Classes/Fighter

= Fighter = Hit Die: d12

Type: Martial

Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Skill Ranks Per 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 weapons and armor. If this is the character’s first level in a class he gains proficiency in all martial weapons and armor.

Stamina (Ex)
At 1st level, a fighter gains access to a pool of stamina points that allow him to perform feats of strength and agility. This pool contains a number of stamina points equal to his Constitution modifier plus his levels in martial classes (minimum 1). This pool replenishes once per day after 8 hours of rest.

Combat Stance (Ex)
If this is the character’s first level in a martial class, the fighter gains a bonus Stance feat that he qualifies for.

Martial Training (Ex)
At 1st, 2nd, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats or Martial feats.

Fighter Talent (Ex)
As a fighter gains experience, he learns to further hone his combat ability. Starting at 3rd level, and every two levels thereafter the fighter gains a fighter talent.

For a complete listing of fighter talents see Table: Fighter talents.

Martial Flexibility (Ex)
At 2nd level, a fighter may spend 1 stamina as a move action to gain the benefit of a single martial or combat feat he qualifies for but does not possess. The fighter may use this ability again before the duration expires to replace the previous feat with a different choice. If a feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 10th level, a fighter can use this ability to gain the benefit of two feats at the same time. He may use one of the feats to meet a prerequisite of the second feat. At 16th level, a brawler can use this ability to gain the benefit of three feats at the same time. At 20th level, a brawler can use this ability to gain the benefit of four feats at the same time.

Armor Focus (Ex)
At 3rd level, a fighter learns to focus into either light or heavy armor to further draw upon the strengths and minimize the weaknesses of each. A fighter selects one of the following:

Armored Fortress: A fighter may treat his AC bonus from his armor 1 higher for the purposes of how much damage he may redirect to his armor from an attack, in addition he may treat the damage redirected as 1 lower for the purposes of how much damage his armor takes from the damage redirection. Every four levels after 3rd increases these bonuses by an additional 1. When selecting this ability, the fighter chooses light or heavy armor for which this ability applies to.

Heavy Armor Focus: Whenever he is wearing heavy armor, he may add a maximum of 1 point of his dexterity modifier (if any) to his AC, and he may treat the strength rating of a piece of heavy armor as 1 lower for the purposes of determining if he incurs penalties. Every four levels after 3rd increases these bonuses by an additional 1.

Light Armor Focus: Whenever he is wearing light armor, he may apply his half his armor’s armor bonus (including enhancement bonuses) to his touch AC, stacking with the nimble property if the armor possesses it. At 10th level the fighter may apply his full armor bonus to his touch AC.

Unarmored Focus: When the fighter is unarmored and unencumbered the fighter gains a +1 shield bonus to AC. Every four levels after 3rd increases these bonuses by an additional 1. In addition the fighter may once per day use the Roll With It stamina ability to reduce a hit by half if he fails by one degree or less, or convert the entire hit to nonlethal damage from additional degrees of failure. The fighter may use this ability an additional time per day at 10th level and every 5 levels thereafter.

Weapon Training (Ex)
Starting at 5th level, a fighter selects one of the following keywords: Blade, Dueling, Hammer, Spear, Axe, Bow, Flails, Trigger, Polearm, Monastic, Shield, or Sling.

Whenever he attacks with a weapon with this keyword, he gains a +1 bonus on attack and damage rolls. Every four levels after 5th these bonuses increase by +1 each. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

At 10th level and every 5 levels thereafter the fighter may select an additional keyword to apply these bonuses to. Bonuses granted from overlapping keywords do not stack.

Signature Feat (Ex)
At 7th level, a fighter may select a single feat he possesses, he may treat his base attack bonus a 2 higher for the purposes of any effects of that feat that are dependent on base attack bonus. This does not increase the Fighter’s base attack bonus for the purposes of determining his bonus to attack rolls when using the chosen feat. At 11th level and every 4 levels thereafter the fighter increases this bonus by an additional +1 as well as may select an additional feat. Each time the fighter selects a new feat he may also choose a different feat in place of a feat he’s previously selected.

Armor Mastery (Ex)
At 19th level, a fighter gains damage reduction 5/— whenever he is wearing armor or using a shield. This DR stacks with other untyped DR he attains from other sources. In addition the fighter halves all strength rating penalties from armor.

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, have their damage multiplier increased by 1 (×2 becomes ×3, for example), and deal damage as if they were one size category larger. In addition the crit threat range of the weapon improves by 1, this is applied before effects such as keen (20 becomes 19-20, 19-20 becomes 18-20, 18-20 becomes 17-20) Finally, the bonuses granted by his armor focus and weapon training increase by 2 each.