Alignment: Any.
Hit Die: d10.
Class Skills: The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Spot, Listen, Sense Motive, Diplomacy, and Swim (Str).
Skill Points:4 + Int modifier.
Weapon and Armor Proficiency: The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.
Lvl BaB Fort/Ref/Will Special 1 +1 +2/+0/+0 Bonus Feat, Combat Experience
2 +2 +3/+0/+0 Bonus Feat
3 +3 +3/+1/+1
4 +4 +4/+1/+1 Bonus Feat
5 +5 +4/+1/+1
6 +6 +5/+2/+2 Bonus Feat
7 +7 +5/+2/+2
8 +8 +6/+2/+2 Bonus Feat
9 +9 +6/+3/+3
10 +10 +7/+3/+3 Bonus Feat
11 +11 +7/+3/+3
12 +12 +8/+4/+4 Legendary Feat
13 +13 +8/+4/+4
14 +14 +9/+4/+4 Legendary Feat
15 +15 +9/+5/+5
16 +16 +10/+5/+5 Legendary Feat
17 +17 +10/+5/+5
18 +18 +11/+6/+6 Legendary Feat
19 +19 +11/+6/+6
20 +20 +12/+6/+6 Legendary Feat
Class features:
Bonus Feats: identical from the core class feature, same list.
Legendary Feats: At 12th level and beyond, the fighter reaches a new plateau in his martial training. The fighter gains a legendary feat at 12th level, and every two levels thereafter (14th, 16th, 18th, etc.). The legendary feats must be drawn from the Combat feats from
Races of War, or from the following list from the Epic Level Handbook: Combat Archery, Dire Charge, Distant Shot, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Weapon Focus, Epic Weapon Specialization, Epic Will, Great Constitution, Great Dexterity, Great Strength, Improved Combat Reflexes, Improved Manyshot, Improved Whirlwind Attack, Instant Reload, Overwhelming Critical (Devastating Critical), Penetrate Damage Reduction, Perfect Two Weapon Fighting, Storm of Throws, Swarm of Arrows, Two Weapon Rend, Uncanny Accuracy.
For Legendary Feats taken from the Epic Level Handbook, all prerequisites are waived unless they are other Epic/Legendary feats.
Note: If desired, the Fighter may choose to pick a feat from the bonus feat list, rather then the legendary feat list.
Combat Experience: the fighter is the paradigm of combat prowess and experience. He knows more tricks and moves than any other warrior, and he can surprise his opponents with his fighting skills.
As an immediate action the fighter may obtain a bonus to a single attack or damage roll equal to his fighter class level. This may be declared after the results of an attack roll are determined. Uses of this ability may also be used to fuel certain feats (listed below). The fighter gains one daily use of this ability for each level of this fighter class he has taken.
Combat Experience Feats: All of these feats are to be considered bonus feats for the fighter, and require at least a few fighter levels to be useful.
In the Nick of Time: Requisites: Combat Experience class feature
Description: You are really good at avoiding things.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to reroll a failed saving throw. You can also use this ability to recieve a saving throw against an effect which does not normally allow one. Your DM adjudicates what kind of save you may take, and the effects of a successful save.
Ex: a fighter is the target of a Forcecage spell. He decides to use one of his daily Combat Experience uses to obtain a saving throw. The DM decides that he can make a Reflex saving throw to roll out of the way. If he's successful, he evades the spell (the cage is there, but he moves away before it is formed). Now the fighter can make his save, calculated normally.
Will of the Warrior: Requisites: Combat Experience class feature
Description: you can shrug off some damage with the force of your will.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to reduce all damage you take until the end of your next turn by an amount equal to your base attack bonus. This stacks with any damage reduction and resistances you might already have.
Focused Strike: Requisites: Combat Experience class feature
Description: you can strike with unerring accuracy.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to achieve one of the following effects:
- You can increase the critical multiplier of your weapon for a single attack by 1. This can be declared after you know the results of a critical confirmation.
- You can ignore any miss chances on an attack. This can be declared after a miss chance has been rolled.
Destructive Blows: Requisites: Combat Experience class feature, Str 15+.
Description: you can unleash devastating attacks.
Benefits: As a swift action, you can consume one of your daily uses of Combat Experience to add twice you Str modifier (instead of 1.5) to damage if you wield a two-handed weapon until the end of turn.
You can similarly add 1.5 times you Str modifier to damage with weapons you wield with one hand instead of your base Str modifier.
Fast as Lighting: Requisites: Combat Experience class feature
Description: You can attack with blinding speed.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to perform a single attack at your highest attack bonus
Great Experience: Requisites: Combat Experience class feature.
Description: your experience increases.
Benefits: The number of daily uses of Combat Experience the character possesses is increased by 3. This feat may be taken multiple times.
Expert Parry: Requisites: Combat Experience class feature.
Description: you are well trained in the art of parrying blows.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to parry an attack. When you would otherwise be struck by an attack, you can use this ability to cause it to miss instead.
Foil Action:Requisites: Combat Experience class feature.
Description: You can interrupt the actions of others.
Benefits: By consuming one of your daily Combat Experience uses, you may attempt to monkeywrench any action an opponent is taking. The Fighter may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. A Fighter must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. A Fighter may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Fighter may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range.
At 17th level, Foil Action may be used at up to 60 feet.