Fighter
Fighter
Description: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
Hit Dice: 1d10
Proficiencies: Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Weapon Proficiency (Martial), Weapon Proficiency (Simple)
Skill Points: 2 + Int mod
Class Skills: Concentration, Craft armor, Craft trap, Craft weapon, Discipline, Heal, Lore, Parry
Primary Saving Throw(s): Fortitude
Base Attack Bonus: +1/level
Requirements
Alignment: Any
Base Attack Bonus: Any
Classes: None
Factions: All
Feats: None
Race: Any
Skills: None
Spellcasting: None
Special Abilities and Feats
| Level | Feat(s) |
| 4* | Weapon Specialization |
Epic Fighter
Epic Feat Progression: 2
Epic Feats: Armor Skin, Epic Damage Reduction, Devastating Critical, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, and Superior Initiative.
Notes
- You do not receive Weapon Specialization automatically upon reaching level 4, it must be chosen.
- Epic and normal Weapon Specialization Feats may only be taken on a Fighter level.
- Although Epic Weapon Specialization is an Epic Feat, the character only needs to be an Epic Character with at least 4 levels of Fighter to take it (on a Fighter Level as stated above).
- Recommended Class if you use Bioware's "Recommended" button. Ideal for a Weapon Master
- This class receives pure class bonuses upon joing the Purist Guild (see below).
- If you receive the benefit of an AB boosting spell or ability (ex. Bard Song) while your Pure Class Token is active, the bonuses will not register on your character sheet. However, these bonuses are quite functional when you observe your combat log.
- The AB bonus from Warlord's Might will register higher on your character sheet than the bonus you actually receive, this is because you are still bound by the +20 AB bonus cap enforced by the game engine.
WARNING: while you will not be able to take levels in other classes after joining the Purists Guild, if you try, you may PERMANENTLY lose pure-class abilities or otherwise bug your character. So be careful when taking levels.
| Level | Bonus |
|---|---|
| 21 | Permanent: +1 Regen Receive Token: Pure Class Fighter
|
| 25 | Permanent: +1 Regen |
| 30 | Permanent: +1 Regen Receive Token: Immoveable
|
| 34 | Receive Token: Warlord's Rumble
|
| 35 | Permanent: +1 Regen Receive Token: Sprint
|
| 40 | Permanent: +1 Regen Receive Token: Warlord's Might
|
| Token | Effects |
|---|---|
Pure Class Fighter
|
You gain +20% Movement Speed, +X Attack Bonus and +X Armor Class (Dodge), where X is equal to level / 5 - 3, for infinite rounds.At level 25, you also gain +1 Attack Per Round.
|
Immoveable
|
You gain Freedom of Movement, Immunity: Fear, and +20 Discipline for level*2 rounds.
|
Warlord's Rumble
|
This item can be used once every 3 minutes. Resting doesn't replenish its usage. All enemies within 5 meters will make a discipline check (d20) and reflex save (d10) against you. If the enemy rolls their discipline check lower than you, they are knocked down for 2 rounds.If the enemy fails a reflex save of DC: 10 + level/2 + StrMod, they take 20 - Strength * 3 Bludgeoning Damage. A successful roll mitigates half damage; Evasion and Improved Evasion won't help here.
|
Sprint
|
You gain +50% Movement Speed for level/2 rounds.
|
Warlord's Might
|
Your mainhand weapon gains the +20 Enhancement Bonus property for level/8 rounds.
|