The FighterAlignment: Any
Hit Die: 1d12
Level | BAB | Fort | Ref | Will | Special | Craft Reserve |
1st | +1 | +2 | +2 | +2 | Bonus Feat, Master Craftsman, Pack Mule, Weapon Aptitude | 5 |
2nd | +2 | +3 | +3 | +3 | Maneuvers (1st) | 10 |
3rd | +3 | +3 | +3 | +3 | Bonus Feat | 20 |
4th | +4 | +4 | +4 | +4 | Maneuvers (2nd) | 40 |
5th | +5 | +4 | +4 | +4 | Bonus Feat | 60 |
6th | +6/+1 | +5 | +5 | +5 | Maneuvers (3rd) | 80 |
7th | +7/+2 | +5 | +5 | +5 | Bonus Feat | 100 |
8th | +8/+3 | +6 | +6 | +6 | Maneuvers (4th) | 150 |
9th | +9/+4 | +6 | +6 | +6 | Bonus Feat | 200 |
10th | +10/+5 | +7 | +7 | +7 | Maneuvers (5th) | 250 |
11th | +11/+6/+1 | +7 | +7 | +7 | Bonus Feat | 300 |
12th | +12/+7/+2 | +8 | +8 | +8 | Maneuvers (6th) | 400 |
13th | +13/+8/+3 | +8 | +8 | +8 | Bonus Feat | 500 |
14th | +14/+9/+4 | +9 | +9 | +9 | Maneuvers (7th) | 700 |
15th | +15/+10/+5 | +9 | +9 | +9 | Bonus Feat | 900 |
16th | +16/+11/+6/+1 | +10 | +10 | +10 | Maneuvers (8th) | 1200 |
17th | +17/+12/+7/+2 | +10 | +10 | +10 | Bonus Feat | 1500 |
18th | +18/+13/+8/+3 | +11 | +11 | +11 | Maneuvers (9th) | 2000 |
19th | +19/+14/+9/+4 | +11 | +11 | +11 | Bonus Feat | 2500 |
20th | +20/+15/+10/+5 | +12 | +12 | +12 | Lord of the Battlefield | 3000 |
Class Skills (6+Int modifier): Appraise, Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Handle Animal, Intimidate, Jump, Knowledge (History), Knowledge (Local), Listen, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Swim, and Tumble.
Weapon & Armor ProficienciesA Fighter is proficient with all simple and martial weapons, all armors, and all shields.
Bonus FeatsAt1st level and every two levels thereafter, a Fighter gains a bonus feat from the list of Fighter Bonus Feats. He must meet all prerequisites of any feat gained in this way except for ability score requirements. Once per day, as long as the Fighter has gotten 8 hours of rest, after 1 hour of practice, he may choose to lose all Fighter Bonus Feats gained in this way to gain an equal number of new Fighter Bonus Feats that he meets the prerequisites for (ignoring ability score requirements).
Craft ReserveA Fighter receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the Fighter gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. A Fighter can use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
Points not spent instead of XP may be exchanged for gold pieces at a rate of 1 Craft Reserve point to 10 GP.
Master Craftsman (Ex): Whenever a Fighter crafts an item he may use magical tools and/or materials in order to create a magic item. When he does, he has an effective caster level equal to his Fighter level and may ignore any prerequisite spells needed to create the item so long as the spell is of a level no higher than 1/2 his Fighter levels rounded up. A Fighter does not need Item Creation feats when using this ability.
When creating magic items the Fighter crafts a masterwork item using magical tools and/or materials, making the appropriate Craft skill checks against the item's market value as a mundane item not a magic item. This costs the Fighter 1/2 the finished item's market value in GP for the materials and 1/25 the finished item's market value in XP.
For example, if the Fighter wanted to create a Boat of Folding (CL 6), he would need to be at least 6th level or higher and build a masterwork boat with Craft (Woodworking) skill checks. Without some way to produce a
Fabricate spell, he would need to be 9th level before he could craft the Boat of Folding.
This ability allows the Fighter to craft alchemical items as though he were a spellcaster. This ability can not be used to create spell completion or spell trigger items.
Pack Mule (Ex): Fighters are used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment. A Fighter suffers no penalties for carrying a medium load, and may retrieve any stored item from his person as a move action that doesn't provoke attacks of opportunity.
Weapon Aptitude (Ex): A Fighter applies any weapon-specific feats he has to all weapons he wields, not simply the particular weapon designated by the feat. This allows him to apply the benefit of feats such as Weapon Focus, Three Mountains Style, or Boomerang Daze to any weapon.
ManeuversStarting at 2nd level, a Fighter's expertise in the theatre of war allows him to pull off flashy maneuvers in the midst of combat. Once per round, if his attack roll beats an enemy's AC by 5 or more, the Fighter may treat that attack as any initiated martial Strike up to the level listed in the table above from one of the following disciplines: Melee - Diamond Mind, Iron Heart, Tiger Claw, or White Raven; Ranged -
Falling Star, or
Thunder Bolt.
A Fighter has an initiator level equal to his class level and does not need to know, ready, expend, or recover Strikes initiated in this way.
Lord of the Battlefield (Ex): A 20th level Fighter is never surprised, never flat-footed, and cannot be flanked. If he threatens a creature with less Base Attack Bonus than it has HD, then that creature is flat-footed and considered flanked by the Fighter and all of his allies regardless of their actual positions.
When the Fighter hits with an attack of opportunity the struck creature must make a Reflex save (DC 10 + 1/2 Fighter level + Dexterity modifier) to avoid being struck by an automatic confirmed critical hit.