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Valeros - Iconic Fighter

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Alignment: Any.
Hit Die: d10.

Class Skills

The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at each Level: 2 + Int modifier.

Class Features

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bravery +1
3rd +3 +3 +1 +1 Bonus feat, Armor training 1
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Bonus feat, Weapon training 1
6th +6/+1 +5 +2 +2 Bravery +2
7th +7/+2 +5 +2 +2 Bonus feat, Armor training 2,  Advanced Armor Training
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3 Bonus feat, Weapon training 2, Advanced Weapon Training
10th +10/+5 +7 +3 +3 Bravery +3
11th +11/+6/+1 +7 +3 +3 Bonus feat, Armor training 3
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4 Bonus feat, Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bravery +4
15th +15/+10/+5 +9 +5 +5 Bonus feat, Armor training 4
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5 Bonus feat, Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Bonus feat, Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Weapon mastery

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every odd level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Bravery (Ex)

Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex)

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

Weapon Training (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Weapon groups are chosen as fighter bonus feats. A fighter can choose multiple weapon trianing groups.

He gains a +1 bonus on attack and damage rolls when using a weapon from this group. Every four levels thereafter (9th, 13th, and 17th), these bonuses increase by +1 each time, to a maximum of +4. Bonuses granted from overlapping groups do not stack.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Advanced Armor Training (Ex)

 Beginning at 7th level, advanced armor training feats become available as fighter bonus feats.

Highly skilled and tenacious fighters can gain advanced armor training, learning techniques and applications of the armor training class feature that give them special benefits in exchange for reducing their ability to mitigate their armor’s armor check penalty and improve its maximum Dexterity bonus. Advanced armor training options function only when the fighter is wearing appropriate armor or using a shield, unless otherwise noted.

Fighters can select as many Advanced Armor Training Feats as they want, but each one taken reduces the benefits of Armor Training by 1. 

Advanced Weapon Training (Ex)

 Beginning at 9th level, advanced weapon training feats become available as fighter bonus feats.

Armor Mastery (Ex)

At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex)

At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.