally
As before, if you fail to [[#Fighter's_Challenge|Challenge]] your chosen foe by the end of any of your turns, or if any attack you perform fails to target (or include) your chosen foe, your Exacting Strikes are reset to zero for the encounter, and you have to start anew (though, since you are starting over, you could choose a different enemy to focus on, if you prefer).
: While adjacent to an ally and wearing a shield, if the fighter is targeted by an area-of-effect attack that grants a Reflex save, he and the adjacent ally may choose the best result of both of their saving throws when resolving the attack.


=== Combat Tactic VI (Ex) ===
At 11th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


; Singular Focus
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]
: Requires: Myopic


: A fighter with Singular Focus who is subject to an effect which would inflict the Confused, Dazed, Fascinated or Stunned condition instead takes the weak status condition for those status arrays. Furthermore, if she is subject any effect, attack or ability which uses the Confused, Dazed, Fascinated or Stunned arrays, any moderate status condition affecting her is reduced to the weak status condition as well.  
=== Bonus Feat VI (Ex) ===
::* [[Confused]] becomes [[Dazzled]]
At 12th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.
::* [[Dazed]] becomes [[Flat-Footed]]
::* [[Fascinated]] becomes [[Deafened]]
::* [[Stunned]] becomes [[Dazzled]]


The fighter still makes additional saves just as if she were afflicted with the stronger status conditions, and the weak status condition lasts until all of the effect's conditions would normally be cleared.
* [[Feats]]
* [[:Category:Fighter|Fighter-Specific Feats]]


=== Combat Tactic VII (Ex) ===
At 13th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


; Stand Up
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]
: When knocked prone, the fighter may use a swift action to stand up. This action provokes as normal.


=== Weapon Mastery III (Ex) ===
At 14th level, the fighter may choose one weapon they possess. That specific weapon (and not any other weapon, even if it is the same kind of weapon, e.g. two longswords) becomes deeply incorporated into the fighter's fighting technique.  The fighter now automatically confirms any critical threat result made with an attack by that weapon.


; Tar Pit
=== Bonus Feat VII (Ex) ===
: Enemies adjacent to a fighter must use 10 feet of movement to move 5 feet away from the fighter. This also prevents enemies from using a 5-foot step to move away. This ability does not work on enemies with non-traditional movement types, like climb, burrow or fly.
At 14th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are ''only'' available to fighters.


* [[Feats]]
* [[:Category:Fighter|Fighter-Specific Feats]]


; Unstoppable
=== Combat Tactic VIII (Ex) ===
: When this tactic is selected, the fighter chooses either Fort, Will or Reflex and adds his Combat Edge bonus to that save. This tactic may only be selected once, and once selected, the improved save may not be changed.
At 15th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


=== Fighter Example Build ===
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build.  Note: This is not a suggested build. Heck, it's probably even not very good.  But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


Human, base stats: Str 18, Dex 14, Con 16, int 10, Wis 14, Chr 8.
== Undaunted Fighter (Levels 16 - 20) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|fighter}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|fighter}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|fighter}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|fighter}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|fighter}}" | Class Features
|- style="{{linear-gradient|bottom|#99A098, #F9F8F6}}; color: #800000;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 16th
| &emsp; +16 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 || &emsp; +5 || &emsp; 11 || <small>''[[#Combat_Edge_.28Undaunted_Tier.29|Combat Edge]], [[#Fighting_Technique_.28Undaunted_Tier.29|Fighting Technique]], [[#Martial_Prowess_.28Undaunted_Tier.29|Martial Prowess]]''</small>, [[#Unbreakable_IV_.28Ex.29|Unbreakable IV]], [[#Exacting_Strikes_III_.28Ex.29|Exacting Strikes III]], [[#Bonus_Feat_VIII_.28Ex.29|Bonus Feat VIII]]
|-
! align="center" | 17th
| &emsp; +17 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; +10 || &emsp; +5 || &emsp; +5 || &emsp; 11 || [[#Combat_Tactic_IX_.28Ex.29|Combat Tactic IX]]
|-
! align="center" | 18th
| &emsp; +18 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; 11 || [[#Bonus_Feat_IX_.28Ex.29|Bonus Feat IX]]
|-
! align="center" | 19th
| &emsp; +19 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +11 || &emsp; +6 || &emsp; +6 || &emsp; 11 || [[#Weapon_Mastery_IV_.28Ex.29|Weapon Mastery IV]], [[#Combat_Tactic_X_.28Ex.29|Combat Tactic X]]
|-
! align="center" | 20th
| &emsp; +20 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; +6 || &emsp; 11 || [[#Bonus_Feat_X_.28Ex.29|Bonus Feat X]]
|}


Example Feats
{{ClassProficiency|Fighter}}


1st  Level: Exotic Weapon Proficiency: War Axe, Weapon Focus: War Axe, Combat Reflexes.  Let's get you a nice, solid one-hander that helps your defense a little bitLet's make you pretty darn good with it. And lets start you off with THREE Attacks of Opportunity every round.  Becuz' dats how a fighter ROLLS, son.
=== Combat Edge (Undaunted Tier) ===
Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter '''''lives''''' for battleFighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might. Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.


2nd  Level: Power AttackUse that Full BAB, high str, and Combat Edge to clobber folks.
Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table belowAll fighters have a Combat Edge value based on their total [[class level]]s in the Fighter class they possess, '''''not''''' their current character level (if it is different).


3rd  Level: Shield Focus. Of course you're using a shield.  Sword and board forever!
<div style="margin-left:1.5em">
{| class="ep-default2" style="display:inline-block; float:left; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 1st
| +3
|-
! 2nd
| +3
|-
! 3rd
| +3
|-
! 4th
| +4
|-
! 5th
| +4
|-
! 6th
| +4
|-
! 7th
| +5
|}


4th  Level: Weapon Specialization, War Axe.  Yup, hitting even harder.
{| width="10px" style="display:inline-block" |}


5th  Level: Dodge.  Even MORE armor class.  MADNESS.
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 8th
| +5
|-
! 9th
| +5
|-
! 10th
| +6
|-
! 11th
| +6
|-
! 12th
| +6
|-
! 13th
| +7
|-
! 14th
| +7
|}


6th  Level: Mobility. +4 AC versus attacks of opportunity? Yup.
{| width="10px" style="display:inline-block" |}


7th  Level: Combat Patrol.  OMG, this feat is more awesome than words.
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 15th
| +7
|-
! 16th
| +8
|-
! 17th
| +8
|-
! 18th
| +8
|-
! 19th
| +9
|-
! 20th
| +9
|-
! 21st
| +9
|}


8th  Level: Greater Weapon Focus.  Even more pluses to hit.  Do you ever do anything EXCEPT Power Attack?
{| width="10px" style="display:inline-block" |}


9th  Level: Stand Still.  The first of the truly 'tanky' feats. Nobody is getting past you, nope.
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 22nd
| +10
|-
! 23rd
| +10
|-
! 24th
| +10
|-
! 25th
| +11
|-
! 26th
| +11
|-
! 27th
| +11
|-
! 28th
| +12
|}


10th Level: Missile Shield.  Rogue shoots a poison arrow at ya? Swat it away like it's nuttin'.
{| width="10px" style="display:inline-block" |}


11th Level: Pin Down.  The second 'truly tanky' feat. If they try to get away from you, roll to hit and stop them!
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 29th
| +12
|-
! 30th
| +12
|-
! 31st
| +13
|-
! 32nd
| +13
|-
! 33rd
| +13
|-
! 34th
| +14
|-
! 35th
| +14
|}
</div>


12th Level: Disruptive.  Oooooooh, ahhhhhhh.....  Casters HATE you.
=== Fighting Technique (Undaunted Tier) ===
If you do not already have the Fighting Technique class feature, you gain it at 16th level. See [[#Fighting_Technique_.28Ex.29|Fighting Technique]] for details on how this works.


13th Level: Dazing AssaultHere it is, the core of your tanky goodnessBask in the glory.
If you do already have a Fighting Technique, you must continue to use the same Technique going forwardYou may not change Techniques just because you reached a new experience tier of FighterFighting Techniques can only be changed via the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


14th Level: Spellbreaker. Casters REALLY HATE you.
=== Martial Prowess (Undaunted Tier) ===
If you do not already have the Martial Prowess class feature, you gain it at 16th level. See [[#Martial_Prowess_.28Ex.29|Martial Prowess]] for details on how this works.


15th Level: Improved OverrunDon't let silly things like bad guys dictate where you go on the battlefield.
=== Unbreakable IV (Ex) ===
At 16th level, the fighter gains 2 points of [[Damage Resistance]] versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damageThis DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the ''Unbreakable'' class feature, if you possess them.  DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.


16th level: Charge Through. The Big Bad has a row of minions protecting him? What do you care!
This class feature provides no reduction to energy-based damage types, such as {{Dmg|fire}} or {{Dmg|lightning}} (you need [[Energy Resistance]] for that).


17th Level: Ray Shield: You know that 'Maximized Energy Drain' spell the Big Bad just shot at you?  Yeah, just swat it away.
=== Exacting Strikes III (Ex) ===
If you do not already have the ''Exacting Strikes I'' class feature, you gain it at 16th level. See [[#Exacting_Strikes_I_.28Ex.29|Exacting Strikes I]] for details on how this works.


18th Level: CleaveFINALLY, some more offense!
If you have ''Exacting Strikes I'' but do not already have the ''Exacting Strikes II'' class feature, you gain that at 16th level, insteadSee [[#Exacting_Strikes_II_.28Ex.29|Exacting Strikes II]] for details on how this works.


19th Level: Greater Weapon SpecializationMore damage, always good.
If you have both the ''Exacting Strikes I'' and ''Exacting Strikes II'' class features already, they improve at 16th level.  You now accumulate Exacting Strikes for every attack you perform that targets (or includes) your chosen foe, hit or missYou still only inflict [[bonus damage]] against that foe if you actually hit it, and then only based on the total accumulated Exacting Strikes from all previous rounds (not including this round).


20th Level: Great Cleave.  Because every great warrior needs great cleavage.
As before, if you fail to [[#Fighter's_Challenge|Challenge]] your chosen foe by the end of any of your turns, or if any attack you perform fails to target (or include) your chosen foe, your Exacting Strikes are reset to zero for the encounter, and you have to start anew (though, since you are starting over, you could choose a different enemy to focus on, if you prefer).


=== Bonus Feat VIII (Ex) ===
At 16th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.


Example Tactics:
* [[Feats]]
* [[:Category:Fighter|Fighter-Specific Feats]]


1st Level:  Constant Training. This is used to take the Combat Reflexes feat listed above, to maintain the 'three feats at first level' trick.
=== Combat Tactic IX (Ex) ===
At 17th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


3rd Level:  Armor mastery. Yeah, that heavy armor doesn't slow you down at all.
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


5th Level:  Vicious ResponseAdd your Combat Edge to Attacks of Opportunity?  Hell yes!
=== Bonus Feat IX (Ex) ===
At 18th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosenNote that fighters have access to quite a few feats that are ''only'' available to fighters.


7th Level: Create Opening.  The high-damage melee dudette on the party will adore you for this. 
* [[Feats]]
* [[:Category:Fighter|Fighter-Specific Feats]]


9th Level:  Punishing Stab.  If the bad guys are ignoring you, this little gem will certainly focus their attention.
=== Weapon Mastery IV (Ex) ===
If you do not already have all three of the ''Weapon Mastery I'', ''Weapon Mastery II'', and ''Weapon Mastery III'' class features, you may select '''''one''''' of them that you do not already have at 19th level. See [[#Weapon_Mastery_I_.28Ex.29|Weapon Mastery I]], [[#Weapon_Mastery_II_.28Ex.29|Weapon Mastery II]], and [[#Weapon_Mastery_III_.28Ex.29|Weapon Mastery III]] for details on how these work.


11th Level: Tough Hide. Yeah, you're going to need this one, you take a LOT of abuseA LOT.
If you already have all three of the ''Weapon Mastery I'', ''Weapon Mastery II'', and ''Weapon Mastery III'' class features, you may now apply their affects to any weapon to which you can apply the [[Weapon Focus (Feat)|Weapon Focus]] feat effectsThis means you either must have the Weapon Focus feat for each additional weapon, or have some ability (e.g. [[Thousand Arms (Feat)]]) or magic item (e.g. [[Ring of the Weaponeer]]) that allows you to apply the Weapon Focus feat to more than one weapon.


13th Level: Resilience. Same as Tough HideYou have to stay on your feet, you know.
=== Combat Tactic X (Ex) ===
At 19th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select itOnce selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


15th Level: Myopic: Some say you're too dumb to notice how bad this stuff should hurt.  Whatever.
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


17th level: Resolve: Screw this scary crap.
=== Bonus Feat X (Ex) ===
At 20th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are ''only'' available to fighters.


19th Level: Expert Defense. Ohhh, yeah, the quintessential tankers maneuver.
* [[Feats]]
* [[:Category:Fighter|Fighter-Specific Feats]]


==Epic Fighter==
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


=== Table: Epic Fighter ===
== Valorous Fighter (Levels 21 - 25) ==
{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
! Level || width="125" | BAB || Fort || Ref || Will || Combat Edge || width="400" | Special
|- style="{{class-gradient|fighter}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|fighter}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|fighter}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|fighter}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|fighter}}" | Class Features
|- style="{{linear-gradient|bottom|#99A098, #F9F8F6}}; color: #800000;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will  
|-
! align="center" | 21st
| &emsp; +21 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; 11 || <small>''[[#Combat_Edge_.28Valorous_Tier.29|Combat Edge]], [[#Fighting_Technique_.28Valorous_Tier.29|Fighting Technique]], [[#Martial_Prowess_.28Valorous_Tier.29|Martial Prowess]]''</small>, [[#Unbreakable_V_.28Ex.29|Unbreakable V]], [[#Exacting_Strikes_IV_.28Ex.29|Exacting Strikes IV]], [[#Combat_Tactic_XI_.28Ex.29|Combat Tactic XI]]
|-
! align="center" | 22nd
| &emsp; +21 || &emsp; +16 || &emsp; +11 || &emsp; +6 || &emsp; +13 || &emsp; +7 || &emsp; +7 || &emsp; 11 || [[#Bonus_Feat_XI_.28Ex.29|Bonus Feat XI]]
|-
|-
! 21st
! align="center" | 23rd
| +21/+16/+11/+6 || 12 || 6 || 6 || +7,+10 || Align="Left" | Epic Combat Tactic, Exacting Strikes 1
| &emsp; +22 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; 11 || [[#Combat_Tactic_XII_.28Ex.29|Combat Tactic XII]]
|-
|-
! 22nd
! align="center" | 24th
| +21/+16/+11/+6 || 13 || 7 || 7 || +8,+12 || Align="Left" | Epic Bonus Feat
| &emsp; +22 || &emsp; +17 || &emsp; +12 || &emsp; +7 || &emsp; +14 || &emsp; +8 || &emsp; +8 || &emsp; 11 || [[#Weapon_Mastery_V_.28Ex.29|Weapon Mastery V]], [[#Bonus_Feat_XII_.28Ex.29|Bonus Feat XII]]
|-
|-
! 23rd
! align="center" | 25th
| +22/+17/+12/+7 || 13 || 7 || 7 || +8,+12 || Align="Left" | Epic Combat Tactic
| &emsp; +23 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; 11 || [[#Combat_Tactic_XIII_.28Ex.29|Combat Tactic XIII]]
|}
 
{{ClassProficiency|Fighter}}
 
=== Combat Edge (Valorous Tier) ===
Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter '''''lives''''' for battle.  Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might.  Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.
 
Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below.  All fighters have a Combat Edge value based on their total [[class level]]s in the Fighter class they possess, '''''not''''' their current character level (if it is different).
 
<div style="margin-left:1.5em">
{| class="ep-default2" style="display:inline-block; float:left; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 1st
| +3
|-
|-
! 24th
! 2nd
| +22/+17/+12/+7 || 14 || 8 || 8 || +8,+12 || Align="Left" | Epic Bonus Feat
| +3
|-
|-
! 25th
! 3rd
| +23/+18/+13/+8 || 14 || 8 || 8 || +9,+18 || Align="Left" | Epic Combat Tactic, Exacting Strikes 2
| +3
|-
|-
! 26th
! 4th
| +23/+18/+13/+8 || 15 || 9 || 9 || +9,+18 || Align="Left" | Epic Bonus Feat
| +4
|-
|-
! 27th
! 5th
| +24/+19/+14/+9 || 15 || 9 || 9 || +9,+18 || Align="Left" | Epic Combat Tactic
| +4
|-
|-
! 28th
! 6th
| +24/+19/+14/+9 || 16 || 10 || 10 || +10,+20 || Align="Left" | Epic Bonus Feat
| +4
|-
|-
! 29th
! 7th
| +25/+20/+15/+10 || 16 || 10 || 10 || +10,+25 || Align="Left" | Epic Combat Tactic, Exacting Strikes 3
| +5
|}
 
{| width="10px" style="display:inline-block" |}
 
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
|-
! 30th
! 8th
| +25/+20/+15/+10 || 17 || 11 || 11 || +10,+25 || Align="Left" | Epic Bonus Feat
| +5
|-
|-
! 31st
! 9th
| +26/+21/+16/+11 || 17 || 11 || 11 || +11,+27 || Align="Left" | Epic Combat Tactic
| +5
|-
|-
! 32nd
! 10th
| +26/+21/+16/+11 || 18 || 12 || 12 || +11,+27 || Align="Left" | Epic Bonus Feat
| +6
|-
|-
! 33rd
! 11th
| +27/+22/+17/+12 || 18 || 12 || 12 || +11,+33 || Align="Left" | Epic Combat Tactic, Exacting Strikes 4
| +6
|-
|-
! 34th
! 12th
| +27/+22/+17/+12 || 19 || 13 || 13 || +12,+36 || Align="Left" | Epic Bonus Feat
| +6
|-
|-
! 35th
! 13th
| +28/+23/+18/+13 || 20 || 14 || 14 || +12,+36 || Align="Left" | Epic Combat Tactic
| +7
|-
|-
! 36th
! 14th
| colspan="6" Align="center" | Apotheosis!
| +7
|}
|}


===Epic Class Abilities===
{| width="10px" style="display:inline-block" |}


;Exacting Strikes (Ex)
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 15th
| +7
|-
! 16th
| +8
|-
! 17th
| +8
|-
! 18th
| +8
|-
! 19th
| +9
|-
! 20th
| +9
|-
! 21st
| +9
|}


:At Epic levels, the fighters skill in combat grows to superhuman levels.  The damage done by his Combat Edge ability in combat is increased as shown in the table: Epic Fighter, above. Exacting Strikes only increases the bonus to damage from Combat Edge, it has no effect upon any other aspect of Combat Edge.
{| width="10px" style="display:inline-block" |}


:*Exacting Strikes 1 raises the Combat Edge damage bonus times 1.5 (round down.)
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 22nd
| +10
|-
! 23rd
| +10
|-
! 24th
| +10
|-
! 25th
| +11
|-
! 26th
| +11
|-
! 27th
| +11
|-
! 28th
| +12
|}
 
{| width="10px" style="display:inline-block" |}


:*Exacting Strikes 2 raises the Combat Edge damage bonus times 2.0 (round down.)
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 29th
| +12
|-
! 30th
| +12
|-
! 31st
| +13
|-
! 32nd
| +13
|-
! 33rd
| +13
|-
! 34th
| +14
|-
! 35th
| +14
|}
</div>


:*Exacting Strikes 3 raises the Combat Edge damage bonus times 2.5 (round down.)
=== Fighting Technique (Valorous Tier) ===
If you do not already have the Fighting Technique class feature, you gain it at 21st level. See [[#Fighting_Technique_.28Ex.29|Fighting Technique]] for details on how this works.


===Epic Combat Tactics (Su)===
If you do already have a Fighting Technique, you must continue to use the same Technique going forwardYou may not change Techniques just because you reached a new experience tier of Fighter. Fighting Techniques can only be changed via the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].
Fighters gain an Epic Combat Tactic beginning at 21st level and every second level thereafterFighters may choose a lower level Tactic of any sort with an Epic Tactic selection. Unless specifically noted, no Epic Combat Tactic may be taken more than once.


=== Martial Prowess (Valorous Tier) ===
If you do not already have the Martial Prowess class feature, you gain it at 21st level. See [[#Martial_Prowess_.28Ex.29|Martial Prowess]] for details on how this works.


; Ant Lion
=== Unbreakable V (Ex) ===
: Requires: Tar Pit
At 21st level, the fighter gains 2 points of [[Damage Resistance]] versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage.  This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the ''Unbreakable'' class feature, if you possess them.  DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.


: Ant Lion functions as Tar Pit, except it works against burrowing, climbing, and flying enemies.  Ant Lion can be stacked with Tar Pit.
This class feature provides no reduction to energy-based damage types, such as {{Dmg|fire}} or {{Dmg|lightning}} (you need [[Energy Resistance]] for that).


=== Exacting Strikes IV (Ex) ===
If you do not already have the ''Exacting Strikes I'' class feature, you gain it at 21st level. See [[#Exacting_Strikes_I_.28Ex.29|Exacting Strikes I]] for details on how this works.


; Black Hole
If you have ''Exacting Strikes I'' but do not already have the ''Exacting Strikes II'' class feature, you gain that at 21st level, instead.  See [[#Exacting_Strikes_II_.28Ex.29|Exacting Strikes II]] for details on how this works.
: Requires: Tar Pit, Ant Lion, Steely Resolve


: Black Hole improves Tar Pit and Ant Lion such that fifteen feet of movement is required to move five feet from the fighter. Even more impressively, if an enemy attempts to move away from the fighter using spells, spell-like abilities, or Extraordinary or Supernatural effects such as Dimension Door, teleport, translocation, improved teleport, shadow step, limited wish, wish, miracle, etc, the fighter may force them to overcome his spell resistance in order to escape.  
If you have both the ''Exacting Strikes I'' and ''Exacting Strikes II'' class features, but do not already have the ''Exacting Strikes III'' class feature, you gain that at 21st level, instead.  See [[#Exacting_Strikes_III_.28Ex.29|Exacting Strikes III]] for details on how this works.


If you have all of the ''Exacting Strikes I'', ''Exacting Strikes II'', and ''Exacting Strikes III'' class features already, they improve at 21st level.  For each Exacting Strike you accumulate on your chosen foe, you deal +3 points of [[bonus damage]], instead of +2. This means if you have 5 Exacting Strikes on a foe, you inflict +15 bonus damage against that foe with every successful hit (and add another Exacting Strike to the tally, which increases your bonus damage against that foe next round).


As before, if you fail to [[#Fighter's_Challenge|Challenge]] your chosen foe by the end of any of your turns, or if any attack you perform fails to target (or include) your chosen foe, your Exacting Strikes are reset to zero for the encounter, and you have to start anew (though, since you are starting over, you could choose a different enemy to focus on, if you prefer).


; Bloody Mess
=== Combat Tactic XI (Ex) ===
: Requires: Punishing Stab, Incidental Challenge
At 21st level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


: If an enemy is challenged and has a bleed condition which was inflicted by Punishing Stab or Bloody Mess, the Fighter may force that enemy to take the bleed damage again every time she makes a successful attack against it.  If any other enemy is adjacent to that enemy when they take forced bleed damage, they also gain the Bleed condition.
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


=== Bonus Feat XI (Ex) ===
At 22nd level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.


; Bristling Charge
* [[Feats]]
: Requires: Disciplined Charge
* [[:Category:Fighter|Fighter-Specific Feats]]


: While performing a Disciplined Charge, the Fighter may make a free bonus attack, using his full BAB, against any enemies he passes adjacent to, one attack per enemyNote that he may be subject to attacks of opportunity from those enemies, and if he has any powers, abilities, or effects which would normally negate a foe's ability to make attacks of opportunity, those powers, abilities, or effects do not function for the duration of his Bristling Charge.
=== Combat Tactic XII (Ex) ===
At 23rd level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves inThe fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


; Colossus
=== Weapon Mastery V (Ex) ===
: Requires: Gigantic Presence, Quickthewed, Olympian, Immovable, Tough Hide, Spirit of the Mountain
If you do not already have all four of the ''Weapon Mastery I'', ''Weapon Mastery II'', ''Weapon Mastery III'', and ''Weapon Mastery IV'' class features, you may select '''''one''''' of them that you do not already have at 24th level. See [[#Weapon_Mastery_I_.28Ex.29|Weapon Mastery I]], [[#Weapon_Mastery_II_.28Ex.29|Weapon Mastery II]], [[#Weapon_Mastery_III_.28Ex.29|Weapon Mastery III]], and [[#Weapon_Mastery_IV_.28Ex.29|Weapon Mastery IV]] for details on how these work.


: While using Gigantic Presence, a Fighter may decide to actually grow larger, rather than just fake it.  Growing requires a free action, and grants the fighter all of the benefits of the Righteous Might spell except as follows:
If you already have all four of the ''Weapon Mastery I'', ''Weapon Mastery II'', ''Weapon Mastery III'', and ''Weapon Mastery IV'' class features, you may now apply their affects to any weapon you wield.
:* The fighter gains no DR from this Tactic, instead, the fighter's DR from Tough Hide increases by 3.  If the fighter has Improved Armor Mastery as well, that still stacks with Tough Hide.
:* Colossus may be used once per encounter, does not stack with Gigantic Presence (it overwrites it), and may be sustained for a number of rounds equal to the Fighters Combat Edge modifier.


=== Bonus Feat XII (Ex) ===
At 24th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.


; Counterattack
* [[Feats]]
: Requires: Vigilance, Vivisector, Steel Avalanche
* [[:Category:Fighter|Fighter-Specific Feats]]


: Once per round, when the fighter is attacked by a foe she has challenged, she may make an attack of opportunity against them.  
=== Combat Tactic XIII (Ex) ===
At 25th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


; Destroyer
<div class="topbanner">
: Requires: Vivisector, Exploit Weakness, Bloody Mess, Punishing Stab, Incidental Challenge
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


: Each time the Fighter successfully strikes an enemy with Damage Resistance, she reduces that Damage Resistance by three points. This effect lasts until the end of the encounter unless healed. Damage Resistance can be reduced to exactly zero in this way, at which point no further reductions in DR accrue. Instead, the Fighters next successful attack inflicts Vulnerability upon the foe to all weapon and unarmed damageThis Vulnerability is added to the damage of all successful attackers using weapons or unarmed attacksIf the enemy receives any magical healing during the encounter all effects of Destroyer are removed, although the Fighter may immediately begin removing their resistance again. If an enemy has no damage resistance, Destroyer does not work against them.
== Mythic Fighter (Levels 26 - 30) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|fighter}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|fighter}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|fighter}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|fighter}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|fighter}}" | Class Features
|- style="{{linear-gradient|bottom|#99A098, #F9F8F6}}; color: #800000;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 26th
| &emsp; +23 || &emsp; +18 || &emsp; +13 || &emsp; +8 || &emsp; +15 || &emsp; +9 || &emsp; +9 || &emsp; 11 || <small>''[[#Combat_Edge_.28Mythic_Tier.29|Combat Edge]], [[#Fighting_Technique_.28Mythic_Tier.29|Fighting Technique]], [[#Martial_Prowess_.28Mythic_Tier.29|Martial Prowess]]''</small>, [[#Unbreakable_VI_.28Ex.29|Unbreakable VI]], [[#Exacting_Strikes_V_.28Ex.29|Exacting Strikes V]], [[#Bonus_Feat_XIII_.28Ex.29|Bonus Feat XIII]]
|-
! align="center" | 27th
| &emsp; +24 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; 11 || [[#Combat_Tactic_XIV_.28Ex.29|Combat Tactic XIV]]
|-
! align="center" | 28th
| &emsp; +24 || &emsp; +19 || &emsp; +14 || &emsp; +9 || &emsp; +16 || &emsp; +10 || &emsp; +10 || &emsp; 11 || [[#Bonus_Feat_XIV_.28Ex.29|Bonus Feat XIV]]
|-
! align="center" | 29th
| &emsp; +25 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; 11 || [[#Staying_Power_I_.28Su.29|Staying Power]], [[#Combat_Tactic_XV_.28Ex.29|Combat Tactic XV]]
|-
! align="center" | 30th
| &emsp; +25 || &emsp; +20 || &emsp; +15 || &emsp; +10 || &emsp; +17 || &emsp; +11 || &emsp; +11 || &emsp; 11 || [[#Bonus_Feat_XV_.28Ex.29|Bonus Feat XV]]
|}


{{ClassProficiency|Fighter}}


; Dull-Eyed Brute
=== Combat Edge (Mythic Tier) ===
: Requires: Unshakable
Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter '''''lives''''' for battle.  Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might.  Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.


: If affected by a mind-affecting spell or ability, the fighter may immediately choose to negate or end that effect, once per round.
Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below.  All fighters have a Combat Edge value based on their total [[class level]]s in the Fighter class they possess, '''''not''''' their current character level (if it is different).


<div style="margin-left:1.5em">
{| class="ep-default2" style="display:inline-block; float:left; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 1st
| +3
|-
! 2nd
| +3
|-
! 3rd
| +3
|-
! 4th
| +4
|-
! 5th
| +4
|-
! 6th
| +4
|-
! 7th
| +5
|}


; Extraordinary Durability
{| width="10px" style="display:inline-block" |}
: Requires: Tough Hide


: The DR/- granted by Tough Hide becomes Epic DR if the fighter wishes it to be so.  Switching from one type to another is an immediate action which the Fighter may declare after she has been struck.  Note that this ability applies to the base DR from Tough Hide and additional DR added to Tough Hide from any source, such as Improved Armor Mastery or Colossus.
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 8th
| +5
|-
! 9th
| +5
|-
! 10th
| +6
|-
! 11th
| +6
|-
! 12th
| +6
|-
! 13th
| +7
|-
! 14th
| +7
|}


{| width="10px" style="display:inline-block" |}


; Fixable
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
: Requires: Healer's Friend
|- style="height:3em; {{class-gradient|fighter}}"
: The fighter may add triple his level to the hit points healed by any instantaneous heal effect or gained by any instantaneous effect granting temp hit points. Fast Healing, Regeneration or other ongoing healing effects do not trigger the effects of this tactic.
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 15th
| +7
|-
! 16th
| +8
|-
! 17th
| +8
|-
! 18th
| +8
|-
! 19th
| +9
|-
! 20th
| +9
|-
! 21st
| +9
|}


{| width="10px" style="display:inline-block" |}


; Gigantic Presence
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
: The Fighter may choose to dominate the battlefield as if they were one size category larger.  This Tactic can be activated as a swift action and does not change their actual size or combat abilities in any way.  It does give them a 'virtual size' to all enemies for purposes of combat movement and determination of flanks.  On a combat board, a size medium fighter uses a standard one-space figure, but is considered to occupy their space and three others in a 2x2 square.  In essence, a size medium Fighter creates three contiguous squares adjacent to themselves which enemies cannot move into without using a combat maneuver or other exceptional means. The Fighter can change where they are within their four-square virtual space once per round at any point as a swift action, often coupled with a five-foot step.  They cannot move their virtual space on top of an enemy, although allies ignore it.  If a fighter moves in such a way that his virtual space would be squeezed by an enemy, the Tactic ends immediately.  A medium sized Fighter using Gigantic Presence could, for example, completely block a ten foot wide corridor by himself, and could even force all enemies to remain five feet away from his front facing.  Size large fighters using Gigantic Presence have a virtual space of 3x3, a size huge fighter would have a virtual space of 4x4, etc.
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 22nd
| +10
|-
! 23rd
| +10
|-
! 24th
| +10
|-
! 25th
| +11
|-
! 26th
| +11
|-
! 27th
| +11
|-
! 28th
| +12
|}


{| width="10px" style="display:inline-block" |}


; Harrier
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
: Requires: Vigilance
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 29th
| +12
|-
! 30th
| +12
|-
! 31st
| +13
|-
! 32nd
| +13
|-
! 33rd
| +13
|-
! 34th
| +14
|-
! 35th
| +14
|}
</div>


: The Fighter adds his Combat Edge modifier to his Perception checks twice for visual-based detection attempts, and invisibility grants no perception modifiers against him. He also takes no perception check penalties for the first "Combat Edge bonus times ten feet" of range for visual checks. He can issue a Fighters Challenge to a range of sixty feet when using ranged or thrown weapons. Lastly, he ignores the first two range increment penalties for ranged or  thrown weapons.
=== Fighting Technique (Mythic Tier) ===
If you do not already have the Fighting Technique class feature, you gain it at 26th level. See [[#Fighting_Technique_.28Ex.29|Fighting Technique]] for details on how this works.


If you do already have a Fighting Technique, you must continue to use the same Technique going forward.  You may not change Techniques just because you reached a new experience tier of Fighter.  Fighting Techniques can only be changed via the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


; Improved Armor Mastery
=== Martial Prowess (Mythic Tier) ===
: Requires: Armor mastery, Tough Hide
If you do not already have the Martial Prowess class feature, you gain it at 26th level. See [[#Martial_Prowess_.28Ex.29|Martial Prowess]] for details on how this works.


: The Fighter adds twice the DR/-, if any, granted by his adamantine armor to the DR/- granted by Tough Hide.
=== Unbreakable VI (Ex) ===
At 26th level, the fighter gains 2 points of [[Damage Resistance]] versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage.  This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the ''Unbreakable'' class feature, if you possess them.  DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.


This class feature provides no reduction to energy-based damage types, such as {{Dmg|fire}} or {{Dmg|lightning}} (you need [[Energy Resistance]] for that).


; Incidental Challenge
=== Exacting Strikes V (Ex) ===
: Any time the Fighter Challenges an enemy, she may also Challenge a single additional enemy who is adjacent to that enemy. Note that Challenges never stack.
If you do not already have the ''Exacting Strikes I'' class feature, you gain it at 26th level. See [[#Exacting_Strikes_I_.28Ex.29|Exacting Strikes I]] for details on how this works.


If you have ''Exacting Strikes I'' but do not already have the ''Exacting Strikes II'' class feature, you gain that at 26th level, instead.  See [[#Exacting_Strikes_II_.28Ex.29|Exacting Strikes II]] for details on how this works.


; Invincible Will
If you have both the ''Exacting Strikes I'' and ''Exacting Strikes II'' class features, but do not already have the ''Exacting Strikes III'' class feature, you gain that at 26th level, instead.  See [[#Exacting_Strikes_III_.28Ex.29|Exacting Strikes III]] for details on how this works.
: Requires: Unshakeable, Dull-Eyed Brute


: Once per encounter, the Fighter may ignore and negate any deleterious effect, including but not limited to, negative level loss, ability damage, bleed, aging, and any normal status condition such as helpless, pinned, or prone, including dying or even deadIf the effect is an ongoing one, the Fighter may ignore it for a number of rounds equal to half their combat edge bonus, rounded down. Temporary hit points still apply normally even if the Fighter is at negative hitpoints. While under a dead status condition they may continue to act until they run out of rounds of effect of Invincible Will, or their damage reaches a negative total equal to their maximum hit point total, at which point they are considered destroyed.  Note: Even though a Fighter may be aware and moving and talking and acting while dead, they still have the dead condition.  Hit point healing will not remove the dead condition, and they will still require a raise dead, resurrection, or similar effect.
If you have the ''Exacting Strikes I'', ''Exacting Strikes II'', and ''Exacting Strikes III'' class features, but do not already have the ''Exacting Strikes IV'' class feature, you gain that at 26th level, insteadSee [[#Exacting_Strikes_IV_.28Ex.29|Exacting Strikes IV]] for details on how this works.


If you have all of the ''Exacting Strikes I'', ''Exacting Strikes II'', ''Exacting Strikes III'' and ''Exacting Strikes IV'' class features already, they improve at 26th level.  You can now maintain Exacting Strike tallies against more than one opponent at a time, as long as each opponent is Challenged by you at the end of each of your turns.  The tallies for each opponent are kept separate, and only accumulate for that opponent if you target them with (or include them in) an attack.  Attacks made against another opponent no longer reset your Exacting Strikes tally to zero.  Instead, they begin an Exacting Strikes tally against the new opponent, while maintaining the Exacting Strikes count against the previous opponent.


; Kommandeur
As before, if you fail to Challenge a foe by the end of any of your turns, your Exacting Strikes against that opponent are reset to zero for the encounter.
: Requires: Vigilance, Battlefield Master


: Once per encounter the Fighter may challenge a number of enemies equal to his Combat Edge bonus divided by two, rounded down. He may issue these challenges as an immediate action at any time, and must be able to see or otherwise perceive an enemy to challenge it.  Each enemy challenged must be within thirty feet of him unless he has Harrier, in which case they must be within sixty feet.
=== Bonus Feat XIII (Ex) ===
At 26th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.


* [[Feats]]
* [[:Category:Fighter|Fighter-Specific Feats]]


; Limitless Reserves
=== Combat Tactic XIV (Ex) ===
: Requires: Expert Defense, Tough Hide
At 27th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


: While using Expert Defense, every time the Fighter Challenges an enemy, she gets temporary hitpoints equal to her Combat Edge bonus.
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


=== Bonus Feat XIV (Ex) ===
At 28th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.


; Martial Polymath
* [[Feats]]
: When this Epic Combat Tactic is taken, the Fighter may pick and use any three Combat Tactics, except for 'Constant Training'. Advanced Combat Tactics may not be selected with this Epic Combat Tactic (See 'Tactical Genius').
* [[:Category:Fighter|Fighter-Specific Feats]]


=== Staying Power I (Su) ===
At 29th level, the fighter learns to push themselves beyond the limit of normal endurance to keep fighting long after they should have fallen.  The first time in a round that the fighter takes damage sufficient to reduce their current hit points to zero or less, but the damage '''''does not''''' kill them (i.e., reducing them to a negative hit point total equal to their CON score (not modifier) + character level), they can expend an [[immediate action]] (or a [[swift action]] if it occurs during their turn) to instantly restore their hit point total back to 1.  This occurs before the fighter actually falls unconscious, so they do not fall prone, or suffer any other negative effects normally associated with being knocked unconscious. This is '''''not''''' considered a form of healing, and therefore cannot trigger any effects that occur as a result of instantaneous or persistent healing.  ''Staying Power I'' can never be used more than once per round, even with the use of action points.


; Olympian
=== Combat Tactic XV (Ex) ===
: Requires: Quickthewed
At 29th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


: The fighters carrying capacity becomes four times normal.  His weight increases fifteen percent.  He gains a permanent +2 Str and +4 Con.  These bonuses stack with those granted by Quickthewed.  (Total: Carrying capacity four times greater, +4 Str, +6 Con, +2 Dex.)
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


=== Bonus Feat XV (Ex) ===
At 30th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.


; Over There
* [[Feats]]
: Requires: Choke Up, Reach Out
* [[:Category:Fighter|Fighter-Specific Feats]]


: The Fighter may immediately perform a Reposition combat maneuver as a free action once per round against an enemy they have just struck in melee.  If they have any feats which apply to Reposition maneuvers, they may use those feats on this free action as well.
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


== Legendary Fighter (Levels 31 - 35) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|fighter}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|fighter}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|fighter}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|fighter}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|fighter}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|fighter}}" | Class Features
|- style="{{linear-gradient|bottom|#99A098, #F9F8F6}}; color: #800000;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 31st
| &emsp; +26 <sup>''(+1)''</sup> || &emsp; +21 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; 11 || <small>''[[#Combat_Edge_.28Legendary_Tier.29|Combat Edge]], [[#Fighting_Technique_.28Legendary_Tier.29|Fighting Technique]], [[#Martial_Prowess_.28Legendary_Tier.29|Martial Prowess]]''</small>, [[#Unbreakable_VII_.28Ex.29|Unbreakable VII]], [[#Exacting_Strikes_VI_.28Ex.29|Exacting Strikes VI]], [[#Combat_Tactic_XVI_.28Ex.29|Combat Tactic XVI]]
|-
! align="center" | 32nd
| &emsp; +26 || &emsp; +21 || &emsp; +16 || &emsp; +11 || &emsp; +18 || &emsp; +12 || &emsp; +12 || &emsp; 11 || [[#Bonus_Feat_XVI_.28Ex.29|Bonus Feat XVI]]
|-
! align="center" | 33rd
| &emsp; +27 <sup>''(+1)''</sup> || &emsp; +22 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; 11 || [[#Combat_Tactic_XVII_.28Ex.29|Combat Tactic XVII]]
|-
! align="center" | 34th
| &emsp; +27 || &emsp; +22 || &emsp; +17 || &emsp; +12 || &emsp; +19 || &emsp; +13 || &emsp; +13 || &emsp; 11 || [[#Staying_Power_II_.28Su.29|Staying Power II]], [[#Bonus_Feat_XVII_.28Ex.29|Bonus Feat XVII]]
|-
! align="center" | 35th
| &emsp; +28 <sup>''(+1)''</sup> || &emsp; +23 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; 11 || [[#Combat_Tactic_XVIII_.28Ex.29|Combat Tactic XVIII]]
|}


; Perfect Setup
{{ClassProficiency|Fighter}}
: Requires: Create Opening


: Once per round as part of her Fighter's Challenge, the fighter may provide a circumstance bonus equal to her Combat Edge modifier to the attack rolls of a single ally she can seeThose attacks must be made against a target that the fighter has ChallengedThe ally benefiting from this circumstance bonus must be designated when the fighter issues the challenge.
=== Combat Edge (Legendary Tier) ===
Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter '''''lives''''' for battleFighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane mightEvery move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.


: Note: This is a separate tactic from Create Opening, and the Fighter may use Perfect Setup and Create Opening in the same round, as long as she Challenges two or more enemiesShe must choose different allies to grant bonuses to, and in no instance may the bonuses from Perfect Setup and Create Opening stack.
Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table belowAll fighters have a Combat Edge value based on their total [[class level]]s in the Fighter class they possess, '''''not''''' their current character level (if it is different).


<div style="margin-left:1.5em">
{| class="ep-default2" style="display:inline-block; float:left; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 1st
| +3
|-
! 2nd
| +3
|-
! 3rd
| +3
|-
! 4th
| +4
|-
! 5th
| +4
|-
! 6th
| +4
|-
! 7th
| +5
|}


; Rampart
{| width="10px" style="display:inline-block" |}
: While adjacent to an ally and wearing a shield, if the fighter and/or the ally is targeted by an attack that grants a Fortitude or Will save, he and the adjacent ally may both roll a saving throw, even if they are not being targeted.  They may choose the best result of both of their saving throws when resolving the attack. The attack always affects only the person targeted.  This allows a Fighter to 'lend' his high Fort saves to an ally, for example, or 'borrow' an ally's high Will saves.


{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 8th
| +5
|-
! 9th
| +5
|-
! 10th
| +6
|-
! 11th
| +6
|-
! 12th
| +6
|-
! 13th
| +7
|-
! 14th
| +7
|}


; Reach Out
{| width="10px" style="display:inline-block" |}
: Requires: Choke Up


: As an immediate action, the fighter may adjust his grip on his reach weapon in such a way that it gains an additional five feet of reach.  He may attack enemies that are not already subject to his Fighters Challenge with this Tactic.  He may return his grip and the reach of his weapon to normal with another immediate action.
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 15th
| +7
|-
! 16th
| +8
|-
! 17th
| +8
|-
! 18th
| +8
|-
! 19th
| +9
|-
! 20th
| +9
|-
! 21st
| +9
|}


{| width="10px" style="display:inline-block" |}


; Shunning Shield
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
: While wearing a Heavy or Tower shield, the fighter converts her entire shield bonus to a dodge bonus.  This includes the AC bonus for the shield itself, any enhancement bonus, and any other shield bonuses from feats, tactics, abilities, etc.  As normal, dodge bonuses stack, and are applied to AC and Touch AC.
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 22nd
| +10
|-
! 23rd
| +10
|-
! 24th
| +10
|-
! 25th
| +11
|-
! 26th
| +11
|-
! 27th
| +11
|-
! 28th
| +12
|}


{| width="10px" style="display:inline-block" |}


; Spirit of the Mountain
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
: Requires: Immovable
|- style="height:3em; {{class-gradient|fighter}}"
! width="75" | Fighter Class Level || width="60" | Combat Edge
|-
! 29th
| +12
|-
! 30th
| +12
|-
! 31st
| +13
|-
! 32nd
| +13
|-
! 33rd
| +13
|-
! 34th
| +14
|-
! 35th
| +14
|}
</div>


: If the fighter is subject to any forced movement, he may reduce the amount of the movement by a number of squares equal to his Combat Edge modifier. If he is unmoved after the result is calculated, and he can reach the enemy who attempted to move him with any of his weapons, he may choose to make an attack against them as a free action. This attack is a bonus attack, not an attack of opportunity.
=== Fighting Technique (Legendary Tier) ===
If you do not already have the Fighting Technique class feature, you gain it at 31st level. See [[#Fighting_Technique_.28Ex.29|Fighting Technique]] for details on how this works.


If you do already have a Fighting Technique, you must continue to use the same Technique going forward.  You may not change Techniques just because you reached a new experience tier of Fighter.  Fighting Techniques can only be changed via the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


; Steel Avalanche
=== Martial Prowess (Legendary Tier) ===
: Requires: Vigilance, Vivisector
If you do not already have the Martial Prowess class feature, you gain it at 31st level. See [[#Martial_Prowess_.28Ex.29|Martial Prowess]] for details on how this works.


: Against any enemies who have a lower initiative score than he does, the Fighter may make a bonus attack when he declares a full attack action.  This attack is made at his full BAB, and unlike most such attacks, will stack with the extra attack granted by such effects as Haste spells and Speed weapons.
=== Unbreakable VII (Ex) ===
At 31st level, the fighter gains 2 points of [[Damage Resistance]] versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage.  This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the ''Unbreakable'' class feature, if you possess them.  DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.


This class feature provides no reduction to energy-based damage types, such as {{Dmg|fire}} or {{Dmg|lightning}} (you need [[Energy Resistance]] for that).


; Steely Resolve
=== Exacting Strikes VI (Ex) ===
: Requires: Hardened Resolve.
If you do not already have the ''Exacting Strikes I'' class feature, you gain it at 31st level. See [[#Exacting_Strikes_I_.28Ex.29|Exacting Strikes I]] for details on how this works.


: The Fighter gains Spell Resistance (SR) equal to his Fighter level plus double his Combat Edge bonus.
If you have ''Exacting Strikes I'' but do not already have the ''Exacting Strikes II'' class feature, you gain that at 31st level, instead.  See [[#Exacting_Strikes_II_.28Ex.29|Exacting Strikes II]] for details on how this works.


If you have both the ''Exacting Strikes I'' and ''Exacting Strikes II'' class features, but do not already have the ''Exacting Strikes III'' class feature, you gain that at 31st level, instead.  See [[#Exacting_Strikes_III_.28Ex.29|Exacting Strikes III]] for details on how this works.


; Stonebelly
If you have the ''Exacting Strikes I'', ''Exacting Strikes II'', and ''Exacting Strikes III'' class features, but do not already have the ''Exacting Strikes IV'' class feature, you gain that at 31st level, instead.  See [[#Exacting_Strikes_IV_.28Ex.29|Exacting Strikes IV]] for details on how this works.
: Requires: Resilience, Tough Hide


: The Fighter gains Energy Resistance versus all types of hit point harm equal to her Combat Edge modifier.
If you have the ''Exacting Strikes I'' through ''Exacting Strikes IV'' class features, but do not already have the ''Exacting Strikes V'' class feature, you gain that at 31st level, instead.  See [[#Exacting_Strikes_V_.28Ex.29|Exacting Strikes V]] for details on how this works.


If you have all of the ''Exacting Strikes I'' through ''Exacting Strikes V'' class features already, they improve one final time at 31st level.  For each Exacting Strike you accumulate on a foe, you deal +4 points of [[bonus damage]], instead of +3. This means if you have 5 Exacting Strikes on a foe, you inflict +20 bonus damage against that foe with every successful hit (and add another Exacting Strike to the tally, which increases your bonus damage against that foe next round).


; Tactical Genius
As before, if you fail to [[#Fighter's_Challenge|Challenge]] a foe by the end of any of your turns, your Exacting Strikes against that opponent are reset to zero for the encounter.
: When this Epic Combat Tactic is taken, the Fighter may pick and use any two Advanced Combat Tactics.


=== Combat Tactic XVI (Ex) ===
At 31st level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


; Upheaval
* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]
: When the Fighter stands up from being knocked prone, she may attack all enemies adjacent to her, once each, at her full BAB.  As part of these attacks, the Fighter may perform a Trip as a free action against all adjacent enemies.  Special: If the Fighter also has Stand Up, this Tactic may be used in combination with that one.


=== Bonus Feat XVI (Ex) ===
At 32nd level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.


; Utter Juggernaut 
* [[Feats]]
: Requires: Juggernaut
* [[:Category:Fighter|Fighter-Specific Feats]]


: The fighter may move his full move speed while using the 'Move Five Feet through difficult terrain' action.  This move is considered to be a move action.  In addition, they double their Str modifier when calculating Bull Rush, Overrun, or Reposition attempts, and whenever they attempt to break obstacles or bonds they may use double their Str modifier and add their combat edge bonus to the resultNote that these bonuses stack with those provided by Juggernaut.
=== Combat Tactic XVII (Ex) ===
At 33rd level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select itOnce selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


; Vivisector
=== Staying Power II (Su) ===
: By taking this Combat Tactic, the Fighter permanently alters how her attacks are calculated.  Whenever she declares a full attack action and then makes multiple attacks, the first attack with each hand is made at a -5 penalty, the second is taken as normal, the third attack receives a +2 bonus to hit, and the fourth attack receives a +7 bonus to hit. Thus, if her normal attacks were calculated as: +25, +20, +15, +10, after she takes Vivisector, they become +20, +20, +17, +17. All subsequent modifications to her attack rolls during a full attack are made using these adjusted numbers as her base to-hit numbers. If she is ever granted an additional attack during a full attack, as by a haste spell, sword of speed, or any other effect, that additional attack is made at her full, unmodified BAB.  All other attacks, such as attacks of opportunity, attacks granted by feats, attacks granted by class features, attacks granted by spells or effects, standard attacks, etc, are all made at her full unmodified BAB.
If you do not already have the ''Staying Power I'' class feature, you gain it at 34th level. See [[#Staying_Power_I_.28Su.29|Staying Power I]] for details on how this works.


===Epic Fighter Feats===
If you already have the ''Staying Power I'' class feature, it improves at 34th level.  Staying Power now activates as a [[free action]] any time that the fighter takes damage sufficient to reduce their current hit points to zero or less, but the damage '''''does not''''' kill them (i.e., reducing them to a negative hit point total equal to their CON score (not modifier) + character level), instantly restoring their hit point total back to 1.  This occurs before the fighter actually falls unconscious, so they do not fall prone, or suffer any other negative effects normally associated with being knocked unconscious.  This is '''''not''''' considered a form of healing, and therefore cannot trigger any effects that occur as a result of instantaneous or persistent healing.  ''Staying Power II'' has no limitations on how often it can trigger, as long as the conditions listed above are met.


; Adamantine Focus (Combat)
=== Bonus Feat XVII (Ex) ===
Prerequisite: 29th level Fighter
At 34th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen.  Note that fighters have access to quite a few feats that are ''only'' available to fighters.


Benefit: When wearing heavy adamantine armor, the entire armor bonus of the armor is added to the 3 DR/- normally granted by heavy Adamantine armor. This does not include modifications from things like class features, enchantment bonuses, or other temporary effects. Thus, splint mail, with an armor bonus of 7, grants 10 DR/- when the fighter has this feat.
* [[Feats]]
Normal: Heavy adamantine armor grants 3 DR/-.
* [[:Category:Fighter|Fighter-Specific Feats]]


Special: The effect of this feat stacks with the effects of the combat tactic Improved Armor Mastery, and further stack with other Fighter effects which improve DR.
=== Combat Tactic XVIII (Ex) ===
At 35th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in.  The fighter must meet all prerequisites of a combat tactic in order to select it.  Once selected, it cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


* [[Fighter_Tactics#Combat_Tactics|Combat Tactics]]


; Invincible Warrior
<div class="topbanner">
Prerequisites: Fighter level 30, Vivisector Epic Combat Tactic
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


Effects: The Fighter may now add her Combat Edge bonus to her BAB for purposes of feats such as Power Attack, Deadly Aim,  and Combat Expertise.  This Feat does not allow you to raise your chances to hit, but it does allow you to use BAB-based feats to a greater extent.  For example, a 35th level Fighter has a base BAB of 28, meaning they may take a -7 penalty with Deadly Aim to receive +14 damage.  With this Feat, the Fighter may choose to include her Combat Edge bonus as part of her BAB, making it 40, and can thus take a -10 penalty with commensurate benefits.
== Apotheotic Fighter (Levels 36+) ==
{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="98%"
|- style="{{class-gradient|fighter}}"
! width="30" | Level || Class Features
|-
! 36+
| colspan="21" align="left" | [[#Apotheosis!|Apotheosis!]]
|}


=== Apotheosis! ===
Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves.  This can take many forms, but it is the first step to the ascension to godhood. 


; Arterial Spray
Reaching apotheosis is usually signified by a paradigm shift in the campaign.  Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures.  Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power.  Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).
Prerequisites: Fighter level 24th, Bloody Mess Epic Combat Tactic


Effects: Any time an enemy that is both marked by you and bleeding makes any attack, they take bleed damage for each attack, in addition to taking it at the start of their turn.
GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers.  Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream.  GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task.  However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.

Latest revision as of 17:25, 12 February 2023

Oh, look at that, a dragon....

A Fighter, perhaps more than any other class, is made, not born.

What does this mean? Fighters, perhaps more than any other class, live and die on the merits of the synergy they can develop between their stats, their feats, their equipment, and how well they integrate every aspect of themselves into the totality of their abilities. Indeed, fighters do not always have the Creator ability, but those that do, the legendary warrior-smiths, are incredibly capable. The very best Fighters fine-tune their gear to fit with their training, tactics, and natural inclinations, carefully stacking up their magical and extraordinary powers and abilities, into a masterfully crafted "build". Magic items, feats, tactics, class abilities, base stats, racial abilities, even the abilities of their companions, every capable fighter takes all these things into account and forge themselves into living weapons, engines of martial capability, that have to be seen to be believed.

Because of this ability to stack together so many disparate abilities, few heroes are as versatile as a fighter. A fighter can be a nearly indestructible tank, drawing enemy attacks upon themselves and serving as a living shield for their allies. A fighter can be a strong-armed thug, wielding their weapon with great precision and deadly force. A fighter can be a master of thrown or ranged weapons, achieving a mastery greater than even a Ranger. A fighter can master combat maneuvers, becoming a deadly grappler or a battlefield controller that shoves enemies into positions where they can be easily cut down by their friends.

Above all, however, a fighter is the absolute best at drawing the very most out of everything. A capable fighter can fill any one of those roles, tank or controller, damage dealer or leader. A truly masterful Fighter can do two of those things, capably, at the same time. The utter greats can do them all. The path to even one of these roles is complex and requires endless training, constantly challenging oneself to perform better in each encounter. To reach them all? That is the realm of complete mastery.

A fighter's words and behavior are seldom the most refined, their lack of subtlety is often noteworthy, and their magic is embodied in their person, not spun out through elaborate gestures and exerted will. However, on the battlefield, the mere presence of a Fighter draws the attention and ire of their enemies, if only because of the possibility they are a wrecking engine of destruction.

In their element, pitched and deadly combat, the Fighter is a force which cannot be ignored.

Role: A Fighter is almost always durable and more than able to stand in the front ranks of combat. After that, the number of ways to play a fighter are incredibly diverse. A Fighter is one of the very rare classes that excels at being a 'tank', able to endure ridiculous punishment with or without support. Fighters can also be incredibly high-damage melee or ranged attackers, or they can do credibly well in a battlefield control and buff/debuff role. There is no truly 'bad' way to play a Fighter, so long as you just screw your courage to the sticking point and start attacking. If you are applying the Fighter's Challenge, you'll do fine.

Alignment: Any

Hit Die: d10

Starting Wealth: 250 gp

Recommended Ability Score Priority:
  • Strength: primary; used for melee to-hit and damage. Drops to tertiary if focusing on ranged attacks.
  • Constitution: secondary; used to improve durability in close combat.
  • Dexterity: tertiary; used to improve AC, reflex saves, and ranged to-hit. Increases to primary if focusing on ranged attacks.
  • Intelligence: quaternary (optional); can be useful for Combat Expertise (Feat) and its related feats.
  • Wisdom: low priority.
  • Charisma: low priority.
Base To-Hit:
Fighters calculate their to-hit numbers normally, except that they also add their Combat Edge bonus to their to-hits, due to their Martial Prowess class feature.
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier + Combat Edge Bonus
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier + Combat Edge Bonus
Base Weapon Damage:
Fighters calculate their weapon damage numbers normally.
  • Melee Damage: Base Weapon Damage + Strength Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A fighter's base armor class is 11 (unless they also have the favored class feature, Obdurate Fitness, in which case it is 12), and their armor class is calculated normally.
  • Armor Class: 11 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
A fighter's maneuver defense is calculated normally.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
Skills:
Fighters get 6 + Int modifier skill ranks per Fighter class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
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Favored Class: Fighter

If the Fighter class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Fighter (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   -15   +2   +0   +0   11 Obdurate Fitness

Obdurate Fitness (Ex)

If fighter is your favored class, your 'Base Armor Class' increases by +1 to 12 (from 11).

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Courageous Fighter (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +1 (+1)   -4 (+1)   -9 (+1)   -14 (+1)   +2   +0   +0   11 Combat Edge, Fighting Technique, Martial Prowess, Unbreakable I, Combat Tactic I
2nd   +2 (+1)   -3 (+1)   -8 (+1)   -13 (+1)   +3 (+1)   +0   +0   11 Bonus Feat I
3rd   +3 (+1)   -2 (+1)   -7 (+1)   -12 (+1)   +3   +1 (+1)   +1 (+1)   11 Combat Tactic II
4th   +4 (+1)   -1 (+1)   -6 (+1)   -11 (+1)   +4 (+1)   +1   +1   11 Weapon Mastery I, Bonus Feat II
5th   +5 (+1)   +0 (+1)   -5 (+1)   -10 (+1)   +4   +1   +1   11 Combat Tactic III

Weapon and Armor Proficiency

A Fighter is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Combat Edge (Ex)

Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter lives for battle. Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might. Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.

Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below. All fighters have a Combat Edge value based on their total class levels in the Fighter class they possess, not their current character level (if it is different).

Fighter Class Level Combat Edge
1st +3
2nd +3
3rd +3
4th +4
5th +4
6th +4
7th +5
Fighter Class Level Combat Edge
8th +5
9th +5
10th +6
11th +6
12th +6
13th +7
14th +7
Fighter Class Level Combat Edge
15th +7
16th +8
17th +8
18th +8
19th +9
20th +9
21st +9
Fighter Class Level Combat Edge
22nd +10
23rd +10
24th +10
25th +11
26th +11
27th +11
28th +12
Fighter Class Level Combat Edge
29th +12
30th +12
31st +13
32nd +13
33rd +13
34th +14
35th +14

Fighting Technique (Ex)

At 1st level, fighters decide on a set of distinctive moves and styles in combat. They use equipment in which they are trained exclusively, make use of precise footwork and practiced strikes, the combination of which becomes their Fighting Technique. The five Fighting Techniques are sometimes called The Five Rings or The Five Ways of War. Once chosen, this Fighting Technique may not be changed, except through the re-selection process.

Fighting techniques are keyed to the type of armor that the fighter wears: the Wall of Steel technique is used by fighters who wear heavy armor; the Knight of Stone technique is used by fighters who wear medium armor; the Terra Cotta Warrior technique is used by fighters who wear light armor; and the Saint of Battle technique is used by fighters who choose to go without armor entirely. There is also a Heterodox Warrior technique, which can wear any kind of armor at any time. Each technique (other than the Heterodox Warrior) can only be used when the fighter is wearing the armor specific to that technique, or if they are wearing no armor. If a fighter wears armor different than that required by the technique, they lose access to all of the technique's benefits.

A fighting technique grants the fighter the ability to Challenge foes they strike in combat, and also grants the fighter several Assists, which boost their combat prowess in different ways.

If a Fighter does not wish to follow one of these four predefined Techniques, they may instead select the Heterodox Warrior Technique. The Heterodox Warrior Fighting Technique allows them to build their own unique Fighting Technique by wearing any armor they wish, choosing any one Challenge, and any two Assists, from any of the other Techniques.

Fighter's Challenge

During combat, any time the fighter successfully hits an opponent within 30 feet of their space, that opponent becomes challenged by the fighter. Challenged foes suffer a penalty on all attack rolls (including ranged, and ranged touch) described by the chosen fighting technique (either -2 or -3), unless the attack specifically targets, or includes as a target, the fighter who issued the challenge. If the challenged foe makes an area-effect attack, or an attack that targets multiple opponents and the fighter is among the targets, the entire attack suffers no penalty to its attack rolls. If such an attack does not include the fighter among its targets, all of its to-hit rolls suffer the penalty.

In addition, if a challenged foe takes a 5-foot step away from the fighter (it may move around the fighter at will, it is only movement away which triggers this ability), performs a withdraw maneuver, or performs an attack that does not include the fighter, the fighter may make a bonus attack against the challenged foe due to their lack of attention to the fighter. This bonus attack is a free action granted by all fighting techniques, which is resolved before the challenged foe's triggering action is completed. Remember: if the challenged foe targets the fighter or includes the fighter in their attack, the fighter's challenge provides no benefits to the fighter nor penalties to the challenged foe.

The bonus attack triggered by an inattentive challenged foe does not use up any of the fighter's attacks of opportunity or immediate actions for the round. However, the fighter can never make more than one bonus attack against the same challenged foe in a single round, no matter how many times this ability could be triggered. Furthermore, a single action by a challenged foe cannot trigger both a bonus challenge attack and an attack of opportunity. The fighter may choose which of these attacks they wish to use against the target in these circumstances. Since both attacks of opportunity and the challenge's bonus attack are resolved before the triggering action, only one is possible.

A fighter may challenge a maximum of four (4) enemy creatures per round (an amount equal to the base attacks granted by their BAB). Bonus attacks, such as those granted by Haste spells, do not increase this number. Only foes that the fighter successfully hits with an attack become challenged; missed attacks do not challenge the target. Challenges can be applied via attacks of opportunity, or attacks that hit multiple targets at once (such as Cleave or Whirlwind Attack), but only up to the maximum allowable targets (4). If the fighter ever hits more targets than they can challenge in a given round, they must declare which of the struck targets become challenged and which do not.

A fighter's challenge lasts until the start of the fighter's next turn, and there is no way for a challenged creature to get rid of the challenge (though they can effectively ignore it by focusing their attacks on the fighter).

A challenge does not count as a 'condition', meaning that it does not overwrite any condition already present on a creature, and it can stack with existing conditions. Furthermore, creatures with roles, such as Heavies and Threats, who have partial or complete immunity to conditions, are not immune to a fighter's challenge. Since it doesn't overwrite other conditions, a fighter's challenge cannot be used to trigger synergies.

Challenges never stack, even from multiple fighters. The newest challenge is always the current (and only) challenge on a creature. Challenges have no effect on other class abilities, such as the Ranger's Quarry, which aren't identified as a challenge.

A challenge does not grant the fighter any knowledge of a foe's location in any circumstance; the fighter must be able to perceive their target as normal.

Challenges are automatic, and cannot be 'turned off' by the fighter. If you don't want to apply a challenge to a foe, don't hit it.

The core utility of the fighter's challenge ability is simple: Once a fighter has struck a target once, that target is penalized for attacking anyone other than the fighter.

Assists

Assists are abilities that the fighter learns as part of their Fighting Technique that grant them temporary or permanent bonuses (depending on the Assist). Some assists require that a foe be Challenged before they provide any benefit, while others are active any time the fighter is wearing armor appropriate to their Fighting Technique (or no armor).

The benefit provided by an Assist usually scales with the fighter's Combat Edge value. This means that multi-class fighters will nearly always have weaker Assists than single-classed fighters.

Available Techniques

The five defined Fighting Techniques are:

Wall of Steel Technique

Fighters who use the Wall of Steel technique must wear heavy armor or no armor. While wearing heavy (or no) armor, each attack applies the following effects:

  • Challenge: A foe which has been Challenged by the fighter suffers a -3 penalty with any attacks not made against or including the fighter.
  • Assist: The fighter adds Combat Edge/4 + 1 (drop fractions) to ER/- against attacks from any foe(s). (+1 to +4)
  • Assist: The fighter adds Combat Edge/4 + 1 (drop fractions) to DR/- against attacks from any foe(s). (+1 to +4)
  • Assist: resists Combat Edge/4 + 1 (drop fractions) squares of forced move from any foe while maintaining a Challenge. (-1 to -4)

Knight of Stone Technique

Fighters who use the Knight of Stone technique must wear medium armor or no armor. While wearing medium (or no) armor, each attack applies the following effects:

  • Challenge: A foe which has been Challenged by the fighter suffers a -3 penalty with any attacks not made against or including the fighter.
  • Assist: The Fighter adds Combat Edge/5 + 1 (drop fractions) as an untyped bonus to their AC at all times. (+1 to +3)
  • Assist: The Fighter adds Combat Edge as an untyped bonus to the damage of any combat maneuvers they perform. (+3 to +14)
  • Assist: The Fighter adds Combat Edge/5 + 1 (drop fractions) to any forced movement the fighter inflicts. (+1 to +3)

Terra Cotta Soldier Technique

Fighters who use the Terra Cotta Soldier technique must wear light armor or no armor. While wearing light (or no) armor, each attack applies the following effects:

  • Challenge: A foe which has been Challenged by the fighter suffers a -2 penalty with any attacks not made against or including the fighter.
  • Assist: Grants Combat Edge/4 + 1 (drop fractions) as an untyped bonus to-hit to the first attack made by a single ally when attacking a foe the fighter has Challenged. (+1 to +4)
  • Assist: The Fighter may ignore combat edge/4 + 1 (drop fractions) squares of rough terrain per round (+1 to +4 squares).
  • Assist: While a foe is Challenged by the Fighter, they still threaten squares but they may not make attacks of opportunity on anyone except the Fighter.

Saint of Battle Technique

Fighters who use the Saint of Battle technique must not wear armor. While wearing no armor, each attack applies the following effects:

  • Challenge: A foe which has been Challenged by the fighter suffers a -2 penalty with any attacks not made against or including the fighter.
  • Assist: When you are flanking an enemy, both you and any flanking allies gain a +3 flanking bonus to hit that foe, instead of the normal +2 bonus to-hit for flanking an opponent. In addition, the Saint of Battle may add their Combat Edge as bonus damage with all of their attacks (+3 to +14) while participating in a flank, and any ally who is sharing a flank with them may add half the fighter's Combat Edge to as bonus damage to their attacks (rounding down; +1 to +7).
  • Assist: Neither the fighter, nor any ally that is participating in a flank with the fighter, grant the traditional +2 bonus to-hit when they, themselves, are flanked.
  • Assist: All of the fighter's move speeds are increased by a number of squares equal to their Combat Edge/4 + 1 (drop fractions; +1 to +4 squares). This does not increase the distance of the fighter's 5-foot steps.

Heterodox Warrior Technique

Fighters who use the Heterodox Warrior technique may wear any armor they wish. All of their Challenges and Assists work regardless of which armor they are wearing.

  • A Heterodox Warrior MUST choose any one Challenge ability from the above techniques.
  • A Heterodox Warrior may choose any two Assist abilities from the above techniques.

Once selected, these cannot be changed.

Martial Prowess (Ex)

Beginning at 1st level, the fighter applies their Combat Edge bonus to several of their attributes as described below:

  • add combat edge bonus as a martial bonus to all to-hit rolls
  • subtract combat edge bonus from their armor's Armor Check Penalty (to a maximum of 0 Armor Check Penalty; it can never become a bonus).
  • subtract combat edge bonus from their shield's Armor Check Penalty (to a maximum of 0 Armor Check Penalty; it can never become a bonus).
  • Fighters do not suffer a Dex penalty to AC from wearing any type of armor, as long as they are proficient with that armor.

Unbreakable I (Ex)

At 1st level, the fighter gains 2 points of Damage Resistance versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage. This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-). DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.

This class feature provides no reduction to energy-based damage types, such as fire or lightning (you need Energy Resistance for that).

Combat Tactic I (Ex)

At 1st level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Bonus Feat I (Ex)

At 2nd level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic II (Ex)

At 3rd level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Weapon Mastery I (Ex)

At 4th level, the fighter may choose one weapon they possess and attune themselves closely with it. That specific weapon (and not any other weapon, even if it is the same kind of weapon, e.g. two longswords) becomes deeply incorporated into the fighter's fighting technique. The fighter can no longer be disarmed of that weapon when they are wielding it. Attempts to disarm that weapon automatically fail.

Attuning this ability to a given weapon requires a full day of downtime, and only one weapon can be attuned at a time. If a new weapon is attuned, the previous one is immediately unattuned.

Bonus Feat II (Ex)

At 4th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic III (Ex)

At 5th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

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Intrepid Fighter (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +6 (+1)   +1 (+1)   -4 (+1)   -9 (+1)   +5 (+1)   +2 (+1)   +2 (+1)   11 Combat Edge, Fighting Technique, Martial Prowess, Unbreakable II, Exacting Strikes I, Bonus Feat III
7th   +7 (+1)   +2 (+1)   -3 (+1)   -8 (+1)   +5   +2   +2   11 Combat Tactic IV
8th   +8 (+1)   +3 (+1)   -2 (+1)   -7 (+1)   +6 (+1)   +2   +2   11 Bonus Feat IV
9th   +9 (+1)   +4 (+1)   -1 (+1)   -6 (+1)   +6   +3 (+1)   +3 (+1)   11 Weapon Mastery II, Combat Tactic V
10th   +10 (+1)   +5 (+1)   +0 (+1)   -5 (+1)   +7 (+1)   +3   +3   11 Bonus Feat V

Weapon and Armor Proficiency

A Fighter is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Combat Edge (Intrepid Tier)

Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter lives for battle. Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might. Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.

Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below. All fighters have a Combat Edge value based on their total class levels in the Fighter class they possess, not their current character level (if it is different).

Fighter Class Level Combat Edge
1st +3
2nd +3
3rd +3
4th +4
5th +4
6th +4
7th +5
Fighter Class Level Combat Edge
8th +5
9th +5
10th +6
11th +6
12th +6
13th +7
14th +7
Fighter Class Level Combat Edge
15th +7
16th +8
17th +8
18th +8
19th +9
20th +9
21st +9
Fighter Class Level Combat Edge
22nd +10
23rd +10
24th +10
25th +11
26th +11
27th +11
28th +12
Fighter Class Level Combat Edge
29th +12
30th +12
31st +13
32nd +13
33rd +13
34th +14
35th +14

Fighting Technique (Intrepid Tier)

If you do not already have the Fighting Technique class feature, you gain it at 6th level. See Fighting Technique for details on how this works.

If you do already have a Fighting Technique, you must continue to use the same Technique going forward. You may not change Techniques just because you reached a new experience tier of Fighter. Fighting Techniques can only be changed via the re-selection process.

Martial Prowess (Intrepid Tier)

If you do not already have the Martial Prowess class feature, you gain it at 6th level. See Martial Prowess for details on how this works.

Unbreakable II (Ex)

At 6th level, the fighter gains 2 points of Damage Resistance versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage. This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the Unbreakable class feature, if you possess them. DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.

This class feature provides no reduction to energy-based damage types, such as fire (energy, common) or lightning (energy, common) (you need Energy Resistance for that).

Exacting Strikes I (Ex)

Beginning at 6th level, when the fighter focuses their attacks repeatedly on the same opponent, they learn more about that foe's strengths, weaknesses, fighting style, and movement, making the fighter's attacks stronger the longer they remain focused on that opponent.

Each time a fighter successfully strikes a foe, they gain an Exacting Strike against that foe. At the beginning of every combat round, the fighter adds up the total number of Exacting Strikes (successful hits) they have made against the opponent they are attacking, and adds that number as bonus damage (not precision damage) to every successful attack they make that round against that same opponent. This applies to any attack, combat maneuver, or any other offensive ability, regardless of whether a to-hit roll is required.

If the fighter makes any attacks that fail to include this opponent (hit or miss), or if the fighter ever ends their turn without placing a Challenge on their chosen foe, all Exacting Strikes that have been accumulated this encounter are lost. Otherwise, Exacting Strikes accumulate on that foe until either the foe dies or the encounter ends (whichever occurs first).

Exacting Strikes are only totaled at the beginning of each round, so they do not provide any bonus damage in the first round of combat (or surprise round, if there is one). Each successive round after the first uses the sum of all Exacting Strikes made in all previous rounds of the current encounter (as long as a Challenge is applied to the foe each round, and the fighter focuses all of their attacks on this one opponent). Needless to say, a fighter with this ability can dish out some amazing damage as a fight wears on, if they are willing to put their full attention on just one foe.

Example: The fighter attacks a foe four times in the first round with their weapon, but only hits twice. The foe is Challenged, but since it is the first round, they accumulate two Exacting Strikes on that enemy, but they do not deal any bonus damage this round. At the start of the second round, they attack the same foe another four times, and successfully hit them three times. They add +2 bonus damage to each of the three successful hits (since they only hit the opponent twice in the previous round, dealing a total of +6 bonus damage this round), and their total Exacting Strikes against that enemy increases to 5 (since they have now hit that opponent 5 times during this encounter, maintained a Challenge the entire time, and not attacked any other creature during that time). On the third round, they attack it one more time, hitting it, and dealing +5 bonus damage, but then have to move away to assist the hapless rogue, who has managed to get themselves swallowed. They attack the creature that has swallowed the rogue, which helps their party member, but unfortunately resets their Exacting Strikes back to zero for the encounter, since they attacked someone other than their original target. On the plus-side, the creature that swallowed the rogue is now Challenged and has one Exacting Strike on it.

Tip: Not every encounter is optimal for focusing in on a single opponent and beating them down with Exacting Strikes. Sometimes, the fighter will be better served ignoring Exacting Strikes and spreading their attacks around, Challenging as many opponents as possible. This not only inflicts a useful (and stackable) debuff on several enemies, it also increases the likelihood of bonus attacks for the fighter, if their Challenged foes go after the fighter's allies, instead of the fighter. Fighters should make a judgement call each encounter, and use their tools appropriately.

Bonus Feat III (Ex)

At 6th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic IV (Ex)

At 7th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Bonus Feat IV (Ex)

At 8th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Weapon Mastery II (Ex)

At 9th level, the fighter may choose one weapon they possess. That specific weapon (and not any other weapon, even if it is the same kind of weapon, e.g. two longswords) becomes deeply incorporated into the fighter's fighting technique. The critical multiplier of that weapon increases by +1. Note that this does not increase the critical threat range, just the damage multiplier of a critical hit by that weapon.

Example: a Longsword normally has a critical multiplier of x3. With this class feature, it is increased to x4. However, its normal critical threat range of 19-20 is unchanged.

Combat Tactic V (Ex)

At 9th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Bonus Feat V (Ex)

At 10th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

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Heroic Fighter (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +11 (+1)   +6 (+1)   +1 (+1)   -4 (+1)   +7   +3   +3   11 Combat Edge, Fighting Technique, Martial Prowess, Unbreakable III, Exacting Strikes II, Combat Tactic VI
12th   +12 (+1)   +7 (+1)   +2 (+1)   -3 (+1)   +8 (+1)   +4 (+1)   +4 (+1)   11 Bonus Feat VI
13th   +13 (+1)   +8 (+1)   +3 (+1)   -2 (+1)   +8   +4   +4   11 Combat Tactic VII
14th   +14 (+1)   +9 (+1)   +4 (+1)   -1 (+1)   +9 (+1)   +4   +4   11 Weapon Mastery III, Bonus Feat VII
15th   +15 (+1)   +10 (+1)   +5 (+1)   +0 (+1)   +9   +5 (+1)   +5 (+1)   11 Combat Tactic VIII

Weapon and Armor Proficiency

A Fighter is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Combat Edge (Heroic Tier)

Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter lives for battle. Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might. Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.

Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below. All fighters have a Combat Edge value based on their total class levels in the Fighter class they possess, not their current character level (if it is different).

Fighter Class Level Combat Edge
1st +3
2nd +3
3rd +3
4th +4
5th +4
6th +4
7th +5
Fighter Class Level Combat Edge
8th +5
9th +5
10th +6
11th +6
12th +6
13th +7
14th +7
Fighter Class Level Combat Edge
15th +7
16th +8
17th +8
18th +8
19th +9
20th +9
21st +9
Fighter Class Level Combat Edge
22nd +10
23rd +10
24th +10
25th +11
26th +11
27th +11
28th +12
Fighter Class Level Combat Edge
29th +12
30th +12
31st +13
32nd +13
33rd +13
34th +14
35th +14

Fighting Technique (Heroic Tier)

If you do not already have the Fighting Technique class feature, you gain it at 11th level. See Fighting Technique for details on how this works.

If you do already have a Fighting Technique, you must continue to use the same Technique going forward. You may not change Techniques just because you reached a new experience tier of Fighter. Fighting Techniques can only be changed via the re-selection process.

Martial Prowess (Heroic Tier)

If you do not already have the Martial Prowess class feature, you gain it at 11th level. See Martial Prowess for details on how this works.

Unbreakable III (Ex)

At 11th level, the fighter gains 2 points of Damage Resistance versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage. This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the Unbreakable class feature, if you possess them. DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.

This class feature provides no reduction to energy-based damage types, such as fire (energy, common) or lightning (energy, common) (you need Energy Resistance for that).

Exacting Strikes II (Ex)

If you do not already have the Exacting Strikes I class feature, you gain it at 11th level. See Exacting Strikes I for details on how this works.

If you do have the Exacting Strikes I class feature already, it improves at 11th level. For each Exacting Strike you accumulate on your chosen foe, you deal +2 points of bonus damage, instead of +1. This means if you have 5 Exacting Strikes on a foe, you inflict +10 bonus damage against that foe with every successful hit (and add another Exacting Strike to the tally, which increases your bonus damage against that foe next round).

As before, if you fail to Challenge your chosen foe by the end of any of your turns, or if any attack you perform fails to target (or include) your chosen foe, your Exacting Strikes are reset to zero for the encounter, and you have to start anew (though, since you are starting over, you could choose a different enemy to focus on, if you prefer).

Combat Tactic VI (Ex)

At 11th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Bonus Feat VI (Ex)

At 12th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic VII (Ex)

At 13th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Weapon Mastery III (Ex)

At 14th level, the fighter may choose one weapon they possess. That specific weapon (and not any other weapon, even if it is the same kind of weapon, e.g. two longswords) becomes deeply incorporated into the fighter's fighting technique. The fighter now automatically confirms any critical threat result made with an attack by that weapon.

Bonus Feat VII (Ex)

At 14th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic VIII (Ex)

At 15th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

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Undaunted Fighter (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +16 (+1)   +11 (+1)   +6 (+1)   +1 (+1)   +10 (+1)   +5   +5   11 Combat Edge, Fighting Technique, Martial Prowess, Unbreakable IV, Exacting Strikes III, Bonus Feat VIII
17th   +17 (+1)   +12 (+1)   +7 (+1)   +2 (+1)   +10   +5   +5   11 Combat Tactic IX
18th   +18 (+1)   +13 (+1)   +8 (+1)   +3 (+1)   +11 (+1)   +6 (+1)   +6 (+1)   11 Bonus Feat IX
19th   +19 (+1)   +14 (+1)   +9 (+1)   +4 (+1)   +11   +6   +6   11 Weapon Mastery IV, Combat Tactic X
20th   +20 (+1)   +15 (+1)   +10 (+1)   +5 (+1)   +12 (+1)   +6   +6   11 Bonus Feat X

Weapon and Armor Proficiency

A Fighter is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Combat Edge (Undaunted Tier)

Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter lives for battle. Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might. Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.

Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below. All fighters have a Combat Edge value based on their total class levels in the Fighter class they possess, not their current character level (if it is different).

Fighter Class Level Combat Edge
1st +3
2nd +3
3rd +3
4th +4
5th +4
6th +4
7th +5
Fighter Class Level Combat Edge
8th +5
9th +5
10th +6
11th +6
12th +6
13th +7
14th +7
Fighter Class Level Combat Edge
15th +7
16th +8
17th +8
18th +8
19th +9
20th +9
21st +9
Fighter Class Level Combat Edge
22nd +10
23rd +10
24th +10
25th +11
26th +11
27th +11
28th +12
Fighter Class Level Combat Edge
29th +12
30th +12
31st +13
32nd +13
33rd +13
34th +14
35th +14

Fighting Technique (Undaunted Tier)

If you do not already have the Fighting Technique class feature, you gain it at 16th level. See Fighting Technique for details on how this works.

If you do already have a Fighting Technique, you must continue to use the same Technique going forward. You may not change Techniques just because you reached a new experience tier of Fighter. Fighting Techniques can only be changed via the re-selection process.

Martial Prowess (Undaunted Tier)

If you do not already have the Martial Prowess class feature, you gain it at 16th level. See Martial Prowess for details on how this works.

Unbreakable IV (Ex)

At 16th level, the fighter gains 2 points of Damage Resistance versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage. This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the Unbreakable class feature, if you possess them. DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.

This class feature provides no reduction to energy-based damage types, such as fire (energy, common) or lightning (energy, common) (you need Energy Resistance for that).

Exacting Strikes III (Ex)

If you do not already have the Exacting Strikes I class feature, you gain it at 16th level. See Exacting Strikes I for details on how this works.

If you have Exacting Strikes I but do not already have the Exacting Strikes II class feature, you gain that at 16th level, instead. See Exacting Strikes II for details on how this works.

If you have both the Exacting Strikes I and Exacting Strikes II class features already, they improve at 16th level. You now accumulate Exacting Strikes for every attack you perform that targets (or includes) your chosen foe, hit or miss. You still only inflict bonus damage against that foe if you actually hit it, and then only based on the total accumulated Exacting Strikes from all previous rounds (not including this round).

As before, if you fail to Challenge your chosen foe by the end of any of your turns, or if any attack you perform fails to target (or include) your chosen foe, your Exacting Strikes are reset to zero for the encounter, and you have to start anew (though, since you are starting over, you could choose a different enemy to focus on, if you prefer).

Bonus Feat VIII (Ex)

At 16th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic IX (Ex)

At 17th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Bonus Feat IX (Ex)

At 18th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Weapon Mastery IV (Ex)

If you do not already have all three of the Weapon Mastery I, Weapon Mastery II, and Weapon Mastery III class features, you may select one of them that you do not already have at 19th level. See Weapon Mastery I, Weapon Mastery II, and Weapon Mastery III for details on how these work.

If you already have all three of the Weapon Mastery I, Weapon Mastery II, and Weapon Mastery III class features, you may now apply their affects to any weapon to which you can apply the Weapon Focus feat effects. This means you either must have the Weapon Focus feat for each additional weapon, or have some ability (e.g. Thousand Arms (Feat)) or magic item (e.g. Ring of the Weaponeer) that allows you to apply the Weapon Focus feat to more than one weapon.

Combat Tactic X (Ex)

At 19th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Bonus Feat X (Ex)

At 20th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

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Valorous Fighter (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +21 (+1)   +16 (+1)   +11 (+1)   +6 (+1)   +13 (+1)   +7 (+1)   +7 (+1)   11 Combat Edge, Fighting Technique, Martial Prowess, Unbreakable V, Exacting Strikes IV, Combat Tactic XI
22nd   +21   +16   +11   +6   +13   +7   +7   11 Bonus Feat XI
23rd   +22 (+1)   +17 (+1)   +12 (+1)   +7 (+1)   +14 (+1)   +8 (+1)   +8 (+1)   11 Combat Tactic XII
24th   +22   +17   +12   +7   +14   +8   +8   11 Weapon Mastery V, Bonus Feat XII
25th   +23 (+1)   +18 (+1)   +13 (+1)   +8 (+1)   +15 (+1)   +9 (+1)   +9 (+1)   11 Combat Tactic XIII

Weapon and Armor Proficiency

A Fighter is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Combat Edge (Valorous Tier)

Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter lives for battle. Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might. Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.

Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below. All fighters have a Combat Edge value based on their total class levels in the Fighter class they possess, not their current character level (if it is different).

Fighter Class Level Combat Edge
1st +3
2nd +3
3rd +3
4th +4
5th +4
6th +4
7th +5
Fighter Class Level Combat Edge
8th +5
9th +5
10th +6
11th +6
12th +6
13th +7
14th +7
Fighter Class Level Combat Edge
15th +7
16th +8
17th +8
18th +8
19th +9
20th +9
21st +9
Fighter Class Level Combat Edge
22nd +10
23rd +10
24th +10
25th +11
26th +11
27th +11
28th +12
Fighter Class Level Combat Edge
29th +12
30th +12
31st +13
32nd +13
33rd +13
34th +14
35th +14

Fighting Technique (Valorous Tier)

If you do not already have the Fighting Technique class feature, you gain it at 21st level. See Fighting Technique for details on how this works.

If you do already have a Fighting Technique, you must continue to use the same Technique going forward. You may not change Techniques just because you reached a new experience tier of Fighter. Fighting Techniques can only be changed via the re-selection process.

Martial Prowess (Valorous Tier)

If you do not already have the Martial Prowess class feature, you gain it at 21st level. See Martial Prowess for details on how this works.

Unbreakable V (Ex)

At 21st level, the fighter gains 2 points of Damage Resistance versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage. This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the Unbreakable class feature, if you possess them. DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.

This class feature provides no reduction to energy-based damage types, such as fire (energy, common) or lightning (energy, common) (you need Energy Resistance for that).

Exacting Strikes IV (Ex)

If you do not already have the Exacting Strikes I class feature, you gain it at 21st level. See Exacting Strikes I for details on how this works.

If you have Exacting Strikes I but do not already have the Exacting Strikes II class feature, you gain that at 21st level, instead. See Exacting Strikes II for details on how this works.

If you have both the Exacting Strikes I and Exacting Strikes II class features, but do not already have the Exacting Strikes III class feature, you gain that at 21st level, instead. See Exacting Strikes III for details on how this works.

If you have all of the Exacting Strikes I, Exacting Strikes II, and Exacting Strikes III class features already, they improve at 21st level. For each Exacting Strike you accumulate on your chosen foe, you deal +3 points of bonus damage, instead of +2. This means if you have 5 Exacting Strikes on a foe, you inflict +15 bonus damage against that foe with every successful hit (and add another Exacting Strike to the tally, which increases your bonus damage against that foe next round).

As before, if you fail to Challenge your chosen foe by the end of any of your turns, or if any attack you perform fails to target (or include) your chosen foe, your Exacting Strikes are reset to zero for the encounter, and you have to start anew (though, since you are starting over, you could choose a different enemy to focus on, if you prefer).

Combat Tactic XI (Ex)

At 21st level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Bonus Feat XI (Ex)

At 22nd level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic XII (Ex)

At 23rd level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Weapon Mastery V (Ex)

If you do not already have all four of the Weapon Mastery I, Weapon Mastery II, Weapon Mastery III, and Weapon Mastery IV class features, you may select one of them that you do not already have at 24th level. See Weapon Mastery I, Weapon Mastery II, Weapon Mastery III, and Weapon Mastery IV for details on how these work.

If you already have all four of the Weapon Mastery I, Weapon Mastery II, Weapon Mastery III, and Weapon Mastery IV class features, you may now apply their affects to any weapon you wield.

Bonus Feat XII (Ex)

At 24th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic XIII (Ex)

At 25th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

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Mythic Fighter (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +23   +18   +13   +8   +15   +9   +9   11 Combat Edge, Fighting Technique, Martial Prowess, Unbreakable VI, Exacting Strikes V, Bonus Feat XIII
27th   +24 (+1)   +19 (+1)   +14 (+1)   +9 (+1)   +16 (+1)   +10 (+1)   +10 (+1)   11 Combat Tactic XIV
28th   +24   +19   +14   +9   +16   +10   +10   11 Bonus Feat XIV
29th   +25 (+1)   +20 (+1)   +15 (+1)   +10 (+1)   +17 (+1)   +11 (+1)   +11 (+1)   11 Staying Power, Combat Tactic XV
30th   +25   +20   +15   +10   +17   +11   +11   11 Bonus Feat XV

Weapon and Armor Proficiency

A Fighter is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Combat Edge (Mythic Tier)

Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter lives for battle. Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might. Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.

Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below. All fighters have a Combat Edge value based on their total class levels in the Fighter class they possess, not their current character level (if it is different).

Fighter Class Level Combat Edge
1st +3
2nd +3
3rd +3
4th +4
5th +4
6th +4
7th +5
Fighter Class Level Combat Edge
8th +5
9th +5
10th +6
11th +6
12th +6
13th +7
14th +7
Fighter Class Level Combat Edge
15th +7
16th +8
17th +8
18th +8
19th +9
20th +9
21st +9
Fighter Class Level Combat Edge
22nd +10
23rd +10
24th +10
25th +11
26th +11
27th +11
28th +12
Fighter Class Level Combat Edge
29th +12
30th +12
31st +13
32nd +13
33rd +13
34th +14
35th +14

Fighting Technique (Mythic Tier)

If you do not already have the Fighting Technique class feature, you gain it at 26th level. See Fighting Technique for details on how this works.

If you do already have a Fighting Technique, you must continue to use the same Technique going forward. You may not change Techniques just because you reached a new experience tier of Fighter. Fighting Techniques can only be changed via the re-selection process.

Martial Prowess (Mythic Tier)

If you do not already have the Martial Prowess class feature, you gain it at 26th level. See Martial Prowess for details on how this works.

Unbreakable VI (Ex)

At 26th level, the fighter gains 2 points of Damage Resistance versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage. This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the Unbreakable class feature, if you possess them. DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.

This class feature provides no reduction to energy-based damage types, such as fire (energy, common) or lightning (energy, common) (you need Energy Resistance for that).

Exacting Strikes V (Ex)

If you do not already have the Exacting Strikes I class feature, you gain it at 26th level. See Exacting Strikes I for details on how this works.

If you have Exacting Strikes I but do not already have the Exacting Strikes II class feature, you gain that at 26th level, instead. See Exacting Strikes II for details on how this works.

If you have both the Exacting Strikes I and Exacting Strikes II class features, but do not already have the Exacting Strikes III class feature, you gain that at 26th level, instead. See Exacting Strikes III for details on how this works.

If you have the Exacting Strikes I, Exacting Strikes II, and Exacting Strikes III class features, but do not already have the Exacting Strikes IV class feature, you gain that at 26th level, instead. See Exacting Strikes IV for details on how this works.

If you have all of the Exacting Strikes I, Exacting Strikes II, Exacting Strikes III and Exacting Strikes IV class features already, they improve at 26th level. You can now maintain Exacting Strike tallies against more than one opponent at a time, as long as each opponent is Challenged by you at the end of each of your turns. The tallies for each opponent are kept separate, and only accumulate for that opponent if you target them with (or include them in) an attack. Attacks made against another opponent no longer reset your Exacting Strikes tally to zero. Instead, they begin an Exacting Strikes tally against the new opponent, while maintaining the Exacting Strikes count against the previous opponent.

As before, if you fail to Challenge a foe by the end of any of your turns, your Exacting Strikes against that opponent are reset to zero for the encounter.

Bonus Feat XIII (Ex)

At 26th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic XIV (Ex)

At 27th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Bonus Feat XIV (Ex)

At 28th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Staying Power I (Su)

At 29th level, the fighter learns to push themselves beyond the limit of normal endurance to keep fighting long after they should have fallen. The first time in a round that the fighter takes damage sufficient to reduce their current hit points to zero or less, but the damage does not kill them (i.e., reducing them to a negative hit point total equal to their CON score (not modifier) + character level), they can expend an immediate action (or a swift action if it occurs during their turn) to instantly restore their hit point total back to 1. This occurs before the fighter actually falls unconscious, so they do not fall prone, or suffer any other negative effects normally associated with being knocked unconscious. This is not considered a form of healing, and therefore cannot trigger any effects that occur as a result of instantaneous or persistent healing. Staying Power I can never be used more than once per round, even with the use of action points.

Combat Tactic XV (Ex)

At 29th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Bonus Feat XV (Ex)

At 30th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

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Legendary Fighter (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +26 (+1)   +21 (+1)   +16 (+1)   +11 (+1)   +18 (+1)   +12 (+1)   +12 (+1)   11 Combat Edge, Fighting Technique, Martial Prowess, Unbreakable VII, Exacting Strikes VI, Combat Tactic XVI
32nd   +26   +21   +16   +11   +18   +12   +12   11 Bonus Feat XVI
33rd   +27 (+1)   +22 (+1)   +17 (+1)   +12 (+1)   +19 (+1)   +13 (+1)   +13 (+1)   11 Combat Tactic XVII
34th   +27   +22   +17   +12   +19   +13   +13   11 Staying Power II, Bonus Feat XVII
35th   +28 (+1)   +23 (+1)   +18 (+1)   +13 (+1)   +20 (+1)   +14 (+1)   +14 (+1)   11 Combat Tactic XVIII

Weapon and Armor Proficiency

A Fighter is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Combat Edge (Legendary Tier)

Combat Edge represents a fighter's unrivaled grasp of combat. Other classes fight, but a Fighter lives for battle. Fighters exude a palpable menace simply by existing, a leashed deadly love of conflict that shows as unmistakably as any wizard's arcane might. Every move, every action, every thought, is tinged by their constant wary alertness, their readiness for strife, always planning how to defeat everyone they see, eyes roving ceaselessly, hungry for the next fight.

Combat Edge begins as a +3 bonus and increases by +1 every three levels after 1st, as described in the table below. All fighters have a Combat Edge value based on their total class levels in the Fighter class they possess, not their current character level (if it is different).

Fighter Class Level Combat Edge
1st +3
2nd +3
3rd +3
4th +4
5th +4
6th +4
7th +5
Fighter Class Level Combat Edge
8th +5
9th +5
10th +6
11th +6
12th +6
13th +7
14th +7
Fighter Class Level Combat Edge
15th +7
16th +8
17th +8
18th +8
19th +9
20th +9
21st +9
Fighter Class Level Combat Edge
22nd +10
23rd +10
24th +10
25th +11
26th +11
27th +11
28th +12
Fighter Class Level Combat Edge
29th +12
30th +12
31st +13
32nd +13
33rd +13
34th +14
35th +14

Fighting Technique (Legendary Tier)

If you do not already have the Fighting Technique class feature, you gain it at 31st level. See Fighting Technique for details on how this works.

If you do already have a Fighting Technique, you must continue to use the same Technique going forward. You may not change Techniques just because you reached a new experience tier of Fighter. Fighting Techniques can only be changed via the re-selection process.

Martial Prowess (Legendary Tier)

If you do not already have the Martial Prowess class feature, you gain it at 31st level. See Martial Prowess for details on how this works.

Unbreakable VII (Ex)

At 31st level, the fighter gains 2 points of Damage Resistance versus all physical damage types (DR 2/-), allowing them to reduce any physical damage they suffer by 2 points each time they suffer physical damage. This DR can stack with other sources of DR, but only if those sources also protect against all types of physical damage (i.e. they are also DR x/-), including DR provided by previous versions of the Unbreakable class feature, if you possess them. DR that protects against only certain types of DR do not stack; instead, only the highest applicable source of DR may be applied to the incoming damage.

This class feature provides no reduction to energy-based damage types, such as fire (energy, common) or lightning (energy, common) (you need Energy Resistance for that).

Exacting Strikes VI (Ex)

If you do not already have the Exacting Strikes I class feature, you gain it at 31st level. See Exacting Strikes I for details on how this works.

If you have Exacting Strikes I but do not already have the Exacting Strikes II class feature, you gain that at 31st level, instead. See Exacting Strikes II for details on how this works.

If you have both the Exacting Strikes I and Exacting Strikes II class features, but do not already have the Exacting Strikes III class feature, you gain that at 31st level, instead. See Exacting Strikes III for details on how this works.

If you have the Exacting Strikes I, Exacting Strikes II, and Exacting Strikes III class features, but do not already have the Exacting Strikes IV class feature, you gain that at 31st level, instead. See Exacting Strikes IV for details on how this works.

If you have the Exacting Strikes I through Exacting Strikes IV class features, but do not already have the Exacting Strikes V class feature, you gain that at 31st level, instead. See Exacting Strikes V for details on how this works.

If you have all of the Exacting Strikes I through Exacting Strikes V class features already, they improve one final time at 31st level. For each Exacting Strike you accumulate on a foe, you deal +4 points of bonus damage, instead of +3. This means if you have 5 Exacting Strikes on a foe, you inflict +20 bonus damage against that foe with every successful hit (and add another Exacting Strike to the tally, which increases your bonus damage against that foe next round).

As before, if you fail to Challenge a foe by the end of any of your turns, your Exacting Strikes against that opponent are reset to zero for the encounter.

Combat Tactic XVI (Ex)

At 31st level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Bonus Feat XVI (Ex)

At 32nd level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic XVII (Ex)

At 33rd level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

Staying Power II (Su)

If you do not already have the Staying Power I class feature, you gain it at 34th level. See Staying Power I for details on how this works.

If you already have the Staying Power I class feature, it improves at 34th level. Staying Power now activates as a free action any time that the fighter takes damage sufficient to reduce their current hit points to zero or less, but the damage does not kill them (i.e., reducing them to a negative hit point total equal to their CON score (not modifier) + character level), instantly restoring their hit point total back to 1. This occurs before the fighter actually falls unconscious, so they do not fall prone, or suffer any other negative effects normally associated with being knocked unconscious. This is not considered a form of healing, and therefore cannot trigger any effects that occur as a result of instantaneous or persistent healing. Staying Power II has no limitations on how often it can trigger, as long as the conditions listed above are met.

Bonus Feat XVII (Ex)

At 34th level, the fighter may select a bonus feat. The fighter may select any feat for which they meet the prerequisites at the time the feat is chosen. Note that fighters have access to quite a few feats that are only available to fighters.

Combat Tactic XVIII (Ex)

At 35th level, the fighter learns a Combat Tactic, improving upon their ability to strike at foes and manage the battles they find themselves in. The fighter must meet all prerequisites of a combat tactic in order to select it. Once selected, it cannot be changed except through the re-selection process.

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Apotheotic Fighter (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.