The martial hero relies on the strength of his arm and the sharpness of his blade to survive. He is the warrior, the guard, the scout, the marshal: the ultimate fighting man.

Fighter Theme FeaturesEdit

All Fighters, regardless of their other Class Features, gain the following proficiencies and abilities upon choosing the Fighter Theme:

Weapon ProficienciesEdit

The Fighter gains training with all weapon groups.

Armor ProficienciesEdit

The Fighter gains training with light armor, heavy armor, and shields.

Magic ProficienciesEdit

The Fighter cannot perform magic.

Skill ProficienciesEdit

The fighter gains training in Athletics and Endurance.

Starting FeatsEdit

The Essential FighterEdit

This chapter presents many different options for creating a Martial Hero, also known as a Fighter. Many of these options can seem daunting, so the following builds have been distilled down into the essential necessities.

Each of these builds has been constructed using the Essential Array ability scores, choosing abilities and adding the +2 racial ability bonuses so that the final ability scores become 18/16/14/12/11 regardless of the character’s race. This ensures that the character begins play with their abilities optimized for that class’s rigors, and won’t find themselves particularly hampered compared to another player.

Blademaster (Essential Warrior)Edit

Knight Defender (Essential Guard)Edit

Archer (Essential Scout)Edit

Captain (Essential Marshal)Edit

The Complete FighterEdit

If you feel like delving into the nuts and bolts of character design, you can skip past the Essential builds and construct a Complete Fighter, which takes significantly more work but will result in a vision that is uniquely your own. There are four possible Complete Fighter starting points:

Warrior (Martial Striker)Edit

The Warrior focuses her martial prowess into raw, brutal combat, striving to be the best weapons-master the world has seen. Any opponent, any weapon, in any situation; none can match the Warrior for raw prowess with a blade or bow.

Guard (Martial Defender)Edit

The Guard focuses his martial prowess into defending others, standing fast against enemies that would slay a lesser man in a single blow. Frequently wearing heavy armor and a shield, the Guard's duty is to protect his charges.

Scout (Martial Controller)Edit

The Scout focuses his martial prowess into an unparalleled tactical acumen, knowing where to direct traps and ranged volleys where they will be the most disruptive to the enemy's plans. Most often wielding bows or other long-ranged weapons, the Scout is also trained to infiltrate the enemy's lines, gathering information and reporting back without being seen.

Marshal (Martial Leader)Edit

The Marshal focuses her martial prowess into teamwork and leadership, guiding and protecting her allies with keen insight and encouragement. The Marshal does not neglect her own combat abilities, however - she is equally at home on foot or in the saddle, wielding bow or blade, wearing leather or maille.

Fighter (Martial Generalist)Edit

You can easily choose to create a generalist Fighter as a starting character, simply by picking Role-based Class Features from two different Roles. This will dilute your ability to fulfill each Role, but allows much more flexibility during character creation.

Fighting StylesEdit

Choose a Fighting Style to specialize in as you begin play. You may choose one or both of your at-will maneuvers from that fighting style.

Bare-handed Fighting StyleEdit

Training in unarmed or grappling, stunning blow.

Shield Fighting StyleEdit

Training in shields, no opening.

Polearm Fighting StyleEdit

Training in polearms, full extension.

Two-Weapon Fighting StyleEdit

Wield versatile weapons as off-hand, tornado strike.

Light Blade Fighting StyleEdit

Training in blades, blade crescendo.

Heavy Blade Fighting StyleEdit

Training in axes or swords, cleaving strike.

Flail Fighting StyleEdit

Training in flails, blade crescendo.

Spear Fighting StyleEdit

Training in spears, skewering charge.

Blunt Weapon Fighting StyleEdit

Training in bludgeons or hammers, bell ringer.

Thrown Weapon Fighting StyleEdit

Training in thrown weapons, flurry of darts.

Archery Fighting StyleEdit

Training in bows or crossbows, piercing shot.

Leveling UpEdit

At each level, you gain new features and bonuses to increase your martial prowess:

Level 1Edit

(1,000 XP)

Level 2Edit

(3,000 XP)

Level 3Edit

(6,000 XP)

Level 4Edit

(10,000 XP)

Level 5Edit

(15,000 XP)

Level 6Edit

(21,000 XP)

Level 7Edit

(28,000 XP)

Level 8Edit

(36,000 XP)

Level 9Edit

(45,000 XP)

Level 10Edit

(55,000 XP)

Level 11Edit

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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