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Fighter

Image used by permission of Yama Orce.

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.

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.

Roleplaying the Fighter

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.

Initial Proficiencies

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 your choice of 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 all armor

Trained in unarmored defense

Class DC

Trained in fighter class DC

Table 3–12: Fighter Advancement
Level Class Features
1 Ancestry and background, initial proficiencies, attack of opportunity, fighter feat, shield block
2 Fighter feat, skill feat
3 Bravery, general feat, skill increase
4 Fighter feat, skill feat
5 Ability boosts, ancestry feat, fighter weapon mastery, skill increase
6 Fighter feat, skill feat
7 Battlefield surveyor, general feat, skill increase, weapon specialization
8 Fighter feat, skill feat
9 Ancestry feat, combat flexibility, juggernaut, skill increase
10 Ability boosts, fighter feat, skill feat
11 Armor expertise, fighter expertise, general feat, skill increase
12 Fighter feat, skill feat
13 Ancestry feat, skill increase, weapon legend
14 Fighter feat, skill feat
15 Ability boosts, evasion, general feat, greater weapon specialization, improved flexibility, skill increase
16 Fighter feat, skill feat
17 Ancestry feat, armor mastery, skill increase
18 Fighter feat, skill feat
19 General feat, skill increase, versatile legend
20 Ability boosts, fighter feat, skill feat

Class Features

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

Ancestry and Background

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

Initial Proficiencies

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

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 [reaction]

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

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

Shield Block

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

Skill Feats 2nd

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

Bravery 3rd

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.

General Feats 3rd

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

Skill Increases 3rd

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.

Ability Boosts 5th

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

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 5th

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 and martial weapons in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons for which you have master proficiency.

Battlefield Surveyor 7th

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 7th

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 9th

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 9th

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 11th

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 11th

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

Weapon Legend 13th

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 and martial weapons 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 and martial weapons in that weapon group, and to master for all advanced weapons in that weapon group.

Evasion 15th

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 15th

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 15th

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 17th

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 19th

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 Feats

At each level that you gain a fighter feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.

If you need to look up a fighter feat by name instead of by level, use this table.

Feat Level
Advanced Weapon Training 6
Advantageous Assault 6
Aggressive Block 2
Agile Grace 10
Assisting Shot 2
Blind-Fight 8
Boundless Reprisals 20
Brutal Finish 12
Brutish Shove 2
Certain Strike 10
Combat Grab 2
Combat Reflexes 10
Debilitating Shot 10
Desperate Finisher 14
Determination 14
Disarming Stance 6
Disarming Twist 10
Disruptive Stance 10
Double Shot 4
Double Slice 1
Dual-Handed Assault 4
Dueling Dance 12
Dueling Parry 2
Dueling Riposte 8
Exacting Strike 1
Fearsome Brute 10
Felling Strike 8
Flinging Shove 12
Furious Focus 6
Graceful Poise 16
Guardian’s Deflection 6
Guiding Finish 14
Guiding Riposte 14
Impossible Volley 18
Improved Dueling Riposte 12
Improved Knockdown 10
Improved Reflexive Shield 16
Improved Twin Riposte 14
Incredible Aim 8
Incredible Ricochet 12
Intimidating Strike 2
Knockdown 4
Lunge 2
Lunging Stance 12
Mirror Shield 10
Mobile Shot Stance 8
Multishot Stance 16
Paragon’s Guard 12
Point-Blank Shot 1
Positioning Assault 8
Power Attack 1
Powerful Shove 4
Quick Reversal 4
Quick Shield Block 8
Reactive Shield 1
Reflexive Shield 6
Revealing Stab 6
Savage Critical 18
Shatter Defenses 6
Shield Warden 6
Shielded Stride 4
Snagging Strike 1
Spring Attack 12
Stance Savant 14
Sudden Charge 1
Sudden Leap 8
Swipe 4
Triple Shot 6
Twinned Defense 16
Twin Parry 4
Twin Riposte 10
Two-Weapon Flurry 14
Weapon Supremacy 20
Whirlwind Strike 14

1st Level


Combat Assessment [one-action] Feat 1

Source PRG2:APG

Fighter

You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.

Double Slice [two-actions] Feat 1

Fighter

Requirements You are wielding two melee weapons, each in a different hand.

You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty.

If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice.

Combine the damage from both Strikes and apply resistances and weaknesses only once.

This counts as two attacks when calculating your multiple attack penalty.

Exacting Strike [one-action] Feat 1

Fighter Press

You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.

Failure This attack does not count toward your multiple attack penalty.

Point-Blank Shot [one-action] Feat 1

Fighter Open Stance

Requirements You are wielding a ranged weapon.

You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait.

When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment.

Power Attack [two-actions] Feat 1

Fighter Flourish

You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.

Reactive Shield [reaction] Feat 1

Fighter

Trigger An enemy hits you with a melee Strike.

Requirements You are wielding a shield.

You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

Snagging Strike [one-action] Feat 1

Fighter

Requirements You have one hand free, and your target is within reach of that hand.

You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.

Sudden Charge [two-actions] Feat 1

Fighter Flourish Open

With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

2nd Level


Aggressive Block [free-action] Feat 2

Fighter

Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.

You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved.

Assisting Shot [one-action] Feat 2

Fighter

With a quick shot, you interfere with a foe in combat.

You can use the Aid action with a ranged weapon you wield. Instead of being within reach of the target, you must be within maximum range of the target. An

Assisting Shot uses ammunition and incurs penalties just like any other attack.

Brutish Shove [one-action] Feat 2

Fighter Press

Requirements You are wielding a two-handed melee weapon.

Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions.

This Strike has the following failure effect.

Failure The target becomes flat-footed until the end of your current turn.

Combat Grab [one-action] Feat 2

Fighter Press

Requirements You have one hand free, and your target is within reach of that hand.

You swipe at your opponent and grab at them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.

Dragging Strike [one-action] Feat 2

Source PRG2:APG

Fighter Press

You aim your weapon to snag a foe’s armor, clothing, or flesh to pull them closer. Make a melee Strike. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can move it 5 feet toward you. When you move the creature, you can move the same distance in the same direction as it, even if you’re adjacent to the target. This movement doesn’t trigger reactions.

This Strike has the following failure effect.

Failure The target becomes flat-footed until the end of your current turn.

Dueling Parry [one-action] Feat 2

Fighter

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.

You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.

Intimidating Strike [two-actions] Feat 2

Emotion Fear Fighter Mental

Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.

Lunge [one-action] Feat 2

Fighter

Requirement(s) You are wielding a melee weapon.

Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike.

If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.

Rebounding Toss [two-actions] Feat 2

Source PRG2:APG

Fighter Flourish

Requirements You are wielding a thrown weapon.

You bounce your weapon off one foe to strike another. Make a ranged Strike with a thrown weapon. If this Strike hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional Strike against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks.

4th Level


Barreling Charge [two-actions] Feat 4

Source PRG2:APG

Fighter Flourish

Prerequisite(s) trained in Athletics

You rush forward, moving enemies aside to reach your foe.

You Stride, attempting to move through your enemies’ spaces, and make a melee Strike. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through their space on a success but ending your movement before entering their space on a failure. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

Double Shot [two-actions] Feat 4

Fighter Flourish

Requirements You are wielding a ranged weapon with reload 0.

You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty.

Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.

Dual-Handed Assault [one-action] Feat 4

Fighter Flourish

Requirements You are wielding a one-handed melee weapon and have a free hand.

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. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free.

Knockdown [two-actions] Feat 4

Fighter Flourish

Prerequisite(s) trained in Athletics

You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.

Parting Shot [two-actions] Feat 4

Source PRG2:APG

Fighter

Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0.

You jump back and fire a quick shot that catches your opponent off-guard. You Step and then make a ranged Strike with the required weapon. Your target is flat-footed against the attack.

Powerful Shove Feat 4

Fighter

Prerequisite(s) Aggressive Block or Brutish Shove

You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you.

When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.

Quick Reversal [one-action] Feat 4

Fighter Flourish Press

Requirements You are flanked by at least two enemies.

You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty.

Shielded Stride Feat 4

Fighter

When your shield is up, your enemies’ blows can’t touch you.

When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.

Swipe [two-actions] Feat 4

Fighter Flourish

You make a wide, arcing swing. Make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.

If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.

Twin Parry [one-action] Feat 4

Fighter

Requirements You are wielding two melee weapons, one in each hand.

You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.

6th Level


Advanced Weapon Training Feat 6

Fighter

You’ve studied the art of wielding an advanced weapon.

Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group.

Advantageous Assault [one-action] Feat 6

Fighter Press

When an enemy’s movement is compromised, you deliver a more deadly blow. Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. The Strike gains the following failure effect.

Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. This damage has the same damage type as the weapon.

Dazing Blow [one-action] Feat 6

Source PRG2:APG

Fighter Press

Requirements You have a creature grabbed.

You pummel a held foe, hoping to stagger them. Make a melee Strike against a creature you have grabbed. The weapon damage from this Strike is bludgeoning damage. If the Strike hits, the creature must attempt a Fortitude save against your class DC; this is an incapacitation effect.

Critical Success The creature is unaffected.

Success The creature is stunned 1.

Failure The creature is stunned 2.

Critical Failure The creature is stunned 3.

Disarming Stance [one-action] Feat 6

Fighter Stance

Prerequisite(s) trained in Athletics

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.

You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.

Furious Focus Feat 6

Fighter

Prerequisite(s) Power Attack

You’ve learned to maintain your balance even when swinging furiously. When you make a Power Attack with a melee weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.

Guardian’s Deflection [reaction] Feat 6

Fighter

Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.

Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free.

You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.

Reflexive Shield Feat 6

Fighter

You can use your shield to fend off the worst of area effects and other damage. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves. If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage.

Revealing Stab [two-actions] Feat 6

Fighter

Requirements You are wielding a melee weapon that deals piercing damage.

You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with the required melee weapon. You don’t have to attempt a flat check to hit a concealed creature, and you have to succeed at only a DC 5 flat check to target a hidden creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, other creatures don’t need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a DC 5 flat check to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can’t become undetected to anyone who sees your weapon. If the target is invisible, the weapon remains visible while lodged in it.

This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with 2 Interact actions.

Ricochet Stance [one-action] Feat 6

Source PRG2:APG

Fighter Stance

You adopt a stance designed to rebound your thrown weapons back toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon’s listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.

Shatter Defenses [one-action] Feat 6

Fighter Press

Requirements A frightened creature is in your melee reach.

Your offense exploits your enemy’s fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes flat-footed until its frightened condition ends.

If the target was already flat-footed to you when you damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of your next turn.

Shield Warden Feat 6

Fighter

Prerequisite(s) shield block

You use your shield to protect your allies. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

Triple Shot Feat 6

Fighter

Prerequisite(s) Double Shot

You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them.

8th Level


Blind-Fight Feat 8

Fighter

Prerequisite(s) master in Perception

Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flatfooted to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.

While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.

Disorienting Opening Feat 8

Source PRG2:APG

Fighter

Prerequisite(s) Attack of Opportunity

You use your foes’ openings to expose even greater weaknesses. When you hit a creature as part of an Attack of Opportunity, that creature becomes flat-footed until the start of your next turn.

Dueling Riposte [reaction] Feat 8

Fighter

Prerequisite(s) Dueling Parry

Trigger A creature within your reach critically fails a Strike against you.

Requirements You are benefiting from Dueling Parry.

You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.

Felling Strike [two-actions] Feat 8

Fighter

Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.

Incredible Aim [two-actions] Feat 8

Concentrate Fighter

By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition.

Mobile Shot Stance [one-action] Feat 8

Fighter Stance

Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack.

If you have Attack of Opportunity, you can use it with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so.

Positioning Assault [two-actions] Feat 8

Fighter Flourish

Requirements You are wielding a two-handed melee weapon and your target is within your reach.

With punishing blows, you force your opponent into position.

Make a Strike with the required weapon. If you hit, you move the target 5 feet into a space in your reach. This follows the forced movement rules.

Quick Shield Block Feat 8

Fighter

Prerequisite(s) shield block, Reactive Shield

You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.

Resounding Bravery Feat 8

Source PRG2:APG

Fighter

Prerequisite(s) bravery

Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe’s ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a fear effect.

Sudden Leap [two-actions] Feat 8

Fighter

You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.

When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.

Special If you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use Felling Strike instead of a normal Strike.

10th Level


Agile Grace Feat 10

Fighter

Your graceful moves with agile weapons are beyond compare.

Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8).

Certain Strike [one-action] Feat 10

Fighter Press

Even when you don’t hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following failure effect.

Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon Runes, spells, and special abilities, in addition to weapon damage dice.)

Combat Reflexes Feat 10

Fighter

You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an Attack of Opportunity.

Cut From The Air [reaction] Feat 10

Source PRG2:APG

Fighter

Trigger You are the target of a physical ranged Strike.

Requirements You’re aware of the attack, not flat-footed against it, and either have a hand free or are wielding a melee weapon. You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air.

Debilitating Shot [two-actions] Feat 10

Fighter Flourish

Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn.

Disarming Twist [one-action] Feat 10

Fighter Press

Prerequisite(s) trained in Athletics

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.

After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.

Failure The target is flat-footed until the end of your current turn.

Disruptive Stance [one-action] Feat 10

Fighter Stance

The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions. As long as you are in this stance, you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit).

Fearsome Brute Feat 10

Fighter

Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value.

If you have master proficiency in Intimidation, increase the bonus to triple the target’s frightened value.

Improved Knockdown Feat 10

Fighter

Prerequisite(s) Knockdown

You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, you also apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.

Mirror Shield [reaction] Feat 10

Fighter

Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC.

Requirements You have a shield raised.

You reflect the spell back against the triggering opponent.

Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).

Overpowering Charge Feat 10

Source PRG2:APG

Fighter

Prerequisite(s) Barreling Charge

You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is flat-footed until the end of your next turn.

Twin Riposte [reaction] Feat 10

Fighter

Trigger A creature within your reach critically fails a Strike against you.

Requirements You are benefiting from Twin Parry.

A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent.

12th Level


Brutal Finish [one-action] Feat 12

Fighter Press

Requirements You are wielding a melee weapon in two hands.

Your final blow can make an impact even if it rebounds off a foe’s defenses. Make a Strike with the required weapon. After the Strike, your turn ends. The Strike deals one extra weapon damage die, or two extra weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect.

Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you’re at least 18th level.

Dueling Dance [one-action] Feat 12

Fighter Stance

Prerequisite(s) Dueling Parry

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.

Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.

Flinging Shove Feat 12

Fighter

Prerequisite(s) Aggressive Block or Brutish Shove

Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is flat-footed or Shoved.

When you make a Brutish Shove, you also Shove the target 5 feet on a failure.

Improved Dueling Riposte Feat 12

Fighter

Prerequisite(s) Dueling Riposte

Your weapon whirls and darts, Striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from Dueling Parry.

Incredible Ricochet [one-action] Feat 12

Concentrate Fighter Press

Prerequisite(s) Incredible Aim

After your first shot singles out your opponent’s position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike. You ignore the target’s concealed condition and all cover.

Lunging Stance [one-action] Feat 12

Fighter Stance

Prerequisite(s) attack of opportunity, Lunge

Requirement(s) You are wielding a melee weapon.

Your body coiled to strike, you can lash out at distant enemies.

While you are in this stance, you can use Attack of Opportunity against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet.

Paragon’s Guard [one-action] Feat 12

Fighter Stance

Requirements You are wielding a shield.

Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action, as long as you meet that action’s requirements.

Spring Attack [one-action] Feat 12

Fighter Press

Requirements You are adjacent to an enemy.

Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

14th Level


Desperate Finisher [reaction] Feat 14

Fighter

Trigger You complete the last action on your turn, and your turn has not ended yet.

Requirements You meet the requirements to use an action with the press trait.

You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn.

Determination [one-action] Feat 14

Concentrate Fighter

Frequency once per day

Your training allows you to shrug off your foes’ spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your level is your counteract level, and you attempt a Will save as your counteract check).

This doesn’t remove any Hit Point damage normally dealt by the spell or condition, and it doesn’t prevent the spell or debilitating effect from affecting other allies or the environment around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can’t remove conditions from the situation (such as prone or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can’t remove its effect on you.

Guiding Finish [one-action] Feat 14

Fighter Press

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.

Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach.

You can move the target through your space during this movement. This follows the forced movement rules. Your Strike gains the following failure effect.

Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.

Guiding Riposte Feat 14

Fighter

Prerequisite(s) Dueling Riposte

By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules.

Improved Twin Riposte Feat 14

Fighter

Prerequisite(s) Twin Riposte

Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.

Stance Savant [free-action] Feat 14

Fighter

Trigger You roll initiative.

When there’s imminent danger, you drop into a stance with a mere thought. Use an action that has the stance trait.

Two-Weapon Flurry [one-action] Feat 14

Fighter Flourish Press

Requirements You are wielding two weapons, each in a different hand.

You lash out with both your weapons in a sudden frenzy.

Strike twice, once with each weapon.

Whirlwind Strike [three-actions] Feat 14

Fighter Flourish Open

You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.

16th Level


Graceful Poise [one-action] Feat 16

Fighter Stance

Prerequisite(s) Double Slice

With the right positioning, your off-hand weapon can strike like a scorpion’s stinger. While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty.

Improved Reflexive Shield Feat 16

Fighter

Prerequisite(s) Reflexive Shield

Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.

Multishot Stance [one-action] Feat 16

Fighter Stance

Prerequisite(s) Triple Shot

Requirements You are wielding a ranged weapon with reload 0.

You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1, or –2 if you add the extra action to make three Strikes. If you move from your position, this stance ends.

Overwhelming Blow [three-actions] Feat 16

Source PRG2:APG

Fighter

You throw your weight into a powerful attack that leaves you vulnerable. Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty. If this Strike hits, you get a critical hit. If you roll a critical hit, your attack also gains the deadly d12 trait. Whether or not you hit, you become stunned 1 and are flat-footed until the start of your next turn.

Twinned Defense [one-action] Feat 16

Fighter Stance

Prerequisite(s) Twin Parry

Requirements You are wielding two melee weapons, one in each hand.

You’re always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.

18th Level


Impossible Volley [three-actions] Feat 18

Fighter Flourish Open

Requirements You are wielding a ranged weapon with the volley trait and reload 0.

You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets.

Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.

Savage Critical Feat 18

Fighter

The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure.

Smash From The Air Feat 18

Source PRG2:APG

Fighter

Prerequisite(s) Cut From the Air

Your expertise enables you to knock away spells. You can use Cut from the Air against ranged spell attack rolls.

20th Level


Boundless Reprisals Feat 20

Fighter

With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn.

Ultimate Flexibility Feat 20

Source PRG2:APG

Fighter

Prerequisite(s) improved flexibility

Your experience keeps you on your toes, making you adaptable to even the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level. You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat.

You must meet all feats’ prerequisites. In addition, you can adapt to the battlefield’s challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can’t trade out limited-use abilities that you’ve already used, such as Determination.

Weapon Supremacy Feat 20

Fighter

Your skill with weapons lets you attack swiftly at all times.

You’re permanently quickened. You can use your extra action only to Strike.

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

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