Index classes fighter

Fighter

Fighters are masters of physical combat, specialized in any fighting style imaginable. Barbarians may be stronger, monks may be faster, and warblades may be more versatile, but no other class can beat the fighter at his own game. Be it as a grappler, an archer, or a cavalier, a fighter in his element is a force to be reckoned with.

Fighter Variants

Standard Fighter

The most versatile type of fighter, standard fighters can be made to specialize in anything. They make excellent archers, frontliners, cavaliers, or whatever else a team needs. Their exceptional physical stats also ensure that even when they're out of their element, fighters can still muscle their way through most problems.

  • d12 Hit Die (12 + Con HP at 1st level, 7 + Con HP thereafter)

  • 4 + Int skill points (x4 at 1st level)

  • Class Skills: Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(Dungeoneering)(Int), Knowledge(Military)(Int), Ride(Dex), Survival(Wis), Swim(Str)

  • Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields, including tower shields.

Level BAB Fort Ref Will Features
1 1 2 2 0 Bonus Feat
2 2 3 3 0 Bonus Feat
3 3 3 3 1 Conditioning
4 4 4 4 1 Bonus Feat
5 5 4 4 1 Conditioning
6 6/1 5 5 2 Bonus Feat
7 7/2 5 5 2 Conditioning
8 8/3 6 6 2 Bonus Feat
9 9/4 6 6 3 Conditioning
10 10/5 7 7 3 Bonus Feat
11 11/6/1 7 7 3 Conditioning
12 12/7/2 8 8 4 Bonus Feat
13 13/8/3 8 8 4 Conditioning
14 14/9/4 9 9 4 Bonus Feat
15 15/10/5 9 9 5 Conditioning
16 16/11/6/1 10 10 5 Bonus Feat
17 17/12/7/2 10 10 5 Conditioning
18 18/13/8/3 11 11 6 Bonus Feat
19 19/14/9/4 11 11 6 Conditioning
20 20/15/10/5 12 12 6 Bonus Feat

Class Features

Bonus Feats (Ex)

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets. The fighter gains an additional bonus feat at 2nd level and at every even level thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats.

Conditioning (Ex)

At 3rd level, and at every odd level thereafter, the fighter improves one ability score by 1. The fighter may select a different ability score to improve any time this ability is gained.

Hero

Though perhaps lacking the formal code of a paladin or the raw conviction of a crusader, the hero is nonetheless driven by a desire to make the world better. They lack some of the physical toughness and quick reflexes of more militaristic fighters, but their optimistic natures give them a talent for social situations and an unshakable will against the forces of darkness.

  • d10 Hit Die (10 + Con HP at 1st level, 6 + Con HP thereafter)

  • 4 + Int skill points (x4 at 1st level)

  • Class Skills: Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), [Gather Information](skills/gather-information](Cha), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(Dungeoneering)(Int), Knowledge(Military)(Int), Ride(Dex), Sense Motive(Wis), Survival(Wis), Swim(Str)

  • Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields, including tower shields.

  • Alignment Restriction: Heroes cannot be evil.

Level BAB Fort Ref Will Features
1 1 2 0 2 Bonus Feat
2 2 3 0 3 Bonus Feat
3 3 3 1 3 Conditioning
4 4 4 1 4 Bonus Feat
5 5 4 1 4 Conditioning
6 6/1 5 2 5 Bonus Feat
7 7/2 5 2 5 Conditioning
8 8/3 6 2 6 Bonus Feat
9 9/4 6 3 6 Conditioning
10 10/5 7 3 7 Bonus Feat
11 11/6/1 7 3 7 Conditioning
12 12/7/2 8 4 8 Bonus Feat
13 13/8/3 8 4 8 Conditioning
14 14/9/4 9 4 9 Bonus Feat
15 15/10/5 9 5 9 Conditioning
16 16/11/6/1 10 5 10 Bonus Feat
17 17/12/7/2 10 5 10 Conditioning
18 18/13/8/3 11 6 11 Bonus Feat
19 19/14/9/4 11 6 11 Conditioning
20 20/15/10/5 12 6 12 Bonus Feat

Class Features

Bonus Feats (Ex)

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets. The fighter gains an additional bonus feat at 2nd level and at every even level thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats, with the addition of the Iron Will feat.

Conditioning (Ex)

At 3rd level, and at every odd level thereafter, the fighter improves one ability score by 1. The fighter may select a different ability score to improve any time this ability is gained.

Thug

Though not always crude villains, thugs are nonetheless ruthless as a rule. Rather than using pure fighting skill, thugs rely on stealth and dirty tactics. They are not afraid to be the front line if needed, but they are far more effective as skirmishers, striking the enemy from behind while someone else takes the hits.

Level BAB Fort Ref Will Features
1 1 2 2 0 Sneak Attack +1d6
2 2 3 3 0 Conditioning
3 3 3 3 1 Sneak Attack +2d6
4 4 4 4 1 Conditioning
5 5 4 4 1 Sneak Attack +3d6
6 6/1 5 5 2 Conditioning
7 7/2 5 5 2 Sneak Attack +4d6
8 8/3 6 6 2 Conditioning
9 9/4 6 6 3 Sneak Attack +5d6
10 10/5 7 7 3 Conditioning
11 11/6/1 7 7 3 Sneak Attack +6d6
12 12/7/2 8 8 4 Conditioning
13 13/8/3 8 8 4 Sneak Attack +7d6
14 14/9/4 9 9 4 Conditioning
15 15/10/5 9 9 5 Sneak Attack +8d6
16 16/11/6/1 10 10 5 Conditioning
17 17/12/7/2 10 10 5 Sneak Attack +9d6
18 18/13/8/3 11 11 6 Conditioning
19 19/14/9/4 11 11 6 Sneak Attack +10d6
20 20/15/10/5 12 12 6 Conditioning

Class Features

Sneak Attack (Ex)

A thug's attacks deal extra damage whenever the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thug flanks her target. This can happen if the opponent cannot see the thug, if the opponent is immobilized, or if the opponent has not yet had a turn in combat.

This damage begins at +1d6 at 1st level and increases by 1d6 every two thug levels thereafter. This damage is not multiplied on a critical hit.

Ranged attacks can count as sneak attacks only if the target is within 30 feet. An unarmed strike or a sap can be used to make a sneak attack that deals nonlethal damage. A sneak attack with any other weapon cannot deal nonlethal damage, even with the usual -4 penalty.

A thug can only sneak attack living creatures with discernable anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Similarly, any creature that is immune to critical hits is not vulnerable to sneak attacks, as are creatures benefitting from concealment or creatures whose vitals are out of reach.

Conditioning (Ex)

At 2nd level, and at every even level thereafter, the fighter improves one ability score by 1. The fighter may select a different ability score to improve any time this ability is gained.

Brawler

Most fighters are skilled because of years of military training. Most brawlers are skilled because of a love of bar fights. What they lack in pure damage compared to a more traditional fighter, they make up for with a relentless whirlwind of surprisingly accurate attacks.

  • d12 Hit Die (12 + Con HP at 1st level, 7 + Con HP thereafter)

  • 2 + Int skill points (x4 at 1st level)

  • Class Skills: Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(Dungeoneering)(Int), Survival(Wis), Swim(Str)

  • Weapon and Armor Proficiency: Proficient with all simple weapons and with all armor (heavy, medium, and light).

Level BAB Fort Ref Will Features Tireless Attacker BAB
1 1 2 2 0 Unarmed Combat 1
2 2 3 3 0 Bonus Feat 2
3 3 3 3 1 Conditioning 3
4 4 4 4 1 Bonus Feat 4
5 5 4 4 1 Conditioning 5
6 6/1 5 5 2 Bonus Feat 6/2
7 7/2 5 5 2 Conditioning 7/3
8 8/3 6 6 2 Bonus Feat 8/4
9 9/4 6 6 3 Conditioning 9/5
10 10/5 7 7 3 Bonus Feat 10/6
11 11/6/1 7 7 3 Conditioning 11/8/5
12 12/7/2 8 8 4 Bonus Feat 12/9/6
13 13/8/3 8 8 4 Conditioning 13/10/7
14 14/9/4 9 9 4 Bonus Feat 14/11/8
15 15/10/5 9 9 5 Conditioning 15/12/9
16 16/11/6/1 10 10 5 Bonus Feat 16/14/12/10
17 17/12/7/2 10 10 5 Conditioning 17/15/13/11
18 18/13/8/3 11 11 6 Bonus Feat 18/16/14/12
19 19/14/9/4 11 11 6 Conditioning 19/17/15/13
20 20/15/10/5 12 12 6 Bonus Feat 20/18/16/14

Class Features

Unarmed Combat (Ex)

At 1st level, the brawler gains Improved Unarmed Strike as a bonus feat. Additionally, a brawler's unarmed strikes deal damage as if he were one size category larger (a medium brawler's unarmed strikes deal 1d4 damage instead of the normal 1d3, for instance).

Bonus Feats (Ex)

At 2nd level, a fighter gets a bonus combat-oriented feat. The fighter gains an additional bonus feat at 4th level and at every even level thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats.

As a brawler, these bonus feats face an additional restriction: any feat that specifies a weapon (such as Weapon Focus) must select Unarmed Strike, Grapple, or a natural weapon.

Conditioning (Ex)

At 3rd level, and at every odd level thereafter, the fighter improves one ability score by 1. The fighter may select a different ability score to improve any time this ability is gained.

Tireless Attacker (Ex)

At 6th level, the brawler becomes more accurate when making multiple attacks. Any time the brawler's attack bonus would be lowered due to making extra attacks, the penalty is decreased by 1 for every -5 points of penalty. Thus, a -5 penalty is reduced to -4, a -10 penalty is reduced to -8, a -15 penalty is reduced to -12, and so on.

At 11th level, the penalty reduction increases to 2 for every -5 points of penalty. At 16th level, the penalty reduction increases to 3 for every -5 points of penalty.

For example, a 6th level brawler making a full round of attacks would treat his base attack bonus as +6/+2. An 11th level brawler would treat his base attack bonus as +11/+8/+5, and a 16th level brawler as +16/+14/+12/+10. A 6th level brawler using the Improved Two Weapon Fighting feat with unarmed strikes would make attacks at +4/+4/+0/+0, and an 11th level brawler using the Greater Two Weapon Fighting feat with unarmed strikes would make attacks at +9/+9/+6/+6/+3/+3.

Fearmonger

Fearmongers are masters of intimidation. They can be just as skilled with weapons as a normal fighter, but their true strength lies in making sure they never need to make a single attack. Rarely seen alone, fearmongers are best when paired with backup to finish off their cowed foes.

Level BAB Fort Ref Will Features
1 1 2 0 2 Skill Focus
2 2 3 0 3 Bonus Feat
3 3 3 1 3 Conditioning
4 4 4 1 4 Bonus Feat
5 5 4 1 4 Lingering Fear
6 6/1 5 2 5 Bonus Feat
7 7/2 5 2 5 Conditioning
8 8/3 6 2 6 Bonus Feat
9 9/4 6 3 6 Swift Demoralization
10 10/5 7 3 7 Bonus Feat
11 11/6/1 7 3 7 Conditioning
12 12/7/2 8 4 8 Bonus Feat
13 13/8/3 8 4 8 Usurp Command
14 14/9/4 9 4 9 Bonus Feat
15 15/10/5 9 5 9 Conditioning
16 16/11/6/1 10 5 10 Bonus Feat
17 17/12/7/2 10 5 10 Fear Beyond Reason
18 18/13/8/3 11 6 11 Bonus Feat
19 19/14/9/4 11 6 11 Conditioning
20 20/15/10/5 12 6 12 Bonus Feat

Class Features

Skill Focus (Ex)

At 1st level, the fearmonger gains Skill Focus(Intimidate) as a bonus feat.

Bonus Feats (Ex)

At 2nd level, a fighter gets a bonus combat-oriented feat. The fighter gains an additional bonus feat at 4th level and at every even level thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats.

Conditioning (Ex)

At 3rd level, and at every four levels thereafter, the fighter improves one ability score by 1. The fighter may select a different ability score to improve any time this ability is gained.

Lingering Fear (Ex)

A 5th level fearmonger gains a +4 bonus on his intimidate check against any creature he has previously intimidated.

Swift Demoralization (Ex)

At 9th level, the fearmonger gains the ability to make an intimidate check to demoralize an opponent as a swift action. This can allow the fearmonger to make multiple demoralize attempts per round by using both a swift action and a standard action.

Usurp Command (Ex)

At 13th level, the fearmonger learns how to break a chain of command through intimidation. If a group of creatures has a leader, a successful demoralize attempt against the group's leader automatically causes all subordinates who can see or hear the leader to become shaken for 1 round (subordinates with a Wisdom score at least 2 higher than the leader may attempt the same saving throw as the leader).

Additionally, the fearmonger only suffers half the normal penalty to intimidate checks from being smaller than the target (-2 per size category instead of -4). Bonuses from being larger than the target still apply as normal.

Fear Beyond Reason (Ex)

A 17th level fearmonger becomes a true manifestation of terror beyond simple words and threats. The fearmonger can use intimidate to demoralize creatures normally immune to fear, including mindless creatures, by taking a -4 penalty on the Intimidate check.

Additionally, the fearmonger may reroll any Intimidate check once per day, taking the result of the new roll.



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