The fighter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History), Listen (Wis), Martial Lore (Int), Ride (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Level BAB Fort Ref Will Special Ability 1 +1 +2 +0 +2 Veteran, Bonus Feat 2 +2 +3 +0 +3 Bonus Feat 3 +3 +3 +1 +3 Martial Aptitude 4 +4 +4 +1 +4 Bonus Feat 5 +5 +4 +1 +4 Warrior 6 +6/+1 +5 +2 +5 Bonus Feat 7 +7/+2 +5 +2 +5 Swordmain 8 +8/+3 +6 +2 +6 Bonus Feat 9 +9/+4 +6 +3 +6 Hero 10 +10/+5 +7 +3 +7 Bonus Feat 11 +11/+6/+1 +7 +3 +7 Paragon 12 +12/+7/+2 +8 +4 +8 Bonus Feat 13 +13/+8/+3 +8 +4 +8 Mettle 14 +14/+9/+4 +9 +4 +9 Bonus Feat 15 +15/+10/+5 +9 +5 +9 Martial Fluidity 16 +16/+11/+6/+1 +10 +5 +10 Bonus Feat 17 +17/+12/+7/+2 +10 +5 +10 Myrmidion 18 +18/+13/+8/+3 +11 +6 +11 Bonus Feat 19 +19/+14/+9/+4 +11 +6 +11 Champion 20 +20/+15/+10/+5 +12 +6 +12 Named, Bonus Feat
All of 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, medium, and light) and shields (including tower shields).
Bonus Fighter Feats (Ex)
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
At 1st level a fighter chooses her style of combat. This choice cannot be changed.
Knight - The knight places herself at the front line of battle guarding her weaker allies.
Whenever the knight makes a melee attack against an opponent that enemy is Marked by the knight until the end of her next turn, regardless if the knight hits or misses her target. While the target is Marked the enemy takes a penalty to attack rolls and spell saving throw difficulty classes if the enemy makes an attack against someone other than the knight or casts a spell or uses a spell-like or supernatural ability that does not target the knight or include her in its area of effect.
The penalty the target takes is equal to 1/2 the fighters class level (minimum 1).
A creature can only be Marked by one fighter at a time. A new Mark by a different fighter removes and replaces any current Marks.
Slayer - The slayer is a lethal warrior able to cut through swathes of enemies leaving only dead bodies in her wake. Her strikes are deep and even when an enemy turns aside her blade she still leaves a wound.
Whenever the slayer makes a weapon attack and hits she gains a bonus on the damage roll equal to her fighter class levels. When she misses with a weapon attack the target of the attack takes damage equal to half her fighter class levels (minimum 1), except in the case of a Natural 1 and misses due to Miss Chance.
Martial Aptitude (Ex)
A fighter is trained in the ways of war. At 3rd level a fighter learns how adapt her training to the needs of the battle.
After 5 minutes of rest and practice a fighter may swap a number of feats she has that are noted as [Fighter] bonus feats for other [Fighter] feats. She must meet all prerequisites for the replacement fighter feat as normal, at or above the level where she meets the requirements. For example, an 8th level Fighter who selected Blind-Fight for her 2nd level Bonus feat could not replace it with Shock Trooper since the character could not meet the requirements for Shock Trooper at 2nd level. If a fighter swaps out a feat that was a requirement for another feat she has (such as replacing Power Attack while keeping Cleave), she do not gain the benefit of the latter feat until she once again meets the prerequisite.
The number of feats a fighter may swap at once is equal to the fighters level (levels in the fighter class).
At 5th level the fighter hones her skill at battle.
Knight: The knight is able to keep her enemies from running away. Any opponent hit by a knights attack of opportunity caused by movement is halted, their movement stopped and the rest of their movement for that action wasted.
If a Marked target is within the melee reach of the knight and the target takes a 5ft step the knight may make an attack of opportunity against the target. This attack of opportunity does not count against the knight's normal number of attacks of opportunity in a round.
Slayer: Every weapon is an implement of destruction in the hands of a slayer. As a swift action the slayer may choose for her weapon attacks to deal bludgeoning, piercing, or slashing damage; the change lasts until she changes it with another swift action.
The slayers in depth tactical knowledge of her weapon allows her to turn near misses into hits and glancing blows in fatal strikes. Once per round she may roll twice when making a weapon attack and use the result of her choice. In addition, whenever she rolls a 1 on her die when rolling for weapon damage she re-rolls that die until she rolls higher than a 1 and uses that result instead.
At 7th level a fighter has experience with more blades, axes, cudgels and other tools of warfare than most people do in their lives. The fighter no longer takes a penalty on attack rolls for attacking with a weapon that is not proficient with (including improvised weapons). She is also considered armed when making an unarmed strike.
At 9th level a fighter has learned the value of quality armor and wears it like a second skin. The fighter no longer takes any armor check penalty for wearing armor or wielding shields and suffers no reduction in speed for wearing armor. She also ignores the weight of her armor when calculating encumbrance by total weight.
At 11th level level the fighter is an expert in her fighting style. Lesser fighters seek to study at her feet and word of her skill spreads far.
Knight: When the knight Marks an enemy she may choose to Mark all enemies within her melee reach simultaneously.
Slayer: Once per round the slayer may declare a successful weapon attack to be a critical threat.
At 13th level the fighter learns how to focus her body and mind to shrug off both physical and magical attacks.
If a fighter succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead negates the effect. A fighter only gains the benefit of Mettle while conscious.
Martial Fluidity (Ex)
At 15th level the fighter has mastered her attack techniques and defensive stratagems and can switch between them in heartbeats. Once per encounter a fighter may use Martial Aptitude as a swift action.
At 17th level the fighter is a master in her fighting style. Her renown among other fighters is legendary and to watch her fight is to see a great master craft a mighty work.
Knight: A target Marked by the knight takes a penalty on attack rolls and spell saving throw difficulty classes if the enemy attacks the knight or casts a spell or uses a spell-like or supernatural ability that targets the knight or includes her in its area of effect. This penalty equals the 1/4 the fighters class level.
The normal penalty for ignoring a knights Mark still applies.
Slayer: When making a weapon attack the slayer ignores the targets immunity to critical hits and sneak attack (if any). This includes magical protections such as armor of Fortification, class features such as the Warshapers Morphic Immunities and natural immunity due to physiology such as enjoyed by Undead and Elementals.
At 19th level the fighter can maim with every attack and kill with every weapon. The fighter gains the Weapon Supremacy feat as a bonus feat even if she does not meet the requirements; this feat cannot be swapped via Martial Aptitude.
Instead of choosing a specific weapon the fighter gains the benefit of the feat when wielding any weapon, including improvised weapons and unarmed strikes. If the fighter has followed the path of the Slayer she may not use her roll twice ability (Warrior) with the ability of the feat to treat a d20 attack roll as 10 on the same attack. She may use both abilities in the same round but they must be used on different attacks.
At 20th level the fighter has reached and surpassed the pinnacle of mortal fighting ability. Her name is mythic and tales of her exploits will live on when she lays down her weapon for the last time.
Knight: Once per round as a free action a knight may declare a successful weapon attack by a Marked target to be a miss. The target of the deflected attack must be within the knights melee reach though it may originate from outside it.
Slayer: Once per round as a free action when she makes a weapon attack a slayer may declare a miss to be a critical threat, except in the case of a Natural 1 and misses due to Miss Chance.