6.6 Fighter
| Rank | |||||
| 1 | Disciplined reaction |
Armor expertise, exotic weapon training |
Martial maneuvers |
Bulwark |
Battle tactics |
| 2 | Enduring discipline | Armed and ready | Augmented maneuvers | Threatening influence | Reposition |
| 3 | Disciplined blow | Adaptive blow | Martial maneuvers+ | Sentinel’s challenge | Coordinated charge |
| 4 | Cleansing discipline | Armored core | Augmented maneuvers+ | Stalwart sentinel | Shifting stance |
| 5 | Enduring discipline+ | Equipment efficiency | Martial maneuvers+ | Specialized bulwark | Strategist |
| 6 | Vital discipline | Weapon precision | Augmented maneuvers+ | Threatening influence+ | Reposition+ |
| 7 | True discipline | Armor expertise+ | Martial maneuvers+ | Demanding challenger | Shifting stance+ |
Fighters are highly disciplined warriors who excel in physical combat of any kind. They have a deep mastery of the implements and strategies of battle thanks to their extensive training. Other martial characters may be physically stronger or capable of strange and improbable tricks, but fighters are unmatched as battlefield champions.
Each fighter has a different area of specialization, but most fighters have some amount of battlefield control. They can guard their allies, impede the movement of their foes, or give battle commands to their allies to guide them. This makes fighters invaluable in large-scale battles, and they are the most common class found in organized military forces. The regimented nature of army life tends to drive away many people used to more freedom, but fighters are often compatible with the discipline found in armed forces.
More broadly, fighters are the most common class in many civilized settings. A fighter’s training requires no secret wisdom, and it can be self-taught or guided by a mentor. Many people undergo some battle training regardless of their ultimate path in life, leading them to discover that they may enjoy it for its own sake.
Monks are closely related to fighters, since both classes use training and discipline to improve themselves. However, monks focus more on mental control and exploring the supernatural powers that come from tapping into the body’s potential. In constrast, fighters have a more grounded approach, and focus more on practical knowledge that can be directly applied to physical combat. A typical monk would consider fighters to be overly limited in their focus on day-to-day combat, while a typical fighter would consider monks to be wasting their training with mysticism and esoteric nonsense.
Alignment: Any.
Archetypes: Fighters have the Combat Discipline, Equipment Training, Martial Mastery, Sentinel, and Tactician archetypes.
6.6.1 Base Class Effects
If you choose fighter as your base class, you gain the following benefits.
| Level | Rank | Durability | Bonus1 | Special |
| 1 | 1 | +0 | x1 | — |
| 2 | 1 | +1 | x1 | — |
| 3 | 1 | +2 | x1 | +1 to two attributes |
| 4 | 2 | +2 | x2 | HP: 2x durability |
| 5 | 2 | +3 | x2 | — |
| 6 | 2 | +4 | x2 | Legacy item: rank 3 |
| 7 | 3 | +4 | x3 | HP: 3x durability |
| 8 | 3 | +5 | x3 | — |
| 9 | 3 | +6 | x3 | +1 to two attributes |
| 10 | 4 | +6 | x4 | HP: 4x durability |
| 11 | 4 | +7 | x4 | — |
| 12 | 4 | +8 | x4 | Legacy item: rank 5 |
| 13 | 5 | +8 | x6 | HP: 6x durability |
| 14 | 5 | +9 | x6 | — |
| 15 | 5 | +10 | x6 | +1 to two attributes |
| 16 | 6 | +10 | x8 | HP: 8x durability |
| 17 | 6 | +11 | x8 | — |
| 18 | 6 | +12 | x8 | Legacy item: ranks 7 |
| 19 | 7 | +12 | x10 | HP: 10x durability |
| 20 | 7 | +13 | x10 | — |
| 21 | 7 | +14 | x10 | +1 to two attributes |
Defenses
You gain a +3 bonus to your Brawn, Fortitude, Mental, and Reflex defenses. In addition, you gain a +1 bonus to your Armor defense.
Resources
- Attunement points: 3 (see Attunement Points).
- Fatigue tolerance: 3 + your Constitution (see Fatigue).
- Insight points: 1 + your Intelligence (see Insight Points).
- Trained skills: 3 from among your class skills, plus additional trained skills equal to your Intelligence if it is positive (see Skills).
Weapon Proficiencies
You are proficient with simple weapons and all non-exotic weapons.
Armor Proficiencies
You are proficient with light, medium, and heavy armor.
Starting Items and Equipment
You can start with the following items and equipment:
- Any one of the following: buff leather, leather lamellar, or breastplate
- Any two of the following: club, dagger, broadsword, two handaxes, or spear
- A buckler or standard shield
- A standard adventuring kit (see Standard Adventuring Kit).
- A rank 0 wealth item (1 gp)
Class Skills
You have the following class skills:
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Strength: Climb, Jump, Swim.
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Dexterity: Balance, Flexibility, Ride.
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Constitution: Endurance.
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Intelligence: Craft, Knowledge (items), Medicine.
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Perception: Awareness, Deception, Persuasion.
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Other: Intimidate.
6.6.2 Combat Discipline
This archetype allows you to improve your defenses and resist conditions.
Rank 1 – Disciplined Reaction
You halve all penalties to your accuracy, defenses, and speed from temporary debuffs on you. This includes the defense and speed penalties from being slowed (-10 speed, -2 Armor and Ref), the accuracy and Mental defense penalty from being frightened (-2 Mental, -2 accuracy vs. source), and so on. It does not include permanent effects, such as if you are intrinsically vulnerable (-4 defenses) to attacks.
Rank 2 – Enduring Discipline
You gain a +2 bonus to your Mental defense and fatigue tolerance.
Rank 3 – Disciplined Blow
| Disciplined Blow | Standard action |
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Make a strike that deals extra damage equal to half your power. You cannot get a critical hit with this strike.
Miss: Half damage.
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Rank 4: The strike deals double weapon damage.
Rank 5: The extra damage increases to be equal to your power.
Rank 6: The strike deals quadruple weapon damage.
Rank 7: The extra damage increases to 1d6 per 2 power.
Rank 4 – Cleansing Discipline
| Cleansing Discipline | Standard action |
Tags: Swift
Cost: You can increase your fatigue level by one to use this ability as a minor action.
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Remove all conditions affecting you. Because this ability has the Swift tag, the removed conditions do not affect you during the current phase. In addition, you briefly become immune to all conditions.
Rank 5 – Enduring Discipline+
The bonuses increase to +4.
Rank 6 – Vital Discipline
You briefly ignore the vital wound effect of each vital wound you gain. While a vital wound is delayed in this way, you do not suffer any effects from its specific vital wound effect, but you still consider it when calculating your penalties to vital rolls.
Rank 7 – True Discipline
You are immune to conditions.
6.6.3 Equipment Training
This archetype improves your combat prowess with weapons and armor.
Rank 1 – Armor Expertise
You gain a special ability based on the usage class of your body armor.
- Light: You gain a +10 foot bonus to your speed.
- Medium: You add your full Dexterity to your Armor defense, rather than only half your Dexterity like normal for medium armor. However, the maximum Armor defense bonus you can gain from Dexterity is +4. Using a medium armor shield also does not reduce your Dexterity bonus to Armor defense, but using a heavy armor shield still halves it.
- Heavy: You gain a +1 bonus to your Armor, Brawn, and Fortitude defenses.
Rank 1 – Exotic Weapon Training
You can gain proficiency with exotic weapons at the cost of one insight point per weapon group (see Exotic Weapons). You must already be proficient with all non-exotic weapons from that weapon group.
Rank 2 – Armed and Ready
Once per round, you can draw or sheathe any non-shield weapon as a free action. This does not count against your normal one free action object manipulation per round (see Manipulating Objects).
Rank 3 – Adaptive Blow
| Adaptive Blow | Standard action |
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Make a strike that deals double weapon damage. In addition, choose one of the following tags: Keen, Impact, or Subdual (see Ability Tags). If the strike is a melee strike, you can alternatively choose the Long or Sweeping (1) weapon tags. The strike gains the benefit of your chosen tag if it did not already have that tag.
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Rank 4: The strike deals triple weapon damage.
Rank 5: The strike deals extra damage equal to half your power.
Rank 6: The strike deals five times weapon damage.
Rank 7: The strike deals eight times weapon damage.
Rank 4 – Armored Core
While wearing body armor, you gain a +1 bonus to your Armor defense.
Rank 5 – Equipment Efficiency
Whenever you draw a weapon or don a shield, you can attune to it as a free action (see Item Attunement).
Rank 6 – Weapon Precision
You gain a +1 accuracy bonus with strikes.
Rank 7 – Armor Expertise+
You gain an additional special ability based on the usage class of your body armor.
- Light: You take no damage from glancing blows or misses caused by abilities that affect an area and attack your Armor or Reflex defense. This does not protect you from any non-damaging effects of those abilities, or from abilities that affect multiple specific targets without affecting an area.
- Medium: You gain a +2 bonus to your Brawn, Fortitude, and Reflex defenses, up to a maximum equal to your Armor defense.
- Heavy: You double your armor’s durability bonus.
6.6.4 Martial Mastery
This archetype grants you special abilities to use in combat.
Rank 1 – Martial Maneuvers
You can channel your martial prowess into dangerous attacks. You gain access to any combat style of your choice (see Combat Styles). You may spend insight points to gain access to one additional combat style per insight point. You can only learn martial maneuvers from martial combat styles that you have access to.
You learn two rank 1 martial maneuvers. You may spend insight points to learn one additional maneuver per insight point.
When you gain access to a new rank in this archetype, you can exchange any number of maneuvers you know for other maneuvers, including maneuvers of a higher rank.
Advancement: Some martial maneuvers also increase in power in unique ways based on your rank in this archetype, as indicated in their descriptions.
Rank 2 – Augmented Maneuvers
You gain the ability to customize your martial maneuvers. For each rank 1 martial maneuver you know, choose one augment from the list below and apply it to that maneuver. The augment permanently changes the maneuver, so you can’t use an unaugmented version of the maneuver. However, you can learn the same maneuver more than once and apply different augments to each version.
Augments scale in power with your “excess rank”. Your excess rank with a maneuver is equal to your rank in this archetype minus the rank of the maneuver.
Whenever you increase your rank in this archetype, you can change your augments. However, you must still apply them to rank 1 martial maneuvers.
Counter Maneuver: You gain an accuracy bonus equal to twice your excess rank against creatures who made a strike against you during the previous round. You can only apply this augment to maneuvers which cause you to make a strike.
Debilitating Maneuver: You gain an accuracy bonus equal to twice your excess rank. However, you cannot get a critical hit. You can only apply this augment to maneuvers which deal damage and can inflict a condition.
Defensive Maneuver: You gain a bonus to your Armor defense equal to half your excess rank (minimum 1) when you use the maneuver. This is an Swift effect, so it protects you from attacks against you during the current phase. You can only apply this augment to maneuvers which cause you to make a strike.
Mighty Maneuver: You take a -1 accuracy penalty, but you deal extra damage equal to twice your excess rank.
Precise Maneuver: You gain an accuracy bonus equal to your excess rank.
Rank 3 – Martial Maneuvers+
You gain access to rank 3 martial maneuvers.
Rank 4 – Augmented Maneuvers+
You can also choose an augment for each of your rank 3 martial maneuvers.
Rank 5 – Martial Maneuvers+
You gain access to rank 5 martial maneuvers.
Rank 6 – Augmented Maneuvers+
You can also choose an augment for each of your rank 5 martial maneuvers.
Rank 7 – Martial Maneuvers+
You gain access to rank 7 martial maneuvers.
6.6.5 Sentinel
This archetype improves your ability to protect your allies in combat and control the battlefield.
Rank 1 – Bulwark
You gain a +1 bonus to all defenses.
Rank 2 – Threatening Influence
Your Huge or smaller enemies move at half speed while within a Small (15 ft.) radius emanation from you. This does not affect creatures who are moving in a straight line directly towards you. It also has no effect on enemies that are able to move through your space freely, such as incorporeal or very large creatures.
Rank 3 – Sentinel’s Challenge
| Sentinel’s Challenge | Standard action |
Tags: Emotion
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Make a strike.
Hit: The target is briefly goaded (-2 accuracy vs. non-goading creatures) by you. If it was already briefly goaded by you, it becomes goaded by you until it finishes a short rest.
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Rank 4: You gain a +1 accuracy bonus with the strike.
Rank 5: The strike deals double damage.
Rank 6: The accuracy bonus increases to +2.
Rank 7: The strike deals triple damage.
Rank 4 – Stalwart Sentinel
You gain a +1 bonus to your Constitution.
Rank 5 – Specialized Bulwark
You gain a +1 bonus to your Armor defense and one other defense of your choice.
Rank 6 – Threatening Influence+
The area affected by this ability increases to a Medium (30 ft.) radius emanation from you, and the maximum size category increases to Gargantuan.
Rank 7 – Demanding Challenger
Each creature that is suffering penalties for being goaded (-2 accuracy vs. non-goading creatures) by you takes an additional -2 accuracy penalty against creatures other than you.
6.6.6 Tactician
This archetype helps you lead your allies in combat with tactical abilities that allow you to adapt to different circumstances.
Rank 1 – Battle Tactics
You can lead your allies using tactics appropriate for the situation. Choose two battle tactics from the list below. You can also spend insight points to learn one additional battle tactic per insight point.
You can initiate a battle tactic as a minor action. When you initiate a battle tactic, you choose whether to use visual cues like gestures, auditory cues like shouts, or both to communicate your tactic with your allies. Your battle tactics can affect yourself and your allies who can either see or hear your efforts. Most battle tactics will only affect a limited number of targets. You choose the targets whenever you initiate or sustain the battle tactic.
All battle tactics have the Sustain (free) tag, so they last as long as you sustain them (see Sustained Abilities). You cannot sustain multiple battle tactics simultaneously, and any existing battle tactics end as soon as you activate another battle tactic.
| Dogpile | Minor action |
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Two targets gain a +2 accuracy bonus with the grapple and maintain grapple abilities (see Universal Combat Abilities).
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Rank 4: The bonus increases to +3.
Rank 7: The bonus increases to +4.
| Duck and Cover | Minor action |
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Choose two targets. Each target gains a +1 bonus to its defenses against ranged strikes.
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Rank 4: The bonus also applies against any attacks that a target has cover from.
Rank 7: The bonus increases to +2.
| Follow My Lead | Minor action |
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One adjacent ally gains a +1 accuracy bonus against any creature that you hit with a strike during the current round.
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Rank 4: The ally can be within Short (30 ft.) range.
Rank 7: You can choose two allies instead of one.
| Group Up | Minor action |
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Two targets each gain a +1 bonus to their Armor defense if they are adjacent to each other.
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Rank 4: Both targets also gain a +1 bonus to their Mental defense if they are adjacent to each other.
Rank 7: The bonuses increase to +2.
| Hold The Line | Minor action |
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Choose two targets. Your enemies move at half speed while adjacent to either of those targets.
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Rank 4: The effect persists for an additional five feet of the enemy’s movement after they stop being adjacent to either targets.
Rank 7: The extra distance increases to 10 feet.
| Hunker Down | Minor action |
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Two targets gain a +2 bonus to their Brawn defense against Brawling abilities.
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Rank 4: The bonus increases to +3.
Rank 7: The bonus increases to +4.
| Keep Moving | Minor action |
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Choose two targets. Each target that ended the movement phase at least twenty feet away from where it started the round gains a +1 bonus to its Armor defense this round.
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Rank 4: Each target affected by the Armor defense bonus also gains a +1 bonus to its Reflex defense.
Rank 7: The bonuses increase to +2.
| Lead From the Front | Minor action |
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One ally gains a +1 bonus to all defenses against enemies that you are adjacent to.
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Rank 4: The bonus also applies against enemies within 15 feet of you.
Rank 7: You can choose a second ally.
| Rush |
Minor action |
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Each target gains a +5 foot bonus to its speed during any phase that it uses the sprint ability. This bonus is doubled as normal by the sprint ability.
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Rank 4: The speed bonus increases to +10 feet.
Rank 7: The speed bonus increases to +15 feet.
| Stand Your Ground | Minor action |
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Choose two targets. Each target that ended the movement phase without changing its location this round gains a +1 bonus to its Armor defense until its location changes.
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Rank 4: Each target affected by the Armor defense bonus also gains a +1 bonus to its Brawn defense.
Rank 7: The bonuses increase to +2.
Rank 2 – Reposition
If you have speed remaining after the movement phase, you may use some of that movement during the action phase as a free action once per round. You cannot carry over more than five feet of movement in this way.
Rank 3 – Coordinated Charge
| Coordinated Charge | Standard action |
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You can move up to half your speed. You can push one adjacent ally along to match your movement. After you stop moving, you can make a melee strike. You gain a +2 accuracy bonus with the strike for each of your allies that is adjacent to the target, to a maximum of +4.
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Rank 4: The strike deals double weapon damage.
Rank 5: The strike deals extra damage equal to half your power.
Rank 6: The strike deals triple weapon damage.
Rank 7: The extra damage increases to be equal to your power, and you can move up to your full speed.
Rank 4 – Shifting Stance
| Shifting Stance | Minor action |
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You gain one of the following benefits:
- Offense: You gain a +1 accuracy bonus against adjacent enemies.
- Defense: You gain a +1 bonus to your defenses.
- Support: One ally adjacent to you gains a +1 accuracy bonus.
This effect immediately ends if you use this ability again.
Rank 5 – Strategist
You gain a +1 bonus to your Intelligence.
Rank 6 – Reposition+
The maximum movement speed that you can carry over with this ability increases to fifteen feet.
Rank 7 – Shifting Stance+
The bonus for each stance increases to +2.