PF2 SRD:Fighter

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL 1.0a.


Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.

Roleplaying the Fighter[edit]

During Combat Encounters...

You strike with unmatched accuracy and use specialized combat techniques. A melee fighter stands between allies and enemies, attacking foes who try to get past. A ranged fighter delivers precise shots from a distance.

During Social Encounters...

You can be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.

While Exploring...

You keep up your defenses in preparation for combat, and keep an eye out for hidden threats. You also overcome physical challenges in your way, breaking down doors, lifting obstacles, climbing adeptly, and leaping across pits.

In Downtime...

You might perform manual labor or craft and repair armaments. If you know techniques you no longer favor, you might train yourself in new ones. If you’ve established your reputation, you might build an organization or a stronghold of your own.

You Might...
  • Know the purpose and quality of every weapon and piece of armor you own.
  • Recognize that the danger of an adventurer’s life must be balanced out with great revelry or ambitious works.
  • Have little patience for puzzles or problems that require detailed logic or study.
Others Probably...
  • Find you intimidating until they get to know you—and maybe even after they get to know you.
  • Expect you’re all brawn and no brains.
  • Respect your expertise in the art of warfare and value your opinion on the quality of armaments.

Key Terms:
You'll see the following key terms in many fighter class features.

Flourish: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.

Open: These maneuvers work only as the first salvo in the attacks you make on your turn. You can use an action with the open trait only if you haven't used an action with the attack or open trait yet this turn.

Press: Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity.

Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you take an action with the stance trait, you can't take another one for 1 round. You can enter or be in a stance only in encounter mode.

Base Stats[edit]

Key Ability: Strength or Dexterity
At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Initial Proficiencies[edit]

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude
Expert in Reflex
Trained in Will

Skills

Trained in Acrobatics or Athletics
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Expert in simple weapons
Expert in martial weapons
Trained in advanced weapons
Expert in unarmed attacks

Defenses

Trained in light armor
Trained in medium armor
Trained in heavy armor
Trained in unarmored defense

Class DC

Trained in Fighter class DC

Table: The Fighter
Your
Level
Class Features
1 Ancestry and Background, Initial Proficiencies, Fighter Feat, Attack of Opportunity, Shield Block
2 Fighter Feat, Skill Feat
3 General Feat, Skill Increase, Bravery
4 Fighter Feat, Skill Feat
5 Ability Boosts, Ancestry Feat, Fighter Weapon Mastery
6 Fighter Feat, Skill feat
7 General Feat, Skill Increase, Battlefield Surveyor, Weapon Specialization
8 Fighter Feat, Skill feat
9 Ancestry Feat, Skill Increase, Combat Flexibility, Juggernaut
10 Ability Boosts, Fighter Feat, Skill Feat
11 General Feat, Skill Increase, Armor Expertise, Fighter Expertise
12 Fighter Feat, Skill Feat
13 Ancestry Feat, Skill Increase, Weapon Legend
14 Fighter Feat, Skill Feat
15 Ability Boosts, General Feat, Skill Increase, Evasion, Greater Weapon Specialization, Improved Flexibility
16 Fighter Feat, Skill Feat
17 Ancestry Feat, Skill Increase, Armor Mastery
18 Fighter Feat, Skill Feat
19 General Feat, Skill Increase, Versatile Legend
20 Ability Boosts, Fighter Feat, Skill Feat

Class Features[edit]

You gain these features as a fighter. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Ancestry and Background[edit]

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies[edit]

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Attack of Opportunity[edit]

Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Attack of Opportunity reaction.

Attack of Opportunity 

Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
----
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Fighter Feats[edit]

At 1st level and every even-numbered level thereafter, you gain a fighter class feat.

Shield Block[edit]

You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

Skill Feats (2nd Level)[edit]

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats (3rd Level)[edit]

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases (3rd Level)[edit]

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Bravery (3rd Level)[edit]

Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

Ability Boosts (5th Level)[edit]

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats (5th Level)[edit]

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry.

Fighter Weapon Mastery (7th Level)[edit]

Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.

Battlefield Surveyor (Level 7)[edit]

Whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.

Weapon Specialization (Level 7)[edit]

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Combat Flexibility (Level 9)[edit]

Through your experience in battle, you can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don’t already have. You can use that feat until your next daily preparations. You must meet all of the feat’s other prerequisites.

Juggernaut (Level 9)[edit]

Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Armor Expertise (Level 11)[edit]

You have spent so much time wearing armor that you know how to make the most of its protection. Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.

Fighter Expertise (Level 11)[edit]

You’ve practiced your techniques to make them harder to resist. Your proficiency rank for your fighter class DC increases to expert.

Weapon Legend (Level 13)[edit]

You've learned fighting techniques that apply to all armaments, and you've developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert.

You can select one weapon group and increase your proficiency ranks to legendary for all simple weapons, martial weapons, and unarmed attacks in that weapon group, and to master for all advanced weapons in that weapon group.

Evasion (Level 15)[edit]

You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Greater Weapon Specialization (Level 15)[edit]

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Improved Flexibility (Level 15)[edit]

Your extensive experience gives you even greater ability to adapt to each day’s challenges. When you use Combat Flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats’ prerequisites.

Armor Mastery (Level 17)[edit]

Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Versatile Legend (Level 19)[edit]

You are nigh-unmatched with any weapon. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master. Your proficiency rank for your fighter class DC increases to master.

Fighter Class Feats[edit]

Name Source Summary Level Prerequisites
Double Slice Core Rulebook You lash out at your foe with both weapons. 1
Exacting Strike Core Rulebook You make a controlled attack, fully accounting for your momentum. 1
Point-Blank Shot Core Rulebook You take aim to pick off nearby enemies quickly. 1
Power Attack Core Rulebook You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. 1
Reactive Shield Core Rulebook You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. 1
Snagging Strike Core Rulebook You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. 1
Sudden Charge Core Rulebook With a quick sprint, you dash up to your foe and swing. 1
Aggressive Block Core Rulebook You push back as you block an attack, knocking your foe away or off balance. 2
Assisting Shot Core Rulebook With a quick shot, you interfere with a foe in combat. 2
Brutish Shove Core Rulebook Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. 2
Combat Grab Core Rulebook You swipe at your opponent and grab at them. 2
Dueling Parry (Fighter) Core Rulebook You can parry attacks against you with your one-handed weapon. 2
Intimidating Strike Core Rulebook Your blow not only wounds creatures but also shatters their confidence. 2
Lunge Core Rulebook Extending your body to its limits, you attack an enemy that would normally be beyond your reach. 2
Double Shot Core Rulebook You shoot twice in blindingly fast succession. 4
Dual-Handed Assault Core Rulebook You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. 4
Knockdown Core Rulebook You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. 4 Trained in Athletics
Powerful Shove Core Rulebook You can push larger foes around with your attack. 4 Aggressive Block or Brutish Shove
Quick Reversal Core Rulebook You turn your foes’ flanking against them with a quick reverse. 4
Shielded Stride Core Rulebook When your shield is up, your enemies' blows can't touch you. 4
Swipe Core Rulebook You make a wide, arcing swing. 4
Twin Parry Core Rulebook You use your two weapons to parry attacks. 4
Advanced Weapon Training Core Rulebook You’ve studied the art of wielding an advanced weapon. 6
Advantageous Assault Core Rulebook When an enemy's movement is compromised, you deliver a more deadly blow. 6
Disarming Stance Core Rulebook You adopt a fencing stance that improves your control over your weapon. 6 Trained in Athletics
Furious Focus Core Rulebook You’ve learned to maintain your balance even when swinging furiously. 6 Power Attack
Guardian's Deflection (Fighter) Core Rulebook You use your weapon to deflect an attack against your ally. 6
Reflexive Shield Core Rulebook You can use your shield to fend off the worst of area effects and other damage. 6
Revealing Stab Core Rulebook You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. 6
Shatter Defenses Core Rulebook Your offense exploits your enemy's fear. 6
Shield Warden Core Rulebook You use your shield to protect your allies. 6 Champion with Shield divine ally and tenets of good, or Fighter with Shield Block
Triple Shot Core Rulebook You can quickly fire multiple shots with greater control. 6 Double Shot
Dueling Riposte Core Rulebook You riposte against your flailing enemy. 8 Dueling Parry
Felling Strike Core Rulebook Your attack can ground an airborne foe. 8
Incredible Aim Core Rulebook By spending a moment to focus, you can ensure your attack strikes true. 8
Mobile Shot Stance Core Rulebook Your shots become nimble and deadly. 8
Positioning Assault Core Rulebook With punishing blows, you force your opponent into position. 8
Quick Shield Block Core Rulebook You can bring your shield into place with hardly a thought. 8 Shield Block
Sudden Leap Core Rulebook You make an impressive leap and swing while you soar. 8
Agile Grace Core Rulebook Your graceful moves with agile weapons are beyond compare. 10
Certain Strike Core Rulebook Even when you don’t hit squarely, you can still score a glancing blow. 10
Combat Reflexes Core Rulebook You are particularly swift at punishing foes who leave you openings. 10
Debilitating Shot Core Rulebook Aiming for a weak point, you impede your foe with a precise shot. 10
Disarming Twist Core Rulebook After your initial attack redirects your foe's defenses, your follow-up wrests their weapon from their grasp. 10 Trained in Athletics
Disruptive Stance Core Rulebook The slightest distraction can provoke your wrath, and you're prepared to foil enemies' actions. 10
Fearsome Brute Core Rulebook Fear makes your foes weak and more vulnerable to your attacks. 10
Improved Knockdown Core Rulebook You can dash your foe to the ground with a single blow. 10 Knockdown
Mirror Shield Core Rulebook You reflect a spell back against an opponent. 10
Twin Riposte Core Rulebook A clever parry with one weapon leaves your opponent open to an attack with the other weapon. 10 Twin Parry
Brutal Finish Core Rulebook Your final blow can make an impact even if it rebounds off a foe’s defenses. 12
Dueling Dance (Fighter) Core Rulebook Using your free hand as pivot and balance, you both attack and defend with your weapon. 12 Dueling Parry
Flinging Shove Core Rulebook You increase the distance you Shove your opponent with Aggressive Block or Brutish Shove. 12 Aggressive Block or Brutish Shove
Improved Dueling Riposte Core Rulebook Your weapon whirls and darts, striking foes whenever the opportunity presents itself. 12 Dueling Riposte
Incredible Ricochet Core Rulebook After your first shot singles out your opponent's position, you direct another that ricochets around obstacles and strikes unerringly. 12 Incredible Aim
Lunging Stance Core Rulebook Your body coiled to strike, you can lash out at distant enemies. 12 Lunge
Paragon's Guard Core Rulebook Once you've had a moment to set your stance, you always have your shield ready without a thought. 12
Spring Attack Core Rulebook Springing away from one foe, you strike at another. 12
Desperate Finisher Core Rulebook You throw everything into one last press. 14
Determination Core Rulebook Your training allows you to shrug off your foes' spells and conditions when the need is dire. 14
Guiding Finish Core Rulebook Using your weapon as a lever, you force your opponent to end up right where you want them. 14
Guiding Riposte Core Rulebook By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. 14 Dueling Riposte
Improved Twin Riposte (Fighter) Core Rulebook Your weapons are a blur, blocking and biting at your foes. 14 Twin Riposte
Stance Savant (Fighter) Core Rulebook When there's imminent danger, you drop into a stance with a mere thought. 14
Two-Weapon Flurry Core Rulebook You lash out with both your weapons in a sudden frenzy. 14
Whirlwind Strike Core Rulebook You attack all nearby adversaries. 14
Graceful Poise Core Rulebook With the right positioning, your off-hand weapon can strike like a scorpion's stinger. 16 Double Slice
Improved Reflexive Shield Core Rulebook Your shield can help save nearby allies. 16 Reflexive Shield
Multishot Stance Core Rulebook You lock yourself in a stable position so you can fire swiftly and accurately. 16 Triple Shot
Twinned Defense (Fighter) Core Rulebook You’re always ready to use your off-hand weapon to interfere with attacks against you. 16 Twin Parry
Impossible Volley Core Rulebook You fire a volley at all foes in an area. 18
Savage Critical Core Rulebook The wounds you inflict are grievous. 18
Boundless Reprisals Core Rulebook With a sixth sense for the flow of combat, you can quickly react to any situation as required. 20
Weapon Supremacy Core Rulebook Your skill with weapons lets you attack swiftly at all times. 20

Back to Main PagePathfinder System Reference DocumentClasses

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the Pathfinder Core Rules, 2nd Edition. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Pathfinder 2e material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Home of user-generated,
homebrew pages!


Advertisements: