ngilop
2018-09-10, 09:46 AM
Fighter
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[tr]
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
[td]1st+1+2+0+0Weapon Expertise, Combat Focus
2nd+2+3+0+0Combat Talent, Bonus Feat
3rd+3+3+1+1Battle Hardened +1
4th+4+4+1+1Armor Training, Bonus Feat
5th+5+4+1+1Combat Talent, Weapon Training
6th+6+5+2+2Battle Awareness, Bonus Feat
7th+7+5+2+2Battle Hardened +2
8th+8+6+2+2Rapid Attack, Combat Talent, Armor Training, Bonus Feat
9th+9+6+3+3Fortification
10th+10+7+3+3Weapon Training, Bonus Feat
11th+11+7+3+3Combat Talent, Battle Hardened +3
12th+12+8+4+4Armor Training, Bonus Feat
13th+13+8+4+4Battle Inspiration
14th+14+9+4+4Combat Talent, Bonus Feat
15th+15+9+5+5Weapon Training, Battle Hardened +4
16th+16+10+5+5Armor Training, Bonus Feat
17th+17+10+5+5Combat Talent, Weapon Mastery
18th+18+11+6+6Combat Adroitness, Bonus Feat
19th+19+11+6+6Armor Mastery, Battle Hardened +5
20th+20+12+6+6Battle Mastery, Combat Talent, Weapon Training, Armor Training, Bonus Feat
Alignment: Any
Hit Die: 1d10
Class Skills:
The fighter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
The following are class features of the fighter.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Weapon Expertise (Ex)
Fighters tend to learn weapons faster and easier than other classes. A fighter can spend and hour to change a feat which applies to a specific weapon to another weapon. For example a fighter can spend an hour to change his weapon focus: glaive and weapon specialization: glaive to weapon focus: long bow and weapon specialization: long bow. A fighter can adjust any number of his feats in this way, and does not have to adjust them all in the same way. However, he can't change the weapon choices in such a way that he no longer meet the prerequisite for some other feat you possess. For instance, if the fighter has both Weapon Focus (longsword) and Weapon Specialization (longsword), he can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.
Combat Focus (Ex)
The first time the fighter makes a successful attack during an encounter, he gains combat focus, giving him 5+ Con modifier pints to be spent using the following abilities. A fighter can only gain your combat focus once per encounter. While the fighter has at least 1 point of combat focus remaining he gains a +2 bonus on reflex saves and a +1 dodge bonus to AC.
Accurate Strike A fighter can spend a point of combat focus as a free action to gain a +2 bonus to his attacks, if the attack threaten a critical hit the fighter gains a +4 bonus on the confirmation roll.
This lasts the rest of the combat.
Amazing Dodge By spending a point of combat focus as a free action, a fighter has his AC bonus from his Dodge feat increase by 1, as well as gaining an additional +1 to his reflex saves.
This lasts the rest of the combat.
Battle Vigor A fighter spends 1 point of combat focus as a free action gains fast healing 2.
This lasts the rest of the combat.
Blind Sight By spend 2 points of combat focus, a fighter with the blind-fight feat gains blindsight out to 5 feet.
This lasts the rest of the combat.
Combat Awareness The fighter spends 2 points of combat focus as a free action and knows the current health status of all creatures within 10 feet. Hale: undamaged, injured: greater than 74% but less than full; wounded: greater than 49% but less than 75%; critical: greater than 25% but less than 50%; mortal less than 26%.
This lasts the rest of the combat.
Cooperation By spending a point of combat focus, the fighter increases the bonus from any aid another check by 1.
Defensive Focus As a free action the fighter spends 1 points of combat focus and gains a +2 dodge bonus to AC as well as energy resistance 3 to one particular energy type. A fighter can spend more points each additional point increase the energy resistance by 3, either towards a new energy type, or increases an existing resistance.
This lasts the rest of the combat.
Devastating Offense By spending 2 points of combat focus as a free action, a fighter may apply a critical feat to a regular attack. All other prerequisites must still be met, for bleeding critical the weapon must be slashing or piercing or for banishing critical one must be able to cast dismissal or banishment.
This applies to one successful attack.
First Strike A fighter with the improved initiative feat spends 1 point of combat focus while rolling for initiative. He deals an extra 1d6/ +1 per fighter level on successful attacks.
This lasts only for the first round of a particular combat.
Focused Attack A fighter with the power attack feat spends 1 point of combat focus to ignore the penalty when using the power attack feat.
This lasts one round.
Offensive Focus As a free action, a fighter spends 2 points of combat focus to gain a +2 bonus to attacks as well as dealing an additional 1d8 points of damage with every successful attack, this extra damage is not multiplied on a critical hit.
This lasts the rest of the encounter.
Sanguine Assault By spending 1 point of combat focus a fighter increases his critical strike range by 2 against opponents currently suffering from bleed damage, this is applied after any modifiers such as keen or improved critical.
This lasts the rest of the combat.
Sniper's Eye A Fighter with Precise Shot, feat can spend a point of combat focus as a free action to ignore miss chance from concealment.
This lasts 1 round.
Stability As a free action, the fighter spends 2 points of combat focus as gains a +4 bonus to all CMD against attempts to bullrush, trip, overrun, grapple, or swallow whole attempts.
This lasts the rest of the combat.
Bonus Feats
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.”
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.
Battle Hardened (Ex)
Starting at 3rd level, a fighter gains a +1 bonus on Will saves against fear, charms, and compulsions. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex)
Starting at 4th level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (8th, 12th, 16th, and 20th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 4th level, and while wearing heavy armor at 7th level.
Weapon Training (Ex)
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +2 bonus on attack and damage rolls.
Every five levels thereafter (10th*, 15th, and 20th), a fighter becomes further trained in another group of weapons. He gains a +2 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +2 each. For example, when a fighter reaches 10th level, he receives a +2 bonus on attack and damage rolls with one weapon group and a +4 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Advanced Weapon Training: Beginning at 10th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Axes: bardiche, battleaxe, boarding axe, butchering axe, collapsible kumade, dwarven waraxe, gandasa, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, kumade, light pick, mattock, orc double axe, pata, throwing axe, and tongi.
Heavy Blades: Ankus, dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, estoc, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.
Light Blades: bayonet, butterfly knife, butterfly sword, chakram, dagger, deer horn knife, Drow razor, dueling dagger, gladius, hunga munga, kama, katar, kerambit, kukri, machete, madu, manople, pata, quadrens, rapier, sanpkhang, sawtooth sabre, scizore, shortsword, sica, sickle, spiral rapier, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.
Bows: Composite longbow, composite shortbow, longbow, orc hornbow, and shortbow.
Close: bayonet, brass knuckles, cestus, dan bong, dwarven war-shield, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, klar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, tri-bladed katar, unarmed strike, wooden stake, waveblade, and wushu dart.
Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter.
Double: bo staff, Boarding gaff, chain-hammer, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome battle ladder, gnome hooked hammer, kusarigama, monk’s spade, orc double axe, quarterstaff, taiaha, two-bladed sword, and weighted spear.
Firearms: all one-handed, two-handed, and siege firearms.
Flails: battle poi, bladed scarf, Cat-o’-nine-tails, chain spear, dire flail, double chained kama, dwarven dorn-dergar, flail, flying talon, gnome pincher, halfling rope-shot, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.
Hammers: aklys, battle aspergillum, Chain-hammer, club, gnome piston maul, greatclub, heavy mace, lantern staff, light hammer, light mace, mere club, planson, taiaha, tetsubo, wahaika, and warhammer.
Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk’s spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sanpkhang, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Polearms: bardiche, bec de corbin, bill, Boarding gaff, crook, fauchard, glaive, glaive-guisarme, gnome ripsaw glaive, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk’s spade, naginata, nodachi, ranseur, rhomphaia, tepoztopilli, and tiger fork.
Siege engines: Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines.
Spears: amentum, boar spear, chain spear, elven branched spear, javelin, harpoon, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, stormshaft javelin, tiger fork, trident, and weighted spear.
Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, brutal bolas, Chain-hammer, chakram, club, dagger, dart, deer horn knife, dueling dagger, flask thrower, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, pilum, poisoned sand tube, rope dart, shortspear, shuriken, sibat, sling, sling glove, spear, starknife, stormshaft javelin, throwing axe, throwing shield, trident, and wushu dart.
Tribal: Club, dagger, greatclub, handaxe, heavy shield, light shield, shortspear, spear, throwing axe, and unarmed strike.
Advanced Armor Training
Highly skilled and tenacious fighters can gain advanced armor training, learning techniques and applications of the armor training class feature that give them special benefits in exchange for reducing their ability to mitigate their armor’s armor check penalty and improve its maximum Dexterity bonus.
Advanced armor training options function only when the fighter is wearing appropriate armor or using a shield, unless otherwise noted. A fighter with an archetype that replaces armor training cannot select advanced armor training options.
Adaptable Training (Ex): The fighter can use his base attack bonus in place of his ranks in one skill of his choice from the following list: Acrobatics, Climb, Disguise, Escape Artist, Intimidate, Knowledge (engineering), Profession (soldier), Ride, or Swim. The fighter need not be wearing armor or using a shield to use this option. When using adaptable training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Once a skill has been selected, it cannot be changed and the fighter can immediately retrain all of his ranks in the selected skill at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to four times.
Armor Specialization (Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.
Armored Confidence (Ex): While wearing armor, the fighter gains a bonus on Intimidate checks based upon the type of armor he is wearing: +1 for light armor, +2 for medium armor, or +3 for heavy armor. This bonus increases by 1 at 7th level and every 5 fighter levels thereafter, to a maximum of +4 at 17th level. In addition, the fighter adds half his armored confidence bonus to the DC of Intimidate checks to demoralize him.
Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 2/—. At 6th level and every 6th level afterwards, the damage reduction increases by DR 2/—. The damage reduction gained is halved in light armor and increased by 50% in heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.
Armored Master: The fighter gains an armor mastery feat or a shield mastery feat as a bonus feat. He must meet all of the feat’s prerequisites.
Armored Sacrifice (Ex): When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, the fighter can instead direct the damage to a suit of armor that he is wearing or a shield he is using as an immediate action. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness. The fighter can use this option once per day, plus one additional time each day at 11th level and every 8 fighter levels thereafter, to a maximum of three times per day at 19th level.
Armored Sprint (Ex): The fighter gains Run as a bonus feat. If the fighter is proficient with heavy armor, he treats heavy armor as if it were one category lighter for the purpose of determining how fast he can move while running in armor.
Critical Deflection (Ex): While wearing armor or using a shield, the fighter gains a +2 bonus to his AC against attack rolls made to confirm a critical hit. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum of +6 at 19th level.
Master Armorer (Ex): The fighter can use his base attack bonus in place of his ranks in the Craft (armor) skill. The fighter need not be wearing armor or using a shield to use this option. The fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Additionally the fighter is treated as having the Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. The fighter does not need to meet these feats’ prerequisites.
Quick Donning (Ex): The fighter can don armor in a hurry without reducing its effectiveness, and remove it quickly when it becomes a hindrance. When the fighter dons or removes his armor or dons it hastily, the amount of time needed to do so is reduced, as noted on the table below. Other characters can still help the fighter don his armor as normal
Armor Type
Don
Don Hastily
Remove
Light
5 rounds
1 round
5 rounds
Medium
1 minute
5 rounds
1 minute
Heavy
2 minutes
1 minute
1d4 minutes
Additionally, when wearing hastily donned armor, the fighter can attempt a Strength or Dexterity check as a full-round action to remove the penalties associated with wearing hastily donned armor (DC = 10 + his armor’s unmodified armor bonus). If he succeeds at the check, he is treated as having properly donned his armor rather than having hastily donned it. The fighter can also remove his armor in the same amount of time that it takes him to don his armor hastily. He can even remove sections of armor to escape grapples and similar grasping hindrances. Whenever the fighter attempts a combat maneuver check, an Escape Artist check, or a Strength check to escape from an effect that reduces or restricts his ability to move or act, he can reduce the armor bonus of any armor that he is wearing by up to half his armor’s base armor bonus. If he does so, he gains a bonus on his check equal to the amount by which he reduced his armor’s armor bonus. Multiple uses of this ability cannot reduce the armor’s armor bonus below half its base armor bonus, and the reduction to the armor’s armor bonus lasts until the fighter recovers and dons the removed pieces of armor.
Steel Headbutt (Ex): While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to 1/2 the fighter’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
Unmoving (Ex): Select one combat maneuver (except sunder). Whether using his armor as leverage against a grappling foe or using its weight to help him stop a bull rush, a fighter can use his armor to protect him from the chosen combat maneuver. While wearing armor or wielding a shield, the fighter gains a bonus to his CMD against the chosen combat maneuver. The bonus is +1 if he’s wearing light armor, +2 if he’s wearing medium armor, and +3 if he’s wearing heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum at 19th level of +5 for light armor, +6 for medium armor, and +7 for heavy armor. Mithral armor provides a bonus 1 lower than normal for armor of its type
Advanced Weapon Training
Highly skilled and experienced fighters can gain advanced weapon training, learning techniques and applications of the weapon training class feature that give them special benefits in exchange for specializing in a smaller number of fighter weapon groups.
Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature.
The fighter’s weapon training bonus still increases for weapons from all fighter weapon groups he previously selected with weapon training. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Some advance weapon training options can be selected only if the fighter meets the option’s prerequisites.
Advanced weapon training options function only when the fighter is wielding a weapon from the associated group, unless otherwise noted, and use his weapon training bonus for the associated weapon group. Any bonuses on attack rolls and damage rolls granted by advanced weapon training apply only on attack rolls and damage rolls from weapons in the associated group. A fighter with an archetype that replaces weapon training cannot select advanced weapon training options.
Abundant Tactics (Ex) The fighter adds his weapon training bonus to the number of times per day he can use a combat feat he has that allows a limited number of daily uses, such as the Stunning Fist feat.
Armed Bravery (Ex) The fighter applies the enchantment bonus from his equipped weapon to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases twice this amount.
Combat Competence (Ex) For any weapon in the associated weapon group with which the fighter is not proficient, the penalty on attack rolls taken as a result of not being proficient is reduced by an amount equal to the fighter’s weapon training bonus with that weapon group. Once the penalty is reduced to 0, the fighter becomes proficient with such weapons.
Combat Maneuver Defense (Ex) When the fighter is wielding weapons from the associated weapon group, his weapon training bonus applies to his CMD against all combat maneuvers attempted against him, instead of just against disarm and sunder combat maneuvers.
Dazzling Intimidation (Ex) The fighter applies his weapon training bonus to Intimidate checks and can attempt an Intimidate check to demoralize an opponent as a move action instead of a standard action. If he has the Dazzling Display feat, he can use it as a standard action instead of a full-round action.
Defensive Weapon Training (Ex) The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.
Effortless Dual-Wielding (Ex) The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.
Fighter’s Finesse (Ex) The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.
Fighter’s Reflexes (Ex) The fighter applies his weapon training bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his Dexterity bonus to AC.
Fighter’s Tactics (Ex) All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.
Focused Weapon (Ex) The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weapon class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.
Inspiring Confidence (Ex) A number of times per day equal to his highest weapon training bonus as a swift action, the fighter can allow one ally within 30 feet to attempt a new saving throw against an ongoing fear effect that causes the ally to cower or to become frightened, panicked, or shaken. If the ally succeeds at the save, the effect ends. A fighter can use this option even when not wielding a weapon from the associated weapon group.
Item Mastery: The fighter gains an item mastery feat as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat’s normal requirements. He must meet all of the feat’s prerequisites.
Trained Grace (Ex) When the fighter uses Weapon Finesse to make a melee attack with a weapon, using his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option.
Trained Initiative (Ex) As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.
Trained Throw (Ex) When the fighter makes a ranged attack with a thrown weapon and applies his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. Unless he has the Throw Anything feat, the fighter can choose only the thrown fighter weapon group with this option. If he has Throw Anything, the fighter can choose any fighter weapon group with this option and apply this option’s benefits to any weapon from that group that he throws.
Versatile Training (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use this option. When using versatile training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in these skills, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify those skills. Once the skills have been selected, they cannot be changed and the fighter can immediately retrain all of his skill ranks in the selected skills at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to two times. The Bluff and Intimidate skills are associated with all fighter weapon groups. The various fighter weapon groups also have the following associated skills: axes (Climb, Survival), bows (Knowledge [engineering], Perception), close (Sense Motive, Stealth), crossbows (Perception, Stealth), double (Acrobatics, Sense Motive), firearms (Perception, Sleight of Hand), flails (Acrobatics, Sleight of Hand), hammers (Diplomacy, Ride), heavy blades (Diplomacy, Ride), light blades (Diplomacy, Sleight of Hand), monk (Acrobatics, Escape Artist), natural (Climb, Fly, Swim), polearms (Diplomacy, Sense Motive), siege engines (Disable Device, Profession [driver]), spears (Handle Animal, Ride), and thrown (Acrobatics, Perception).
Warrior Spirit (Su) The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Weapon Mastery The fighter gains a weapon mastery feat as a bonus feat, even when not wielding a weapon from the appropriate weapon group. He must meet all of the feat’s prerequisites.
Weapon Sacrifice (Ex) When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, as a swift or immediate action the fighter can instead direct the damage to a weapon from the associated weapon group that he is wielding. The original target takes no damage, but the weapon receives only half its normal hardness. The fighter can use this option a number of times per day equal to the fighter’s weapon training bonus with the associated weapon group. He cannot use this option with unarmed attacks.
Weapon Specialist (Ex) The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.
Battle Awareness (Ex) Starting at 6th level the fighter gains a +2 bonus to Initiative, this increases by 1 every 6th level afterwards.
Rapid Attack (Ex) A fighter at 8th level can make a full attack as a standard action
Fortification (Ex) At 9th level a Fighter who is subject to a successful critical strike can make an opposed attack roll, if the resulting roll is higher than the roll of the critical strike, the critical is negated and is rendered as a regular attack.
Battle Inspiration(Ex) As a swift action once an encounter, a fighter can gives allies (not including himself) 1d4 temporary hit point per 2 fighter levels as well as +1 morale bonus to saves and weapon attack rolls.
Weapon Mastery (Ex)
At 17th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Combat Adroitness (Ex)
At 18th level the fighter gains the use of an additional swift action a round.
Armor Mastery (Ex)
At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.
Battle Mastery (Ex) The fighter at 20th level operates as if continuously under the effects of the Foresight spell. In addition whenever the fighter drops a foe, or if the foe is dropped in the same round the fighter dealt damage to it. He gains a +3 bonus to all his actions for the rest of the combat. This bonus does not stack with itself.
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[tr]
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
[td]1st+1+2+0+0Weapon Expertise, Combat Focus
2nd+2+3+0+0Combat Talent, Bonus Feat
3rd+3+3+1+1Battle Hardened +1
4th+4+4+1+1Armor Training, Bonus Feat
5th+5+4+1+1Combat Talent, Weapon Training
6th+6+5+2+2Battle Awareness, Bonus Feat
7th+7+5+2+2Battle Hardened +2
8th+8+6+2+2Rapid Attack, Combat Talent, Armor Training, Bonus Feat
9th+9+6+3+3Fortification
10th+10+7+3+3Weapon Training, Bonus Feat
11th+11+7+3+3Combat Talent, Battle Hardened +3
12th+12+8+4+4Armor Training, Bonus Feat
13th+13+8+4+4Battle Inspiration
14th+14+9+4+4Combat Talent, Bonus Feat
15th+15+9+5+5Weapon Training, Battle Hardened +4
16th+16+10+5+5Armor Training, Bonus Feat
17th+17+10+5+5Combat Talent, Weapon Mastery
18th+18+11+6+6Combat Adroitness, Bonus Feat
19th+19+11+6+6Armor Mastery, Battle Hardened +5
20th+20+12+6+6Battle Mastery, Combat Talent, Weapon Training, Armor Training, Bonus Feat
Alignment: Any
Hit Die: 1d10
Class Skills:
The fighter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
The following are class features of the fighter.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Weapon Expertise (Ex)
Fighters tend to learn weapons faster and easier than other classes. A fighter can spend and hour to change a feat which applies to a specific weapon to another weapon. For example a fighter can spend an hour to change his weapon focus: glaive and weapon specialization: glaive to weapon focus: long bow and weapon specialization: long bow. A fighter can adjust any number of his feats in this way, and does not have to adjust them all in the same way. However, he can't change the weapon choices in such a way that he no longer meet the prerequisite for some other feat you possess. For instance, if the fighter has both Weapon Focus (longsword) and Weapon Specialization (longsword), he can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.
Combat Focus (Ex)
The first time the fighter makes a successful attack during an encounter, he gains combat focus, giving him 5+ Con modifier pints to be spent using the following abilities. A fighter can only gain your combat focus once per encounter. While the fighter has at least 1 point of combat focus remaining he gains a +2 bonus on reflex saves and a +1 dodge bonus to AC.
Accurate Strike A fighter can spend a point of combat focus as a free action to gain a +2 bonus to his attacks, if the attack threaten a critical hit the fighter gains a +4 bonus on the confirmation roll.
This lasts the rest of the combat.
Amazing Dodge By spending a point of combat focus as a free action, a fighter has his AC bonus from his Dodge feat increase by 1, as well as gaining an additional +1 to his reflex saves.
This lasts the rest of the combat.
Battle Vigor A fighter spends 1 point of combat focus as a free action gains fast healing 2.
This lasts the rest of the combat.
Blind Sight By spend 2 points of combat focus, a fighter with the blind-fight feat gains blindsight out to 5 feet.
This lasts the rest of the combat.
Combat Awareness The fighter spends 2 points of combat focus as a free action and knows the current health status of all creatures within 10 feet. Hale: undamaged, injured: greater than 74% but less than full; wounded: greater than 49% but less than 75%; critical: greater than 25% but less than 50%; mortal less than 26%.
This lasts the rest of the combat.
Cooperation By spending a point of combat focus, the fighter increases the bonus from any aid another check by 1.
Defensive Focus As a free action the fighter spends 1 points of combat focus and gains a +2 dodge bonus to AC as well as energy resistance 3 to one particular energy type. A fighter can spend more points each additional point increase the energy resistance by 3, either towards a new energy type, or increases an existing resistance.
This lasts the rest of the combat.
Devastating Offense By spending 2 points of combat focus as a free action, a fighter may apply a critical feat to a regular attack. All other prerequisites must still be met, for bleeding critical the weapon must be slashing or piercing or for banishing critical one must be able to cast dismissal or banishment.
This applies to one successful attack.
First Strike A fighter with the improved initiative feat spends 1 point of combat focus while rolling for initiative. He deals an extra 1d6/ +1 per fighter level on successful attacks.
This lasts only for the first round of a particular combat.
Focused Attack A fighter with the power attack feat spends 1 point of combat focus to ignore the penalty when using the power attack feat.
This lasts one round.
Offensive Focus As a free action, a fighter spends 2 points of combat focus to gain a +2 bonus to attacks as well as dealing an additional 1d8 points of damage with every successful attack, this extra damage is not multiplied on a critical hit.
This lasts the rest of the encounter.
Sanguine Assault By spending 1 point of combat focus a fighter increases his critical strike range by 2 against opponents currently suffering from bleed damage, this is applied after any modifiers such as keen or improved critical.
This lasts the rest of the combat.
Sniper's Eye A Fighter with Precise Shot, feat can spend a point of combat focus as a free action to ignore miss chance from concealment.
This lasts 1 round.
Stability As a free action, the fighter spends 2 points of combat focus as gains a +4 bonus to all CMD against attempts to bullrush, trip, overrun, grapple, or swallow whole attempts.
This lasts the rest of the combat.
Bonus Feats
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.”
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.
Battle Hardened (Ex)
Starting at 3rd level, a fighter gains a +1 bonus on Will saves against fear, charms, and compulsions. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex)
Starting at 4th level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (8th, 12th, 16th, and 20th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 4th level, and while wearing heavy armor at 7th level.
Weapon Training (Ex)
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +2 bonus on attack and damage rolls.
Every five levels thereafter (10th*, 15th, and 20th), a fighter becomes further trained in another group of weapons. He gains a +2 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +2 each. For example, when a fighter reaches 10th level, he receives a +2 bonus on attack and damage rolls with one weapon group and a +4 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Advanced Weapon Training: Beginning at 10th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Axes: bardiche, battleaxe, boarding axe, butchering axe, collapsible kumade, dwarven waraxe, gandasa, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, kumade, light pick, mattock, orc double axe, pata, throwing axe, and tongi.
Heavy Blades: Ankus, dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, estoc, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.
Light Blades: bayonet, butterfly knife, butterfly sword, chakram, dagger, deer horn knife, Drow razor, dueling dagger, gladius, hunga munga, kama, katar, kerambit, kukri, machete, madu, manople, pata, quadrens, rapier, sanpkhang, sawtooth sabre, scizore, shortsword, sica, sickle, spiral rapier, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.
Bows: Composite longbow, composite shortbow, longbow, orc hornbow, and shortbow.
Close: bayonet, brass knuckles, cestus, dan bong, dwarven war-shield, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, klar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, tri-bladed katar, unarmed strike, wooden stake, waveblade, and wushu dart.
Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter.
Double: bo staff, Boarding gaff, chain-hammer, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome battle ladder, gnome hooked hammer, kusarigama, monk’s spade, orc double axe, quarterstaff, taiaha, two-bladed sword, and weighted spear.
Firearms: all one-handed, two-handed, and siege firearms.
Flails: battle poi, bladed scarf, Cat-o’-nine-tails, chain spear, dire flail, double chained kama, dwarven dorn-dergar, flail, flying talon, gnome pincher, halfling rope-shot, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.
Hammers: aklys, battle aspergillum, Chain-hammer, club, gnome piston maul, greatclub, heavy mace, lantern staff, light hammer, light mace, mere club, planson, taiaha, tetsubo, wahaika, and warhammer.
Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk’s spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sanpkhang, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Polearms: bardiche, bec de corbin, bill, Boarding gaff, crook, fauchard, glaive, glaive-guisarme, gnome ripsaw glaive, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk’s spade, naginata, nodachi, ranseur, rhomphaia, tepoztopilli, and tiger fork.
Siege engines: Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines.
Spears: amentum, boar spear, chain spear, elven branched spear, javelin, harpoon, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, stormshaft javelin, tiger fork, trident, and weighted spear.
Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, brutal bolas, Chain-hammer, chakram, club, dagger, dart, deer horn knife, dueling dagger, flask thrower, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, pilum, poisoned sand tube, rope dart, shortspear, shuriken, sibat, sling, sling glove, spear, starknife, stormshaft javelin, throwing axe, throwing shield, trident, and wushu dart.
Tribal: Club, dagger, greatclub, handaxe, heavy shield, light shield, shortspear, spear, throwing axe, and unarmed strike.
Advanced Armor Training
Highly skilled and tenacious fighters can gain advanced armor training, learning techniques and applications of the armor training class feature that give them special benefits in exchange for reducing their ability to mitigate their armor’s armor check penalty and improve its maximum Dexterity bonus.
Advanced armor training options function only when the fighter is wearing appropriate armor or using a shield, unless otherwise noted. A fighter with an archetype that replaces armor training cannot select advanced armor training options.
Adaptable Training (Ex): The fighter can use his base attack bonus in place of his ranks in one skill of his choice from the following list: Acrobatics, Climb, Disguise, Escape Artist, Intimidate, Knowledge (engineering), Profession (soldier), Ride, or Swim. The fighter need not be wearing armor or using a shield to use this option. When using adaptable training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Once a skill has been selected, it cannot be changed and the fighter can immediately retrain all of his ranks in the selected skill at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to four times.
Armor Specialization (Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.
Armored Confidence (Ex): While wearing armor, the fighter gains a bonus on Intimidate checks based upon the type of armor he is wearing: +1 for light armor, +2 for medium armor, or +3 for heavy armor. This bonus increases by 1 at 7th level and every 5 fighter levels thereafter, to a maximum of +4 at 17th level. In addition, the fighter adds half his armored confidence bonus to the DC of Intimidate checks to demoralize him.
Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 2/—. At 6th level and every 6th level afterwards, the damage reduction increases by DR 2/—. The damage reduction gained is halved in light armor and increased by 50% in heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.
Armored Master: The fighter gains an armor mastery feat or a shield mastery feat as a bonus feat. He must meet all of the feat’s prerequisites.
Armored Sacrifice (Ex): When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, the fighter can instead direct the damage to a suit of armor that he is wearing or a shield he is using as an immediate action. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness. The fighter can use this option once per day, plus one additional time each day at 11th level and every 8 fighter levels thereafter, to a maximum of three times per day at 19th level.
Armored Sprint (Ex): The fighter gains Run as a bonus feat. If the fighter is proficient with heavy armor, he treats heavy armor as if it were one category lighter for the purpose of determining how fast he can move while running in armor.
Critical Deflection (Ex): While wearing armor or using a shield, the fighter gains a +2 bonus to his AC against attack rolls made to confirm a critical hit. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum of +6 at 19th level.
Master Armorer (Ex): The fighter can use his base attack bonus in place of his ranks in the Craft (armor) skill. The fighter need not be wearing armor or using a shield to use this option. The fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Additionally the fighter is treated as having the Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. The fighter does not need to meet these feats’ prerequisites.
Quick Donning (Ex): The fighter can don armor in a hurry without reducing its effectiveness, and remove it quickly when it becomes a hindrance. When the fighter dons or removes his armor or dons it hastily, the amount of time needed to do so is reduced, as noted on the table below. Other characters can still help the fighter don his armor as normal
Armor Type
Don
Don Hastily
Remove
Light
5 rounds
1 round
5 rounds
Medium
1 minute
5 rounds
1 minute
Heavy
2 minutes
1 minute
1d4 minutes
Additionally, when wearing hastily donned armor, the fighter can attempt a Strength or Dexterity check as a full-round action to remove the penalties associated with wearing hastily donned armor (DC = 10 + his armor’s unmodified armor bonus). If he succeeds at the check, he is treated as having properly donned his armor rather than having hastily donned it. The fighter can also remove his armor in the same amount of time that it takes him to don his armor hastily. He can even remove sections of armor to escape grapples and similar grasping hindrances. Whenever the fighter attempts a combat maneuver check, an Escape Artist check, or a Strength check to escape from an effect that reduces or restricts his ability to move or act, he can reduce the armor bonus of any armor that he is wearing by up to half his armor’s base armor bonus. If he does so, he gains a bonus on his check equal to the amount by which he reduced his armor’s armor bonus. Multiple uses of this ability cannot reduce the armor’s armor bonus below half its base armor bonus, and the reduction to the armor’s armor bonus lasts until the fighter recovers and dons the removed pieces of armor.
Steel Headbutt (Ex): While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to 1/2 the fighter’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
Unmoving (Ex): Select one combat maneuver (except sunder). Whether using his armor as leverage against a grappling foe or using its weight to help him stop a bull rush, a fighter can use his armor to protect him from the chosen combat maneuver. While wearing armor or wielding a shield, the fighter gains a bonus to his CMD against the chosen combat maneuver. The bonus is +1 if he’s wearing light armor, +2 if he’s wearing medium armor, and +3 if he’s wearing heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum at 19th level of +5 for light armor, +6 for medium armor, and +7 for heavy armor. Mithral armor provides a bonus 1 lower than normal for armor of its type
Advanced Weapon Training
Highly skilled and experienced fighters can gain advanced weapon training, learning techniques and applications of the weapon training class feature that give them special benefits in exchange for specializing in a smaller number of fighter weapon groups.
Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature.
The fighter’s weapon training bonus still increases for weapons from all fighter weapon groups he previously selected with weapon training. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Some advance weapon training options can be selected only if the fighter meets the option’s prerequisites.
Advanced weapon training options function only when the fighter is wielding a weapon from the associated group, unless otherwise noted, and use his weapon training bonus for the associated weapon group. Any bonuses on attack rolls and damage rolls granted by advanced weapon training apply only on attack rolls and damage rolls from weapons in the associated group. A fighter with an archetype that replaces weapon training cannot select advanced weapon training options.
Abundant Tactics (Ex) The fighter adds his weapon training bonus to the number of times per day he can use a combat feat he has that allows a limited number of daily uses, such as the Stunning Fist feat.
Armed Bravery (Ex) The fighter applies the enchantment bonus from his equipped weapon to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases twice this amount.
Combat Competence (Ex) For any weapon in the associated weapon group with which the fighter is not proficient, the penalty on attack rolls taken as a result of not being proficient is reduced by an amount equal to the fighter’s weapon training bonus with that weapon group. Once the penalty is reduced to 0, the fighter becomes proficient with such weapons.
Combat Maneuver Defense (Ex) When the fighter is wielding weapons from the associated weapon group, his weapon training bonus applies to his CMD against all combat maneuvers attempted against him, instead of just against disarm and sunder combat maneuvers.
Dazzling Intimidation (Ex) The fighter applies his weapon training bonus to Intimidate checks and can attempt an Intimidate check to demoralize an opponent as a move action instead of a standard action. If he has the Dazzling Display feat, he can use it as a standard action instead of a full-round action.
Defensive Weapon Training (Ex) The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.
Effortless Dual-Wielding (Ex) The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.
Fighter’s Finesse (Ex) The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.
Fighter’s Reflexes (Ex) The fighter applies his weapon training bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his Dexterity bonus to AC.
Fighter’s Tactics (Ex) All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.
Focused Weapon (Ex) The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weapon class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.
Inspiring Confidence (Ex) A number of times per day equal to his highest weapon training bonus as a swift action, the fighter can allow one ally within 30 feet to attempt a new saving throw against an ongoing fear effect that causes the ally to cower or to become frightened, panicked, or shaken. If the ally succeeds at the save, the effect ends. A fighter can use this option even when not wielding a weapon from the associated weapon group.
Item Mastery: The fighter gains an item mastery feat as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat’s normal requirements. He must meet all of the feat’s prerequisites.
Trained Grace (Ex) When the fighter uses Weapon Finesse to make a melee attack with a weapon, using his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option.
Trained Initiative (Ex) As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.
Trained Throw (Ex) When the fighter makes a ranged attack with a thrown weapon and applies his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. Unless he has the Throw Anything feat, the fighter can choose only the thrown fighter weapon group with this option. If he has Throw Anything, the fighter can choose any fighter weapon group with this option and apply this option’s benefits to any weapon from that group that he throws.
Versatile Training (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use this option. When using versatile training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in these skills, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify those skills. Once the skills have been selected, they cannot be changed and the fighter can immediately retrain all of his skill ranks in the selected skills at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to two times. The Bluff and Intimidate skills are associated with all fighter weapon groups. The various fighter weapon groups also have the following associated skills: axes (Climb, Survival), bows (Knowledge [engineering], Perception), close (Sense Motive, Stealth), crossbows (Perception, Stealth), double (Acrobatics, Sense Motive), firearms (Perception, Sleight of Hand), flails (Acrobatics, Sleight of Hand), hammers (Diplomacy, Ride), heavy blades (Diplomacy, Ride), light blades (Diplomacy, Sleight of Hand), monk (Acrobatics, Escape Artist), natural (Climb, Fly, Swim), polearms (Diplomacy, Sense Motive), siege engines (Disable Device, Profession [driver]), spears (Handle Animal, Ride), and thrown (Acrobatics, Perception).
Warrior Spirit (Su) The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Weapon Mastery The fighter gains a weapon mastery feat as a bonus feat, even when not wielding a weapon from the appropriate weapon group. He must meet all of the feat’s prerequisites.
Weapon Sacrifice (Ex) When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, as a swift or immediate action the fighter can instead direct the damage to a weapon from the associated weapon group that he is wielding. The original target takes no damage, but the weapon receives only half its normal hardness. The fighter can use this option a number of times per day equal to the fighter’s weapon training bonus with the associated weapon group. He cannot use this option with unarmed attacks.
Weapon Specialist (Ex) The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.
Battle Awareness (Ex) Starting at 6th level the fighter gains a +2 bonus to Initiative, this increases by 1 every 6th level afterwards.
Rapid Attack (Ex) A fighter at 8th level can make a full attack as a standard action
Fortification (Ex) At 9th level a Fighter who is subject to a successful critical strike can make an opposed attack roll, if the resulting roll is higher than the roll of the critical strike, the critical is negated and is rendered as a regular attack.
Battle Inspiration(Ex) As a swift action once an encounter, a fighter can gives allies (not including himself) 1d4 temporary hit point per 2 fighter levels as well as +1 morale bonus to saves and weapon attack rolls.
Weapon Mastery (Ex)
At 17th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Combat Adroitness (Ex)
At 18th level the fighter gains the use of an additional swift action a round.
Armor Mastery (Ex)
At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.
Battle Mastery (Ex) The fighter at 20th level operates as if continuously under the effects of the Foresight spell. In addition whenever the fighter drops a foe, or if the foe is dropped in the same round the fighter dealt damage to it. He gains a +3 bonus to all his actions for the rest of the combat. This bonus does not stack with itself.