Fighter
HP Per Level: 10.
Keywords: Fighter, Martial.
Peerless martial masters, fighters are skilled soldiers whose military might lends itself well to the adventuring lifestyle. A fighter is able to use any weapon they pick up and use it better than anyone else due to their years of martial training. They are fearless, deadly, and resolute; when you challenge a fighter you’re gambling with your life.
Fighter Proficiencies
- Weapons
- All Manufactured Weapons (Exceptional)
- Defense: Professional
- Armors: Light, Medium, Heavy
- Saves
- Fortitude Save (Professional)
- Reflex Save (Skilled)
- Will Save (Skilled)
- Bonus Languages: None.
Fighter Skills
You are Professional in 2 of the following skills: Athletics, Technological Lore, or Military Lore.
| Level | Class Features |
|---|---|
| 1 | Signature - Seasoned Soldier, Warrior-at-arms, Soldier |
| 2 | (Feat) |
| 3 | 1st Warrior’s Way |
| 4 | (Honor) |
| 5 | (Ability Score Increase) |
| 6 | Deadly |
| 7 | (Feat) |
| 8 | 2nd Warrior’s Way |
| 9 | (Honor) |
| 10 | (Ability Score Increase) |
| 11 | Bravery |
| 12 | (Feat) |
| 13 | 3rd Warrior’s Way |
| 14 | (Honor) |
| 15 | (Ability Score Increase) |
| 16 | Master-at-arms |
| 17 | (Feat) |
| 18 | 4th Warrior’s Way |
| 19 | (Honor) |
| 20 | Capstone - Deathstrike, (Ability Score Increase) |
Class Features
Signature Ability: Seasoned Soldier (1st Level)
You are a veteran of many battles and have exceptional battlefield awareness; allowing you to exploit moments of weakness in your opponent’s strategy.
Benefit: Spend 1 Hero Dice to grant yourself 1 additional action this turn. This can only be done once per turn and this action must be made to use the “attack”, “combat maneuver”, “measured attack”, or “rapid shot” actions. This action can be combined with unspent actions to allow the fighter to use the following other actions: “charge”, “knockout!”, “power attack”, and “slay”.
Deeper Rules
- Dramatic Situations: This only functions while in combat or similarly dramatic situations.
- No Hero Dice: You can only spend 1 Hero Dice per action. You can’t add a Hero Dice on this extra action because you spent one to get it.
Warrior-At-Arms (1st Level)
Your skill at arms makes you unerring in your strikes.
Benefit: You gain a +3 bonus on attack rolls with manufactured weapons.
- Boost: You can expend 1 Hero Dice to cause an attack roll with a manufactured weapon to have an Absolute bonus.
Sidebar: Bonuses Don’t Stack
Remember, in Gestalt bonuses don’t stack. So a fighter’s bonus on attack rolls from their Warrior-At-Arms class feature won’t stack with other things that increase your bonus on attack rolls.
Soldier (1st Level)
You know how to deal with the weight of armor and move without difficulty.
Benefit: You ignore the movement speed reductions of armor and all armors have their maximum Dexterity cap increased by 3.
Deadly (6th Level)
You’ve learned how to get the most out of your weapon; how to make the blade dig that much deeper, the cut that much worse, and to break their bones that little bit more.
Benefit: You gain a bonus on damage rolls with manufactured weapons equal to 1/2 your level. Additionally, all your attacks with manufactured weapons have penetration equal to your level.
Bravery (11th Level)
You’ve faced death too many times to be scared now.
Benefit: You are immune to fear effects.
Master-At-Arms (16th Level)
You wield a weapon the same way an artist uses a paint brush, however you only paint in red.
Benefit: Deadly gains the following effect.
- Boost: On a successful attack you can expend 1 Hero Dice to deal Absolute damage with a manufactured weapon.
- You may use either the boost effect from warrior-at-arms or from deadly, but not both, on a given attack.
Capstone: Deathstrike (20th Level)
Decapitation is a wonderful thing.
Benefit: 5 times per short rest you may choose to deal Absolute damage on a successful attack (before the damage is rolled).
Warrior’s Ways
Bowman
Your arrows punch through flesh and steel like they were paper.
Benefit: You can choose to add your Strength modifier to damage rolls made with bows. Additionally, increase the Penetration quality of bows you wield by +5.
Commando
Fight smarter, not harder.
Benefit: You gain an additional reaction each round so long as you are armed with a weapon that you are Skilled in the use of. This stacks with other bonus reactions (such as Combat Reflexes).
Defender
You can hurt a lot of things with a sword but a wall isn’t one of them.
Benefit: While wielding a shield that counts as at least medium or heavy armor, all adjacent allies get +1 shield bonus to their AC. If the shield is superheavy armor it grants a +2 shield bonus instead.
Doppelsöldner
The fine art of wielding giant weapons one-handed.
Benefit: You can wield a single two-handed melee weapon in one hand. You cannot wield more than 1 two-handed weapon in 1 hand at a time. If you are at least 10th level, you can wield two at a time (one in each hand).
Dragon Dive
Using the ancient secret technique warriors developed to deal with dragons you hurl yourself skyward to rain destruction down on your foe. Prerequisite: Professional in Acrobatics Benefit: Double your vertical jump height. Additionally, you gain the following special attack action:
Dragon Dive [2-Actions]
Make an Acrobatics check and multiply the result by 5 (rather than doubling it); this is your fly speed for this action. You then make a flying charge attack against a creature. Note: You need either an open sky above you or a solid 50 feet of vertical space above you to work with if you want to use this ability.
Haft Strike
Just because the sharp bit is on the other end doesn’t mean the blunt end can’t be a weapon.
Benefit: While you wield a polearm or club in two hands it gains the double trait. The other end has a d8 damage dice and deals Bludgeoning damage with no special qualities (besides now being a double weapon). This cannot be used on hinged or double weapons.
Martial Versatility
Swing, stab, flat of the blade, pommel strike; you have options on how to hit somebody.
Benefit: Manufactured melee weapons you wield that deal slashing, piercing, or bludgeoning damage can have their damage type freely changed to slashing, piercing, or bludgeoning damage on a per-attack basis.
Parry
At the last second you catch your opponent’s attack on your weapon and deflect it, narrowly avoiding death.
Benefit: Once per turn you can spend a Hero Dice to attempt to counter a melee attack targeting you. You use your proficiency with whatever manufactured melee weapon you are wielding.
Pugilist
“Put up your dukes!”
Benefit: Your fighter class features (including Warriors Ways) that specify “manufactured weapons” now also apply to strikes. You become Exceptional in any one common martial art style.
Deeper Rules
- Strikes: As a reminder, the term ‘strike’ refers to style attacks and the ‘smack’ unarmed attack.
Shield Bearer
You can always find room for a life-saving shield.
Benefit: You can wield a shield, no heavier than medium armor, without it taking up a hand. Effectively, you gain a third wielded item slot that can only be taken up by a shield.
Swordsman’s Spirit
You have embraced a rich martial tradition, combining elements of culture, spirituality, and magic into your martial discipline.
Benefit: You gain an additional magic item slot; this can only be used to equip a magic weapon.
Thrown Weapon Master
“Bet ‘cha I can hit him from here.”
Benefit: When using thrown weapons, double their range and add your Strength modifier to damage rolls with them.
Weapon Master
War is like golf: you need a weapon for every occasion.
Benefit: So long as your weapons are stored in an easy to access place like a sheath or even upon your back, you can switch between such weapons as a free action (even multiple times per turn). Additionally, you no longer provoke attacks of opportunity when drawing a weapon (not other things). Finally, increase your bulk limit by 4.
