Fighter
Level BAB Fort Ref Will Special Feat Training
1 +1 +2 +0 +0 Never Outnumbered 1
2 +2 +3 +0 +0 Command 2
3 +3 +3 +1 +1 Armor Training 1, Fake It Til You Make It 2
4 +4 +4 +1 +1 Combat Bearing +1 3
5 +5 +4 +1 +1 Extended Intimidation 3
6 +6/+1 +5 +2 +2 Overpowering Attack 4
7 +7/+2 +5 +2 +2 Armor Training 2, Share Feat 4
8 +8/+3 +6 +2 +2 Combat Bearing +2 5
9 +9/+4 +6 +3 +3 Swift Demoralization 5
10 +10/+5 +7 +3 +3 Greater Command 6
11 +11/+6/+1 +7 +3 +3 Armor Training 3, Shake It Off 6
12 +12/+7/+2 +8 +4 +4 Combat Bearing +3 7
13 +13/+8/+3 +8 +4 +4 Mass Staredown 7
14 +14/+9/+4 +9 +4 +4 Command Task 8
15 +15/+10/+5 +9 +5 +5 Armor Training 4, Share Feat (multiple) 8
16 +16/+11/+6/+1 +10 +5 +5 Combat Bearing +4 9
17 +17/+12/+7/+2 +10 +5 +5 Intimidating Shout 9
18 +18/+13/+8/+3 +11 +6 +6 Command Obedience 10
19 +19/+14/+9/+4 +11 +6 +6 Armor Mastery 11
20 +20/+15/+10/+5 +12 +6 +6 Combat Bearing +5, Weapon Mastery 12

Abilities: Strength and constitution are the most important abilities for a fighter, since he is first and foremost a melee combatant. The fighter also benefits from a high charisma to improve his Intimidation and Command abilities.

Hit Points per level: 5
Skill Points per Level: 2 + intelligence modifier
Class Skills: Athletics, Craft, Intimidation, Perception, Survival, Tactics

Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons and all armor and shields except for exotic armor and shields.

Feat Training (Ex): Starting at 1st level, a fighter can spend time to refresh his training of certain tactics. By spending 5 minutes in practice, a fighter gains access to one chosen fighter bonus feat, tactical feat, or style feat. This feat persists until the fighter trains another feat in its place. At level 2 the fighter can train two bonus fighter feats, and this increases by 1 at every even-numbered fighter level as well as level 19, to a maximum of 12 feats at level 20. The fighter must meet prerequisites for any feat that he trains, and each feat trained takes 5 minutes of practice (to a maximum of 1 hour for 12 feats).

If a fighter needs to use a fighter bonus feat he does not currently have trained, and doesn’t have time to spend retraining it, he can gain a sudden burst of inspiration to use the feat for one round. As an immediate action a fighter can gain a number of fighter bonus feats up to the maximum Feat Training slots he has available. The fighter loses one feat training slot for the remainder of the day for each feat he acquires this way. He must still meet the prerequisites of the feats he uses.

The fighter may permanently sacrifice one Feat Training slot to gain a permanent fighter bonus feat. This decision must be made when the fighter attains a level at which he gains a Feat Training slot.

Never Outnumbered: At 1st level, the fighter gains the Never Outnumbered skill trick for free. It does not cost any skill points, and it does not count against his total limit of skill tricks. The fighter can gain extra uses of Never Outnumbered in an encounter by sacrificing one Feat Training slot for the day.

Command (Ex): At 2rd level, the fighter can issue a command to a single creature within 30 feet as a standard action. This functions as the Command spell, except that the DC is equal to the fighter’s Intimidation check. The target may roll a Perception check or a Will save to negate, whichever has the higher bonus. This ability functions once per encounter. A fighter can gain extra uses of this ability per encounter by sacrificing a Feat Training slot for the day.

Armor Training (Ex): Starting at 3rd level, the fighter learns to maneuver even while wearing heavy armor. Reduce the armor check penalties for any armor in which the fighter is proficient by 1 and increase the maximum dexterity bonus by 1. This ability improves at level 7, 11, and 15, each time lowering armor check penalty by 1 and increasing maximum dexterity bonus by 1.

The fighter can also move his normal speed while wearing medium armor at 3rd level. At 11th level, he can move his normal speed in heavy armor.

Fake It Til You Make It (Ex): At 3rd level, the fighter qualifies for feats for his Feat Training ability as though his ability scores were 2 higher than they are. He also qualifies for Feat Training feats as if his base attack bonus was 1 higher than it is. For example, he qualifies for Combat Expertise with an Intelligence score of 11 and he qualifies for Improved Critical when his base attack bonus equals 7. This ability does not confer any benefit to permanent bonus feats gained by sacrificing Feat Training slots or to feats granted to other characters.

Combat Bearing (Ex): At 4th level, the fighter learns to better position himself in combat. He gains a +1 bonus to his Combat Maneuver Bonus. This bonus increase by 1 at every fourth level, to a maximum of +5 at level 20.

Extended Intimidation (Ex): A target successfully intimidated by a 5th-level or higher fighter suffers lasting effects. Instead of ending when the fighter leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target’s attitude toward the fighter shifts to unfriendly, but a lingering fear remains. Whenever the fighter returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect. This does not impact the demoralize action.

Overpowering Attack (Ex): A 6th-level or higher fighter make a single powerful strike as a standard action. By accepting a -2 penalty to hit, the fighter can make an attack at his highest base attack bonus that deals double damage. If the attack is a critical hit, the damage multiplier increases by 1 instead.

Share Feat (Ex): At 7th level, a fighter can share his feats with other characters. As an immediate action a fighter can grant to an ally within 60 feet a number of fighter bonus feats up to the maximum Feat Training slots he has available. The fighter loses one feat training slot for the remainder of the day for each feat he grants this way. The character to which he grants the feats must still meet all of the feat prerequisites.

At 15th level this ability improves so that each Feat Training slot expended allows the fighter to grant the same fighter bonus feat to all allies within 60 feet. Even characters that do not meet the feat prerequisite may benefit (if possible) from these shared feats.

Swift Demoralization (Ex): A 9th-level fighter can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.

Command, Greater (Ex): At 10th level a fighter Command ability improves to affect one creature per level, no two of which may be more than 30 feet apart, and it now lasts 1 round per fighter level. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to ignore the command.

Shake It Off (Ex): By 11th level, the fighter has become hardened against the horror and din of battle and the debilitating effects of spells. When initially affected by one of the conditions listed below, you may mitigate or negate the condition for the full duration of its effect. Using Shake It Off takes no action, and can be done at any time, even when it isn't your turn. You may use this ability a number of times per day equal to your Constitution modifier. You may sacrifice Feat Training slots in order to gain additional uses of this ability.

Condition Reduce to
Ability Drained Ability Damaged
Blinded Dazzled
Confused Fascinated
Cowering Dazed
Dazzled Unaffected
Exhausted Fatigued
Fascinated Unaffected
Fatigued Unaffected
Frightened Shaken
Nauseated Sickened
Panicked Frightened
Paralyzed Stunned
Shaken Unaffected
Sickened Unaffected
Stunned Dazed

Mass Staredown (Ex): At 13th level, a fighter has sufficient presence that he can cow multiple foes. Using an Intimidate check, the fighter can demoralize all opponents within 30 feet.

Give Orders (Ex): At 14th level, the fighter can impose a stronger, lasting command on weaker opponents. He can use Lesser Geas as an extraordinary ability once per day. The DC for the Will save is equal to the fighter’s Intimidation check. The target may roll the a Perception check or Will save to negate, whichever has the higher bonus. A fighter may gain extra daily uses of this ability by sacrificing a Feat Training slot for the day.

Intimidating Shout (Ex): At 17th level a fighter can give an intimidating war cry. This is resolved exactly as an Intimidation check to demoralize, except that those who would normally be shaken are stunned for one round instead. A fighter can normally use this ability once per encounter, but may gain additional uses by sacrificing a Feat Training slot for the day.

Demand Obedience (Ex): At 18th level, the fighter’s Give Orders ability functions as Geas/Quest instead of Lesser Geas.

Armor Mastery (Ex): At 19th level, the fighter gains damage reduction 5/- whenever he is wearing armor or using a shield, and he ignores any armor check penalty to skills. He has no maximum dexterity bonus to armor class and can wear any armor without affecting his speed.

Weapon Mastery (Ex): At 20th level, the fighter automatically confirms any critical threats, and his critical multiplier increases by 1.

NEW FIGHTER BONUS FEATS
Counter Attack [Fighter]
Prerequisites: Fighter level 12
As a standard action, make one attack at your highest base attack bonus. At any time before the start of your next turn, you can use an immediate action to make a melee attack at your highest base attack bonus against an enemy that attacks you in melee.

Dungeoncrasher [Fighter]
Prerequisites: Fighter level 2
The fighter gains a +5 bonus to strength checks for breaking items and busting open doors. He also gains 4d6 damage when bull rushing a target into a solid object such as a wall. He gains a +2 bonus to saves and armor class against traps.

Improved Dungeoncrasher [Fighter]
Prerequisites: Fighter level 6, Dungeoncrasher
The fighter’s bonus to strength checks for breaking items and bursting open doors improves to +10. His damage when bull rushing a target into a solid object improves to 8d6. His bonus to saves and armor class against traps improves to +4.

Greater Dungeoncrasher [Fighter]
Prerequisites: Fighter level 18, Improved Dungeoncrasher, Dungeoncrasher
The fighter’s bonus to strength checks for breaking items and bursting open doors improves to +20. His damage when bull rushing a target into a solid object improves to 12d6. His bonus to saves and armor class against traps improves to +8.

Elusive Attack [Fighter]
Prerequisites: Fighter level 6
As a standard action, make one attack at your highest base attack bonus. Until the start of your next turn, you gain a +2 dodge bonus to AC. This bonus improves to +4 at 11th level and +6 at 16th level.

The following feats are now [Fighter] bonus feats:
All Tactic feats
All Style feats
Armor Proficiency (any)
Die Hard
Endurance
Great Fortitude
Hold the Line
Imperious Command
Iron Will
Knock-down
Knockback
Lightning Reflexes
Mage Slayer
Pierce Magical Concealment
Pierce Magical Protection
Skill Focus (Intimidate or any skill based on str, dex, or con)
Stand Still
Toughness
Weapon Supremacy

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