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Adept | Aristocrat | Commoner | Expert | Warrior

Fighter Class Details | Adv. Armor Training | Adv. Weapon Training | Weapon Groups | Archetypes

Fighter

Source PRPG Core Rulebook pg. 55
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).

Class Skills

The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at each Level: 2 + Int modifier.

Class Features

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Bonus feat
2nd+2+3+0+0Bonus feat, bravery +1
3rd+3+3+1+1Armor training 1
4th+4+4+1+1Bonus feat
5th+5+4+1+1Weapon training 1
6th+6/+1+5+2+2Bonus feat, bravery +2
7th+7/+2+5+2+2Armor training 2
8th+8/+3+6+2+2Bonus feat
9th+9/+4+6+3+3Weapon training 2
10th+10/+5+7+3+3Bonus feat, bravery +3
11th+11/+6/+1+7+3+3Armor training 3
12th+12/+7/+2+8+4+4Bonus feat
13th+13/+8/+3+8+4+4Weapon training 3
14th+14/+9/+4+9+4+4Bonus feat, bravery +4
15th+15/+10/+5+9+5+5Armor training 4
16th+16/+11/+6/+1+10+5+5Bonus feat
17th+17/+12/+7/+2+10+5+5Weapon training 4
18th+18/+13/+8/+3+11+6+6Bonus feat, bravery +5
19th+19/+14/+9/+4+11+6+6Armor mastery
20th+20/+15/+10/+5+12+6+6Bonus feat, weapon mastery

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).

Bonus Feats: At 1st 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.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd 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 (7th, 11th, and 15th), 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.

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 +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 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 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.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Note from Nethys: A consolidated list of fighter weapon groups is provided here.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th 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.

Alternate Capstones

Source Chronicle of Legends pg. 28
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Old Dog, New Tricks (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character shows that a true warrior always has one more surprise the enemy hasn’t seen. The character gains four combat feats. This capstone is available to characters of any class that gains at least four bonus combat feats.

Perfect Body, Flawless Mind (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.

The Boss (Ex)

Source Chronicle of Legends pg. 30
At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.

Vereran of Endless War (Ex)

Source Chronicle of Legends pg. 28
At 20th level, the fighter has seen more combat than entire platoons of soldiers put together. The bonuses granted by his armor training and weapon training increase by 2 each.

With This Sword (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.

Won’t Stay Dead (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.

Favored Class Options

Aphorite (Plane-Hopper's Handbook pg. 15): Add 1 to the fighter’s CMD when resisting disarm or trip attempts.
Aquatic Elf (Blood of the Sea pg. 5): Choose a weapon from the following list: rapier, short sword, trident, or any weapon with “elven” in its name. Gain a +1/2 bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects.
Boggard (Monster Codex pg. 8): Increase the hit points of the fighter’s tongue by 1 and add 1/2 on all opposed Strength checks to prevent a creature from detaching the fighter’s tongue.
Dhampir (Advanced Race Guide pg. 98): Add a +2 bonus on rolls to stabilize when dying.
Drow (Advanced Race Guide pg. 104): Choose the disarm or reposition combat maneuver. Add +1/3 to the fighter’s CMB when attempting this maneuver (maximum bonus of +4).
Duergar (Advanced Race Guide pg. 186): Add +1 to the fighter’s CMD when resisting a bull rush or trip attempt.
Duskwalker (Plane-Hopper's Handbook pg. 17): Add 2 to the fighter’s Constitution score for the purpose of determining death from negative hit points.
Dwarf (Advanced Race Guide pg. 13, Advanced Player's Guide pg. 11): Add +1 to the fighter's CMD when resisting a bull rush or trip.
Elf (Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13): Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
Fetchling (Blood of Shadows pg. 7): Choose a slashing melee weapon. Add +1/2 to critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Gillman (Advanced Race Guide pg. 188): Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Gnome (Advanced Race Guide pg. 33): Add +1 to the fighter's CMD when resisting a dirty trick or steal attempt.
Half-Elf (Advanced Race Guide pg. 43, Advanced Player's Guide pg. 17): Add +1 to the fighter's CMD when resisting a disarm or overrun combat maneuver.
Halfling (Advanced Race Guide pg. 63, Advanced Player's Guide pg. 21): Add +1 to the fighter’s CMD when resisting a trip or grapple attempt.
Half-Orc (Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): Add a +2 bonus on rolls to stabilize when dying.
Half-Orc (Horror Adventures pg. 40): The fighter gains 1/2 point of DR/— against nonlethal damage (maximum DR 10/—).
Hobgoblin (Advanced Race Guide pg. 121): Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the fighter’s choice (maximum bonus +4). This bonus does not stack with Critical Focus.
Human (Advanced Race Guide pg. 73, Advanced Player's Guide pg. 23): Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Kitsune (Blood of the Beast pg. 12): Gain 1/6 of a new Magical TailARG feat. Any kitsune character can choose this bonus upon gaining a level in her favored class.
Kitsune (Blood of the Beast pg. 12): Add 1/3 to damage rolls the fighter makes with weapon attacks against an opponent that he is f lanking or that is denied its Dexterity bonus to AC.
Kobold (Advanced Race Guide pg. 133): Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
Nagaji (Advanced Race Guide pg. 196): Add +1 to the fighter’s CMD when resisting a grapple or trip attempt.
Orc (Advanced Race Guide pg. 139): Add +2 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.
Oread (Advanced Race Guide pg. 145): Add +1 to the fighter’s CMD when resisting a bull rush or drag attempt.
Ratfolk (Advanced Race Guide pg. 151): Add +1 to the fighter’s CMD when resisting a bull rush or grapple attempt.
Strix (Advanced Race Guide pg. 200): Add +1/4 to the attack roll bonus from the strix’s hatred racial trait.
Tengu (Advanced Race Guide pg. 163): Add +1 to the fighter’s CMD when resisting a grapple or trip attempt.
Vanara (Advanced Race Guide pg. 206): Add +1 to the fighter’s CMD when resisting a reposition or trip attempt.
Wayang (Blood of Shadows pg. 11): Add a +1/4 bonus on Stealth checks and on weapon damage rolls against flat-footed opponents.