Fighter is a class in Pathfinder: Kingmaker.
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.
Gameplay[ | ]
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
Skill Ranks Per Level: 2 + 1/2 Intelligence modifier
Class Skills: Athletics, Knowledge (World), Lore (Nature), Persuasion
Progression Table[ | ]
Level | BAB | Fort | Ref | Will | Features |
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1 | +1 | +2 | +0 | +0 | Bonus combat feat |
2 | +2 | +3 | +0 | +0 | Bonus combat feat, Bravery +1 |
3 | +3 | +3 | +1 | +1 | Armor training 1 |
4 | +4 | +4 | +1 | +1 | Bonus combat feat |
5 | +5 | +4 | +1 | +1 | Weapon training 1 |
6 | +6/+1 | +5 | +2 | +2 | Bonus combat feat, Bravery +2 |
7 | +7/+2 | +5 | +2 | +2 | Armor training 2 |
8 | +8/+3 | +6 | +2 | +2 | Bonus combat feat |
9 | +9/+4 | +6 | +3 | +3 | Weapon training 2 |
10 | +10/+5 | +7 | +3 | +3 | Bonus combat feat, Bravery +3 |
11 | +11/+6/+1 | +7 | +3 | +3 | Armor training 3 |
12 | +12/+7/+2 | +8 | +4 | +4 | Bonus combat feat |
13 | +13/+8/+3 | +8 | +4 | +4 | Weapon training 3 |
14 | +14/+9/+4 | +9 | +4 | +4 | Bonus combat feat, Bravery +4 |
15 | +15/+10/+5 | +9 | +5 | +5 | Armor training 4 |
16 | +16/+11/+6/+1 | +10 | +5 | +5 | Bonus combat feat |
17 | +17/+12/+7/+2 | +10 | +5 | +5 | Weapon training 4 |
18 | +18/+13/+8/+3 | +11 | +6 | +6 | Bonus combat feat, Bravery +5 |
19 | +19/+14/+9/+4 | +11 | +6 | +6 | Armor mastery |
20 | +20/+15/+10/+5 | +12 | +6 | +6 | Weapon mastery, Bonus combat feat |
Base Features[ | ]
Fighter Proficiencies | |
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
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Bonus Combat Feat | |
At 1st level, and at every even 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."
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Bravery | |
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.
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Armor Training | |
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. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
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Weapon Training | |
Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapons group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his 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. Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature.
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Armor Mastery | |
At 19th level, a fighter gains damage reduction 5/- whenever he is wearing armor or using a shield.
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Weapon Mastery | |
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.
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Selectable Features[ | ]
Each time a fighter receives more Weapon Training, they may pick either a weapon training group or, (starting at 5th level) an advanced weapon training option.
Weapon Training Groups[ | ]
- Out of all usable weapons in Kingmaker Dart, Javelin, Kama, Nunchaku, Sai, Sling Staff, Throwing Axe are not part of any Weapon Training groups.
- Monk Weapons and Thrown are not implemented in Kingmaker, however some of the weapons do have associated tag.
- In Wrath of the Righteous there is also unused "Flails" group which contain Flail, Heavy Flail and Nunchaku.
Advanced Weapon Training Options[ | ]
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Armed Bravery |
The fighter applies his bonus from bravery to all Will saving throws.
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Combat Maneuver Defense |
When the fighter is wielding weapons from the trained weapon group, his weapon training bonus applies to his CMD against all combat maneuvers attempted against him.
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Effortless Dual-Wielding |
The fighter treats all one-handed weapons that belong to the trained weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.
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Fighter's Reflexes |
As long as he is wielding a weapon from the trained weapon, the fighter applies his weapon training bonus to Reflex saving throws.
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Fighter's Tactics |
All of the fighter's allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.
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Trained Initiative |
As long as he is wielding a weapon from the trained weapon group, the fighter applies his weapon training bonus to initiative checks.
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Archetypes[ | ]
Notes[ | ]
The basic Fighter chassis may not be as capable of raw damage numbers as a Barbarian or a Two-Handed Fighter, but it has the feats to pull off incredibly deadly Finesse or Archery builds that are devastating even at low levels, when other classes are struggling to find their footing. Indeed, their high Dexterity, combined with Armor Training that allows them to use it in heavier armors, makes such build viable in the face of enemies capable of overwhelming even the stalwart Tower Shield Specialist.