6.6 Fighter
Rank (Level) | |||||
1 (1) | Disciplined reaction |
Exotic weapon training, weapon training |
Martial maneuvers |
Protect |
Battle tactics |
2 (4) | Enduring discipline | Armor expertise | Augmented maneuvers | Threatening influence | Shifting stance |
3 (7) | Disciplined blow | Armored crush | Martial maneuvers+ | Sentinel’s challenge | Coordinated charge |
4 (10) | Cleansing discipline | Equipment efficiency | Augmented maneuvers+ | Stalwart sentinel | Battle tactics+ |
5 (13) | Enduring discipline+ |
| Martial maneuvers+ | Protect+ | Shifting stance+ |
6 (16) | Vital discipline | Equipment efficiency+, weapon training+ | Augmented maneuvers+ | Threatening influence+ |
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7 (19) | Inevitable discipline | Armor expertise+ | Martial maneuvers+ | Demanding challenger | Battle tactics+, hybrid battle tactics |
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.
Attributes
You gain a +1 bonus to your Constitution. In addition, you gain a +1 bonus to either your Strength or your Dexterity.
Hit Points
You have 8 hit points + twice your Constitution, plus 2 hit points per level beyond 1. This increases as your level increases, as indicated below.
- Level 7: 20 hit points + three times your Constitution, plus 3 hit points per level beyond 7.
- Level 13: 40 hit points + six times your Constitution, plus 6 hit points per level beyond 13.
- Level 19: 80 hit points + twelve times your Constitution, plus 12 hit points per level beyond 19.
Defenses
You gain a +1 bonus to your Armor defense.
Resources
You learn three trained skills from among your class skills (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.
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
Whenever you gain a condition, you briefly ignore its effects.
Rank 2 – Enduring Discipline
You gain a +2 bonus to the Endurance skill and to your fatigue tolerance.
Rank 3 – Disciplined Blow
Disciplined Blow |
Usage time: 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 extra damage increases to 1d6 + half your power.
Rank 5: The extra damage increases to 1d6 + your power.
Rank 6: The extra damage increases to 3d6 + your power.
Rank 7: The weapon damage is doubled.
Rank 4 – Cleansing Discipline
Cleansing Discipline | Swift |
Usage time: Standard action. You can increase your fatigue level by one to use this ability as a minor action instead.
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Remove all conditions affecting you. Because this ability has the Swift tag, the removed condition does 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 – Inevitable Discipline
Your strikes get a glancing blow if they miss by 5 or less, rather than only if they miss by 2 or less.
6.6.3 Equipment Training
This archetype improves your combat prowess with weapons and armor.
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 1 – Weapon Training
Weapon Training |
Usage time: One hour of training with a weapon.
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You become proficient with the specific item you trained with. This does not grant you proficiency with any other similar weapons.
If you would already be proficient with that weapon without this ability, you gain a +1 accuracy bonus with it. If the weapon is an exotic weapon that you are not already proficient with, you take a -1 accuracy penalty with it.
This ability’s effect is permanent.
Rank 2 – 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 land 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, Fortitude, and Mental defenses.
Rank 3 – Armored Crush
Armored Crush |
Usage time: Standard action.
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Make a strike. If your Armor defense is higher than the target’s Armor defense, the strike deals double weapon damage. Otherwise, the strike deals 1d6 extra damage.
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Rank 4: You gain a +1 accuracy bonus with the strike.
Rank 5: The accuracy bonus increases to +2.
Rank 6: If your Armor defense is higher than the target’s Armor defense, the strike deals triple weapon damage. Otherwise, it deals double weapon damage.
Rank 7: If your Armor defense is higher than the target’s Armor defense, the strike deals quadruple weapon damage. Otherwise, the extra damage increases to 2d8.
Rank 4 – Equipment Efficiency
You gain an additional attunement point. You can only use this attunement point to attune to magic weapons and magic armor.
Rank 6 – Equipment Efficiency+
You can use the item attunement ability to attune to weapons and armor as a minor action (see Item Attunement).
Rank 6 – Weapon Training+
Whenever you use your weapon training ability, you can choose one of the following weapon tags: Impact, Keen, Long, Parrying, Resonating, or Sweeping (1). You treat the weapon you trained with as if it had the chosen weapon tag.
If you use this ability to train with the same weapon again, you can change its weapon tag, but it loses the previous weapon tag. If you would add Sweeping (1) to a weapon that already has the Sweeping weapon tag, you increase its Sweeping value by one instead.
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 Fortitude, Reflex, and Mental defenses, up to a maximum equal to your Armor defense.
- Heavy: Your armor’s bonus to your damage resistance also applies to your hit points. This includes the multiplier from special materials or magic armor, but does not include any enhancement bonuses provided by the armor’s special effects.
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 two combat styles 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. 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 an accuracy penalty equal to 4 - your excess rank but the strike deals double weapon damage. If your excess rank is at least 5, this becomes an accuracy bonus. You can only apply this augment to maneuvers which cause you to make a strike.
Precise Maneuver: You gain an accuracy bonus equal to your excess rank.
Rank 3 – Martial Maneuvers+
You learn an additional martial maneuver. In addition, 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 learn an additional martial maneuver. In addition, 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 – Protect
Protect |
Swift |
Usage time: Free action once per round.
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Choose yourself or an ally adjacent to you. The target gains a bonus to its Armor defense this round. If you choose yourself, the bonus is +1. Otherwise, the bonus is +2.
A creature that sees an attack against an ally protected in this way can observe that you are the cause of the protection with a difficulty value 5 Awareness check. While this ability is active, you cannot be affected by other creatures using this ability on you.
Rank 2 – Threatening Influence
Your 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 |
Usage time: Standard action.
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Make a strike.
Damaging Hit: The target is goaded (-2 accuracy vs. non-goading creatures) by you as a condition.
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Rank 4: You gain a +1 accuracy bonus with the strike.
Rank 5: The accuracy bonus increases to +2.
Rank 6: The strike deals double weapon damage.
Rank 7: The accuracy bonus increases to +4.
Rank 4 – Stalwart Sentinel
You gain a +1 bonus to your Constitution.
Rank 5 – Protect+
The Armor defense bonus increases to +3 on an ally, or +2 on yourself.
Rank 6 – Threatening Influence+
The area affected by this ability increases to a Medium (30 ft.) radius emanation from you.
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 affect yourself and your allies who can either see or hear your efforts.
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.
Usage time: Minor action.
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Each target gains a +2 accuracy bonus with the overrun and shove abilities (see Special Combat Abilities).
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Rank 4: The bonus increases to +3.
Rank 7: The bonus increases to +4.
Usage time: Minor action.
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Each target gains a +2 accuracy bonus with the grapple and maintain grapple abilities (see Special Combat Abilities).
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Rank 4: The bonus increases to +3.
Rank 7: The bonus increases to +4.
Usage time: Minor action.
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Each target gains a +1 bonus to its Armor defense 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.
Usage time: Minor action.
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Each target that is adjacent to at least one other target gains a +1 bonus to its Armor defense.
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Rank 4: Each target affected by the Armor defense bonus also gains a +1 bonus to its Mental defense.
Rank 7: The bonuses increase to +2.
Usage time: Minor action.
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Your enemies move at half speed while adjacent to any two 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 two targets.
Rank 7: The extra length increases to 10 feet.
Usage time: Minor action.
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Each target that ends 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.
Usage time: Minor action.
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Each target other than you gains a +1 accuracy bonus against creatures that you are adjacent to.
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Rank 4: The bonus also applies against creatures within Short (30 ft.) range of you.
Rank 7: The bonus increases to +2.
Usage time: Minor action.
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Each target gains a +5 foot bonus to its land 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.
Usage time: Minor action.
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Each target that ends the movement phase without changing its location 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 Fortitude defense.
Rank 7: The bonuses increase to +2.
Rank 2 – Shifting Stance
Usage time: 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 Armor defense.
- Support: One adjacent ally gains a +1 accuracy bonus.
This effect immediately ends if you use this ability again.
Rank 3 – Coordinated Charge
Coordinated Charge |
Usage time: Standard action.
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You can move up to half your land speed. You can push one adjacent ally along to match your movement. Then, you can make a strike. You gain a +1 accuracy bonus with the strike for each of your allies that is adjacent to the target, to a maximum of +3.
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Rank 4: If you have at least two allies adjacent to you, the strike deals double weapon damage.
Rank 5: The strike always deals double weapon damage.
Rank 6: If you have at least two allies adjacent to you, the strike deals triple weapon damage.
Rank 7: The strike always deals triple weapon damage.
Rank 4 – Battle Tactics+
You learn an additional battle tactic.
Rank 5 – Shifting Stance+
The bonus for each stance increases to +2.
Rank 7 – Battle Tactics+
You learn an additional battle tactic.
Rank 7 – Hybrid Battle Tactics
You can activate and sustain two different battle tactics simultaneously as part of the same action. Bonuses from multiple battle tactics, such as the bonus to Armor defense from the duck and cover and group up abilities, do not stack. However, each creature can benefit from both battle tactics at once.