Hit Die: d10
Class Skills (4 + Int)
Level BAB Saves Special 1 +1 +2/+0/+2 Weapon Focus, Fighter Bonus Feat 2 +2 +3/+0/+3 Superior Resistance, Bonus Feat 3 +3 +3/+1/+3 Armor Focus, Fighter Bonus Feat 4 +4 +4/+1/+4 Athleticism, Armor Mastery (Medium), Bonus Feat 5 +5 +4/+1/+4 Weapon Specialization, Fighter Bonus Feat 6 +6/+1 +5/+2/+5 Combat Specialist, Bonus Feat 7 +7/+2 +5/+2/+5 Armor Specialization, Fighter Bonus Feat 8 +8/+4 +6/+2/+6 Secondary Strike, Armor Mastery (Heavy), Bonus Feat 9 +9/+5 +6/+3/+6 Greater Weapon Focus, Fighter Bonus Feat 10 +10/+6 +7/+3/+7 Combat Speed, Bonus Feat 11 +11/+7/+3 +7/+3/+7 Greater Armor Focus, Fighter Bonus Feat 12 +12/+9/+6 +8/+4/+8 Improved Combat Specialist, Improved Secondary Strike, Bonus Feat 13 +13/+10/+7 +8/+4/+8 Greater Weapon Specialization, Fighter Bonus Feat 14 +14/+11/+8 +9/+4/+9 Adrenaline Rush, Bonus Feat 15 +15/+12/+9 +9/+5/+9 Greater Armor Specialization, Fighter Bonus Feat 16 +16/+13/+10/+7 +10/+5/+10 Improved Combat Speed, Bonus Feat 17 +17/+14/+11/+8 +10/+5/+10 Weapon Supremacy, Fighter Bonus Feat 18 +18/+16/+14/+12 +11/+6/+11 Greater Combat Specialist, Greater Secondary Strike, Bonus Feat 19 +19/+17/+15/+13 +11/+6/+11 Armor Supremacy, Fighter Bonus Feat 20 +20/+18/+16/+14 +12/+6/+12 Combat Mastery, Bonus Feat
Balance, Bluff, Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Architecture and Engineering), Knowledge (Local), Listen, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope
Bonus Feats: A Fighter gets two sets of bonus feats in addition to the weapon and armor feat chains. At every odd level, he gets a feat marked as a Fighter Bonus Feat for which he meets the prerequisites. At every even level, he gets any feat for which he meets the prerequisites.
Weapon Focus: +1 on attack rolls with selected weapon.
Armor Focus: -2 on armor check penalty with selected armor.
Weapon Specialization: +3 on damage rolls with selected weapon.
Armor Specialization: +2 on AC with selected armor.
Greater Weapon Focus: +2 on attack rolls with selected weapon.
Greater Armor Focus: -3 on armor check penalty with selected armor.
Greater Weapon Specialization: +6 on damage rolls with selected weapon.
Greater Armor Specialization: +4 on AC with selected armor.
Weapon Supremacy: As the feat
Armor Supremacy: Gain DR10/- while wearing selected armor. Gain Freedom of Movement while wearing selected armor. Gain immunity to critical hits and stunning while wearing selected armor.
Superior Resistance (Ex): A Fighter doesn't live long unless he is good at avoiding even the most unusual of attacks. At level 2, he gains a +2 competence bonus on all saving throws.
Athleticism (Ex): A Fighter is in the peak of physical condition. At fourth level, he gains a competence bonus on all Strength-based and Dexterity-based skill checks equal to one fourth his Fighter level (rounded down). His Strength and Dexterity bonuses are also doubled for these skills.
Armor Mastery (Ex): At fourth level, a Fighter begins to wear his armor like a second skin. He no longer takes movement penalties for medium armor. At level 8, he also no longer takes movement penalties for heavy armor.
Combat Specialist (Ex): A Fighter's entire livelihood is based around fighting, and he does it better than anyone. He gain a competence bonus equal to half his Fighter level (rounded down) when performing or resisting the following special attacks: Bullrush, Disarm, Feint, Grapple, Overrun, Sunder, and Trip.
He can use these special attacks against targets that are one size category larger than he normally could. At level 12, he can use them against targets that are two size categories larger than normal, and at level 18, he can use them against target's that are three size categories larger than normal.
If the Fighter has any of the feats Improved Bullrush, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, or Improved Sunder, he gets a free extra attack after successfully performing the respective special attack for which he has the feat.
Secondary Strike (Ex): Through experience and countless battles, a Fighter learns how to make all his attacks count. At level 8, the penalty on additional attacks from high Base Attack Bonus is reduced from -5 per attack to -4 per attack. At level 12, this penalty is reduced further to -3 per attack, and at level 18, it is again reduced to -2 per attack.
Combat Speed (Ex): An experienced Fighter knows how to eliminate the unnecessary motions from all his actions and get the most out of his time. Upon reaching level 10, he can make an extra move or swift action each round. At level 16, he becomes even more efficient and can make an extra standard, move, or swift action.
Adrenaline Rush (Ex): In the heat of battle, even the most grievous of injuries can be temporarily ignored. When a Fighter drops below 0 hit points or would be killed for any reason except ability damage, he can activate a rush of adrenaline to keep going. While in this state, he is immune to death and continues acting at full capacity, though he may still accrue hit point damage, even if it would drop him below -9. This state lasts a number of rounds equal to his Fighter level and can be used a number of times per day equal to his Constitution modifier. When this state ends, the Fighter dies like normal if he was hit with a death effect or if his hit points are still below -9.
Combat Mastery (Ex): A twentieth level Fighter is truly the master of his craft. When making an attack roll, if he rolls lower than a 10, he can retroactively take 10 on the attack.