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Table: The Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, Retrain
3rd +3 +3 +1 +1Combat Skill
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Wild Card Feat, Combat Skill
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Combat Skill
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Wild Card Feat, Combat Skill
10th +10/+5 +7 +3 +3 Bonus feat
11th +11/+6/+1 +7 +3 +3 Combat Skill
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Wild Card Feat, Combat Skill
14th +14/+9/+4 +9 +4 +4 Bonus feat
15th +15/+10/+5 +9 +5 +5 Combat Skill
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Wild Card Feat, Combat Skill
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Combat Skill
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat


Hit Die


Skill Groups

The fighter may choose any three skill groups.

Skill Points at 1st Level

(4 + Int modifier) ×4.

Skill Points at Each Additional Level

4 + Int modifier.

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency

A fighter is proficient with basic weapons, plus any other four weapon groups and with all armor (heavy, medium, and light) and shields (including tower shields). A fighter may opt to replace his proficiency in medium and heavy armor for the unarmored defense I feat. A fighter who takes this option is proficient in all shields, light armor and unarmored defense I. In addition, he may replace one of his four weapon groups of choice with the improved unarmed strike feat and the stunning fist feat as well as any other feat that got improved unarmed strike as a prerequisite (Deflect Arrows, Improved Grapple, Snatch Arrows, Stunning Fist, etc).

Table: Combat Rituals
Ritual by Level1st2nd3rd4th
Bonus Feats

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.


By meditating and practicing for one hour in the morning, a fighter can retrain his weapon-abilities. In this way, he is able to switch the feats, that he took for one specific weapon or weapon-group to a different weapon or weapon group, e.g. a fighter who took Weapon Focus (Large Swords) can retrain his proficiency to Weapon Focus (Small Swords). This feats stay switched till the fighter retrains again.
A Fighter can retrain only once a day when he is rested.

Wild Card Feats

A fighter receives a Wild Card feat on 5th, 9th, 13th and 17th level. A fighter can decide on a dayly basis to fill these Wild Card feats with any feat from the fighter list that he fullfills the prerequisits for. He even can use several Wild Card feats to get the feats from a feat-chain.

Variable Saves

A Fighter normally receives good fortitude saves. On first level every fighter may declare either of the other two saves (Will or Reflex) as his good save in which case fortitude will be a bad save (starting with +0).

Combat Skills

On each level, a fighter does not recieve a bonus feat, he is granted Combat Skill. This ability equals two skill points with wich the fighter can take either a Skill Trick (described in Complete Scoundrel) or a Maneuver Skill from a Weapon Style he aleady knows. Skill Tricks are in addition to the skill trick allowed for every second level.

Combat Rituals

On first level, the Fighter can decide to trade a number of feats for the ability to use Combat Rituals like the Ritual Warrior described in Arcana Evolved. He loses the Retrain class-feature, the bonus feat on first level as well as the Wild Card Feats on 5th, 9th and 13th level but gains the Combat Rites per Day Table of the Ritual Warrior.

Ability-Score Bound

The most important ability score for a fighter is strength, because it grants attack and damage bonuses on meele attacks.
On first level, a fighter can decide to put his training-focus on a different ability score, i.e. the character would receive his combat-bonuses from a different ability score. This comes with several disadvanges:
1. The fighter loses the bonus feat on first level.
2. The fighter does not gain the ability to Retrain
3. When multi-classing, the levels in the fighter class must allways be three times the number of levels in any other class.
4. In regard to damage, the fighter's ability-score bonus is considered to be 2 less (min: 0)