Fighter: Difference between revisions

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| &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>, [[#Exacting_Strikes_II_.28Ex.29|Exacting Strikes II]], [[#Combat_Tactic_VI_.28Ex.29|Combat Tactic VI]]
| &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]]
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=== Martial Prowess (Heroic Tier) ===
=== 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.
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.
=== 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 {{Dmg|fire}} or {{Dmg|lightning}} (you need [[Energy Resistance]] for that).


=== Exacting Strikes II (Ex) ===
=== Exacting Strikes II (Ex) ===

Revision as of 14:47, 13 August 2020

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
  • add combat edge bonus to their armor's Max Dex Bonus
  • add combat edge bonus to their shield's Max Dex Bonus
  • 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).

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. 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.

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 or lightning (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.

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, 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.

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, 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.

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, 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.

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, 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.

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, Exacting Strikes II, Exacting Strikes III, and 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, Exacting Strikes II, Exacting Strikes III, Exacting Strikes IV, and 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.