Fighter
Men-at-arms clad in steel that use various fighting styles to achieve the same goal: destroy as many enemies as possible using overwhelming martial prowess.

1 - Technique Specialization (Martial)
You gain 1 technique points at level 1, then another point every 2 levels after. These technique points can be used on any martial tree.
Characters with martial specialization gain points in warfare equal to their highest tier of martial technique.
1 - Superior Attack
Once per any turn where you're capable of taking the attack action, you can make a simple attack as a free action, or as an additional simple attack if you do take the attack action.
1 - Weapon Training
Gain +2 to attack and DR 5 vs sunder and disarm.
1 - Armor Training
Armors/shields require 2 less strength to use. You ignore the stealth penalty to heavy armor. Increase the value required to graze you by your level while you wear armor. At level 5, you are immune to being grazed.
1 - Physical Training
Gain athletics as a skill with a +4 bonus. You can roll athletics to aid an ally as a swift action.
2 - Bravery
+4 to saves vs [fear] effects. The DC to demoralize you using intimidate is 4 higher.
2 - Always Ready [healing]
When combat starts, if you are below full hp, heal to full HP.
2 - Baby Slayer
When an enemy is a minion, you automatically know just by looking at them. Gain an additional superior attack that can only be used against minion enemies.
4 - Smash From Air
Gain combat reflexes as a bonus feat. If you already have it, gain a bonus feat. You can use an attack of opportunity to swat a ranged attack out of the air that targets either you or an ally within reach. Roll an attack roll. If your attack roll matches or exceeds theirs, the attack is negated. You take a -4 penalty to attacks opposing siege weapons, such as cannons or giant rocks.
6 - Striking
Weapon attacks gain additional damage equal to their damage dice. Gain this again at level 10 Examples: 2h weapon @1=2d6, @6=4d6, @10=6d6 Light Weapon @1=d6, @6=2d6, @10=3d6
8 - Weapon Spirit
As a standard action you can enchant weapons you hold with any quality from the magic weapons section. You can enchant 2 different weapons, and give them different enchants. You can enchant new weapons, but the old ones lose their enchantments.
Weapons cannot have more than 1 enchantment.
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