Base Attack: 1
Base Caster/Manifester: ½
Base Saves: Good Fortitude / Average Reflex / Poor Will
Hit-Die: D10 (7)
Skill Points: 4 (Acrobatics, Athletics, Combat Awareness, Diplomacy, Sense Motive, Spot)
Weapon Proficiency: Martial
Weapon Group Training: Any 7
Combat Proficiency: Disarm, Feint, Grapple, Push, Sunder, Trip
Armor Proficiency: Light, Medium, Heavy, Basic, & Great
|01 Bonus Feat||+2||+1||+0||11 Great Ally||+7||+5||+3|
|02 Bonus Feat||+3||+2||+0||12 Bonus Feat, Deportment||+8||+6||+4|
|03 Exotic Weapon Proficiency, Improved Initiative||+3||+2||+1||13 Weapon Precision +3D8||+8||+6||+4|
|04 Bonus Feat||+4||+2||+1||14 Bonus Feat||+9||+6||+4|
|05 Quick Draw, Stalwart||+4||+3||+1||15 Greater Armor Mastery, Shrug Off||+9||+7||+5|
|06 Bonus Feat||+5||+3||+2||16 Bonus Feat, Weapon Precision +4D8||+10||+7||+5|
|07 Skill Focus (Combat Awareness), Weapon Precision +1D8||+5||+4||+2||17 Hero's Resolve||+10||+8||+5|
|08 Bonus Feat, Reactive Assessment||+6||+4||+2||18 Bonus Feat||+11||+8||+6|
|09 Armor Mastery||+6||+4||+3||19 Heroic Juxtaposition, Weapon Precision +5D8||+11||+8||+6|
|10 Bonus Feat, Second Wind 1/day, Weapon Precision +2D8||+7||+5||+3||20 Bonus Feat, Improved Multiplier, Second Wind 2/day||+12||+9||+6|
The Fighter gains a Combat feat.
Exotic Weapon Proficiency:
The Fighter is now proficient with exotic weapons.
The Fighter gains Improved Initiative as a bonus feat.
The Fighter gains Quick Draw as a bonus feat.
The Fighter may roll Fortitude instead of Will against [Fear].
When the Fighter makes only a single attack during their turn, they add the listed bonus damage.
Skill Focus (Combat Awareness):
The Fighter gains Skill Focus (Combat Awareness) as a bonus feat.
The Fighter may, as a free action, attempt to discern the defense of an opponent they have just attacked (Combat Awarenes, DC equal to that defense).
While wearing armor, the Fighter increases the maximum Dexterity by 1, decreases the armor check penalty by 1, & may move at full speed.
The Fighter's allies receive an additional +2 bonus on attacks when flanking with the Fighter, & the Fighter may grant an additional +2 bonus when they Aid Another.
The Fighter may switch their stance as an immediate action.
The Fighter may recover hit points (or remove non-lethal damage) equal to their Weapon Precision value, as an immediate action.
Greater Armor Mastery:
While wearing armor, the Fighter increases the maximum Dexterity by an additional 1, decreases the armor check penalty by an additional 1, adds 1 to the armor bonus, & has no reduction to run speed.
When the Fighter activates their Second Wind, they may re-save against an ongoing effect that began within the last round.
The Fighter adds their Cha bonus as a luck bonus to defense, & on saves against [Mind].
The Fighter may, as an immediate physical action, attempt to redirect an attack against an adjacent target to themself. They must make a Reflex save (DC 5 + attacker's BA + attacker's size modifier to AC; the DC increases by 5 if the Fighter is not also adjacent to the attacker).
When the Fighter confirms a critical hit, the damage multiplier is increased by 1.