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Fighter
Hit Die: d10
Class Skills: Choose any 6 skills as class skills plus Craft (Int)
Skill Ranks/Level: 4 + Int Modifier
| Level | Base Attack Bonus | Base Magic Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1 | +1 | +0 | +2 | +0 | +0 | Bonus feat |
| 2 | +2 | +0 | +3 | +0 | +0 | Bonus feat, Bonus Fighter feat |
| 3 | +3 | +1 | +3 | +1 | +1 | Bonus feat, Bonus Fighter feat |
| 4 | +4 | +1 | +4 | +1 | +1 | Bonus feat |
| 5 | +5 | +1 | +4 | +1 | +1 | Bonus feat, Bonus Fighter feat |
| 6 | +6 | +2 | +5 | +2 | +2 | Second Attack (Both at -2 penalty), Bonus feat, Bonus Fighter feat |
Class Features
?? Weapon and Armor Proficiency :: At 1st level, the fighter gains Simple Weapon Proficiency, Martial Weapon Proficiency (all), Armor Proficiency (Light), Armor Proficiency (Medium), and Shield Proficiency feats. !!
?? Bonus Feats :: At 1st level and every even level thereafter, a fighter gains a bonus feat in addition to any gained through normal, non-class based character advancement. The feats must be chosen from the list of fighter bonus feats or combat feats (See [[..feats:|Feats]]). !!
?? Weapon Specialization :: On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one. !!
?? Weapon Training (Ex) :: 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.
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):
Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident. !!