Home >Classes >

Fighter

Contents

Fighting for honor, greed, loyalty, or simply your own uncontrollable bloodlust, 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 blademaster, you hone your martial skills to an art form and perform devastating critical attacks on your enemies.

Key Ability Strength or Dexterity
Hit Points 10 plus your Constitution modifier

Proficiencies

Expert Perception

Saving Throws

Expert Fortitude
Expert Reflex
Trained Will

Skills

Trained a number of skills equal to 3 plus your Intelligence modifier

Weapons

Expert all simple and martial weapons
Trained all exotic weapons

Armor

Trained all armor and shields

Signature Skills

Playing a Fighter

Players of fighter characters might approach gameplay in the following ways.

  • During combat, you stand between allies and enemies if you’re a melee fighter. You draw fire and deal out major damage with unmatched accuracy. Your ability to attack foes who move away lets you punish those who try to get past you. If you’re a ranged fighter, you deliver precise shots from a distance. It’s likely you’ll benefit from spells from spellcasting allies to make you tougher, faster, or better at attacking.
  • During social encounters, you can be an intimidating presence. This can be good when negotiating with enemies but is sometimes a liability in more genteel interactions.
  • In exploration mode, you keep up your defenses in preparation for combat or keep an eye out for hidden threats. Physical challenges in your way fall to your prowess as you break down doors, lift obstacles, climb adeptly, or leap across pits.
  • In downtime mode, you might work for a living doing manual labor. You could also learn a craft, repairing your gear and creating new armaments. If you know old techniques you no longer favor, you might train yourself in new ones. If you’ve established your reputation, you might even build an organization or a stronghold of your own.

Roleplaying a Fighter

Fighters master martial combat and the weapons and armor needed to go toe-to-toe with deadly monsters.

If You’re a Fighter, You Likely…

  • Know the purpose and quality of every weapon and piece of armor you own.
  • Have your friends’ backs no matter the situation.
  • 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.
  • Think you’re all brawn and no brains.
  • Expect you to be a mercenary or a soldier and to have no authority of your own.
Table 3–13: Fighter Advancement
Level Class Features
1 Ancestry feat, attack of opportunity, background, fighter feat, initial proficiencies
2 Fighter feat, skill feat
3 General feat, skill increase, weapon mastery
4 Fighter feat, skill feat
5 Ability boosts, bravery, ancestry feat, skill increase
6 Fighter feat, skill feat
7 Battlefield surveyor, general feat, skill increase
8 Fighter feat, skill feat
9 Ancestry feat, combat flexibility, skill increase
10 Ability boosts, fighter feat, skill feat
11 General feat, heavy armor expertise, skill increase
12 Fighter feat, skill feat
12 Ancestry feat, skill increase, weapon specialization
14 Fighter feat, skill feat
15 Ability boosts, general feat, 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, weapon legend
20 Ability boosts, fighter feat, skill feat

Class Features

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

Attack of Opportunity

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.

Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits 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 it.

Fighter Feats

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

Skill Feats 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Weapon Mastery 3rd

Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group and to expert with the exotic weapons in that group.

You gain access to the critical specialization effects of all simple and martial weapons in that group.

General Feats 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.

If You’re at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you’re at least 15th level, you can use it to become legendary in a signature skill in which you’re already a master.

Bravery 5th

When you succeed at a Will save against a fear effect, treat it as a critical success instead. If you critically succeed at a save against a fear effect, you gain a +2 circumstance bonus to saves against fear effects for 1 minute.

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 in Chapter 2.

Battlefield Surveyor 7th

You become a master in Perception. In addition, you add a +1 circumstance bonus to Perception checks for initiative, making you faster to react during combat.

Combat Flexibility 9th

When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don’t have. You can use that feat until your next daily preparations. You must meet all its other prerequisites.

Heavy Armor Expertise 11th

Your proficiency rank for heavy armor and all shields increases to expert.

Weapon Specialization 13th

Your proficiency rank for all simple and martial weapons increases to master, and you gain access to the critical specialization effects of all weapon groups. Your proficiency rank for all exotic weapons increases to expert.

You can choose one weapon group and increase your proficiency rank to legendary for all simple and martial weapons in that weapon group, and to master for all exotic weapons in that weapon group. You gain the critical specialization effects of all weapons in that weapon group.

Improved Flexibility 15th

When you use combat flexibility, you can gain two fighter feats instead of one. The second feat must be of 14th level of lower and can be one that has the first feat as a prerequisite. You must meet all their other prerequisites.

Armor Mastery 17th

Your proficiency rank for heavy armor and shields increases to master. Reduce your Speed penalty for wearing heavy armor from 10 feet to 5 feet. Your proficiency rank for medium armor increases to expert.

Weapon Legend 19th

Your proficiency rank for all simple and martial weapons and unarmed attacks increases to legendary, and your proficiency rank for all exotic weapons increases to master. You gain access to the critical specialization effects of all weapon groups.

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.

Fighter Feats

Fighter feats are organized by their level prerequisites. If you need to look one up by name, use this table for reference.

Key Terms

You’ll see the following key terms in many fighter abilities.

Enhancements: Enhancements are additional effects applied to a Strike.

If your Strike doesn’t deal damage, any enhancements do not apply. Some enhancements also require that you critically succeed at your attack in order to apply the enhancement.

Open: Actions with this trait allow you to prepare your next Strike or to enter a stance, or sometimes to do both. You can use an action with the open trait only if you haven’t used an action with the attack or open trait yet this turn.

Press: Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. Some actions with the press trait also grant an effect on a failure. Effects on a failure can be gained only if the action took a –4 multiple attack penalty or worse. The effects that are added on a failure don’t apply on a critical failure.

If your press action succeeds or critically succeeds, but it deals no damage and causes no other effects (typically due to resistance), you can choose to apply the failure effect instead.

Stance: A stance is a general combat strategy that you enter by using an action with the stance trait. You can enter a stance only in encounter mode.

A stance lasts until you get knocked out, until its requirements (if any) are violated, or until you enter a new stance, whichever comes first.

Feat Level
Aggressive Shield 2
Agile Grace 10
Assisting Shot 2
Blind-Fight 10
Brutal Finish 12
Brutish Shove 2
Certain Strike 10
Combat Grab 1
Combat Reflexes 10
Debilitating Shot 10
Desperate Finisher 12
Determination 14
Disruptive 10
Double Shot 4
Double Slice 1
Dual-Handed Assault 4
Dueling Dance 12
Dueling Parry 2
Dueling Riposte 8
Exotic Weapon Training 6
Felling Strike 8
Furious Focus 1
Graceful Poise 16
Guiding Finish 14
Guiding Riposte 14
Impossible Volley 18
Improved Bravery 6
Improved Brutish Shove 4
Improved Combat Grab 2
Improved Dueling Riposte 12
Improved Reflexive Shield 16
Improved Twin Riposte 14
Incredible Aim 8
Incredible Follow-Up 12
Intimidating Strike 2
Knockdown 14
Mirror Shield 10
Multishot Paragon 16
Point-Blank Shot 1
Positioning Assault 8
Power Attack 1
Quick Reversal 4
Quick Shield Block 8
Reactionary 20
Reactive Shield 1
Reeling Blow 14
Reflexive Shield 14
Revealing Stab 6

 

1st Level

Combat Grab Feat 1

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

Make a Strike. It gains the following enhancement and failure effects.

Enhancement Until the end of your next turn, as long as the target is within your reach, it’s flat-footed. If it leaves your reach, this effect ends.

Failure Until the start of your next turn, as long as the target is within your reach, it’s flat-footed. If it leaves your reach, this effect ends.

Double Slice Feat 1

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

Make one Strike with each of your two melee weapons, each at your current multiple attack penalty. The second Strike takes a –2 circumstance penalty if it’s made with a weapon that doesn’t have the agile trait. If both attacks hit, combine the attacks’ damage, and then add any other applicable enhancements from both weapons. For purposes of resistances and weaknesses, this is considered a single Strike. This counts as two attacks when calculating your multiple attack penalty.

Furious Focus Feat 1

Requirements You are wielding a melee weapon without the agile trait.

Make a Strike. The Strike gains the following failure effect.

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

Point-Blank Shot Feat 1

Requirements You are wielding a ranged weapon.

You take aim and hold your weapon to pick off nearby enemies quickly.

When using a ranged volley weapon while in this stance, you don’t take the circumstance penalty to your attack rolls within the weapon’s volley range. When using a ranged weapon without the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks made within the weapon’s first range increment.

Power Attack Feat 1

Make a melee Strike. It gains the following enhancement.

Enhancement You deal an extra weapon damage die. If you’re at least a 10th-level fighter, you deal two extra weapon damage dice. This counts as two attacks when calculating your multiple attack penalty.

Reactive Shield Feat 1

Trigger An enemy succeeds or critically succeeds against you with a melee Strike.

You use the Raise a Shield action and gain your shield’s bonuses to AC immediately. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

Sudden Charge Feat 1

With a quick sprint, you dash up to your foe and swing. Stride up to double your Speed. If you end the move 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 Shield Feat 2

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

You 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 flat-footed. If it chooses to be moved, you choose the direction. If that would cause it to hit a solid object or enter a square of difficult terrain, it must become flat-footed instead of being moved. You can’t Shove it into another creature’s space.

Assisting Shot Feat 2

You can use the Assist 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 Feat 2

Requirements You are wielding a two-handed melee weapon.

Make a Strike with the required weapon. It gains the following enhancement and failure effect.

Enhancement You can push the target, either automatically Shoving the target 5 feet away from you or causing the target to become flat-footed until the start of your next turn. The target chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If that would cause the target to hit a solid piece of terrain or enter a square of difficult terrain, it isn’t moved, but instead becomes flat-footed until the start of your next turn. You can’t Shove it into another creature’s space.

Failure The target becomes flat-footed until the start of your next turn.

Dueling Parry Feat 2

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 requirement.

Improved Combat Grab Feat 2

Prerequisite(s): Combat Grab

Your grab roots an enemy in place. When you use Combat Grab, you can gain the following enhancement instead of its normal enhancement.

Enhancement Until the end of your next turn, your opponent is grabbed and must break free with the Break Grapple action if it wants to move away. Even if it successfully breaks the grapple, it remains flat-footed until it is out of your melee reach.

Intimidating Strike Feat 2

Your strike not only wounds creatures, but also shatters their confidence.

Make a melee Strike. It gains the following enhancement.

Enhancement The target is frightened 1 and becomes flat-footed until the end of your turn.

4th Level

Double Shot Feat 4

Requirements You are wielding a ranged weapon with reload 0.

Make two Strikes, each against a separate target and at a –2 penalty. Apply the multiple attack penalty to attacks only after the second Strike.

Dual-Handed Assault Feat 4

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

Strike with the required weapon. You quickly switch your grip during the Strike to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its die by one step for this attack (see the Increasing Weapon Damage Dice sidebar). If it has the two-hand trait, you gain the benefit of that trait and a +2 circumstance bonus to damage. 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.

Improved Brutish Shove Feat 4

Prerequisite(s): Brutish Shove

When you use Brutish Shove, you can use it against a creature up to one size larger than you, and you get to choose whether the target is pushed or becomes flat-footed.

Quick Reversal Feat 4

Requirements You are flanked by at least two enemies.

You turn your foes’ flanking against them with a quick attack and reverse.

Make a melee weapon Strike against one of the flanking enemies; it has the following failure effect.

Failure Make a second Strike with the same weapon against a different enemy who 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.

Swipe Feat 4

Make a melee Strike and compare the attack roll 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. If you critically hit one target and not the other, roll the extra critical hit damage separately. A Swipe counts as two attacks for your multiple attack penalty.

Twin Parry Feat 4

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

You use your two weapons to parry attacks. If neither weapon is agile or if either weapon has the parry trait, you gain a +2 circumstance bonus to AC until the start of your next turn. Otherwise, you gain a +1 circumstance bonus to AC until the start of your next turn instead. You lose the circumstance bonus if you no longer meet the requirement.

6th Level

Exotic Weapon Training Feat 6

Choose an exotic weapon when you gain this feat. You gain trained proficiency with that exotic weapon and access to its critical specialization effects as if it were a martial weapon in its weapon group.

Improved Bravery Feat 6

Trigger Your turn ends.

Reduce your frightened condition by 2, rather than 1.

Revealing Stab Feat 6

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 hit a sensed creature. The attack also gains the following enhancement.

Increasing Weapon Damage Dice

When an effect calls on you to increase your weapon damage dice, instead of using its normal weapon damage dice, you use the next larger die (so if you were using a d4, you’d use a d6, and so on). If you are already using a d12, you continue to use a d12 and gain a +2 circumstance bonus to damage rolls instead. You can never increase your weapon damage dice more than once. The following is the progression for increasing weapon damage dice.

1d4 —> 1d6 —> 1d8 —> 1d10 —> 1d12 —> +2 circumstance bonus to damage rolls

Feat Level

Savage Critical 18 Shatter Defenses 6 Shield Paragon 12 Shield Warden 6 Shielded Stride 6 Slippery Shooter 8 Spring Attack 12 Stance Savant 14 Sudden Charge 1 Sudden Leap 8 Swipe 4 Triple Shot 6 Twin Paragon 16 Twin Parry 4 Twin Riposte 10 Two-Weapon Flurry 14 Unyielding Fortitude 10

Weapon Supremacy 20

Whirlwind Strike 14

Enhancement You can choose to drive the required weapon into a corporeal target, revealing its current position. Once the weapon successfully Strikes the target, it lodges into the target. You cease wielding the weapon, and as long as the weapon is lodged into the target, the target is immobilized.

If the target is concealed, other creatures don’t need to succeed at a flat check to hit it. If the target is sensed, other creatures have to succeed at only a DC 5 flat check to hit the target. If the target is unseen, other creatures can still attempt to hit it by attacking the space where they see your weapon and succeeding at a DC 11 flat check.

The effect of this enhancement lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with an Interact action.

Shatter Defenses Feat 6

Requirements The target is frightened and you are wielding a melee weapon.

When you attack a foe afflicted by fear, your blow knocks the foe off-balance. Make a Strike with the required weapon against the required target. That Strike gains the following enhancement and failure effect.

Enhancement The foe becomes flat-footed until the end of your next turn. If the target is already flat-footed, it instead becomes sluggish 1 until the end of your next turn as long as it remains flat-footed.

Failure The foe becomes flat-footed until the start of your next turn. If the target is already flat-footed, it instead becomes sluggish 1 until the start of your next turn as long as it remains flat-footed.

Shield Warden Feat 6

You use your shield to protect your allies as well as yourself. When you are using a shield and you have that shield raised, you can trigger your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents the ally from taking damage instead of protecting you.

Apart from these alterations, this follows the normal rules for a Shield Block.

Shielded Stride Feat 6

If your shield is raised, your enemies can’t touch you. When you have your shield raised (due to the Raise a Shield action), you can Stride to move half your Speed without triggering Attacks of Opportunity or other reactions triggered by your movement. You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.

Triple Shot Feat 6

Prerequisite(s): Double Shot

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, each attack takes a –4 penalty; apply the usual multiple attack penalty only after the third Strike.

Dueling Riposte Feat 8

Prerequisite(s) Dueling Parry

Requirements You are benefiting from Dueling Parry.

Trigger An opponent within your reach critically fails a Strike against you.

You riposte against your flailing enemy. Make a melee Strike or Disarm action against the triggering opponent.

Felling Strike Feat 8

Requirements The target is flying and you are wielding a two-handed melee weapon.

Make a Strike with the following enhancement.

Enhancement 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, jump, levitate, or otherwise leave the ground until the end of your next turn.

Incredible Aim Feat 8

Requirements You are wielding a ranged weapon.

Make a Strike with the required weapon. You ignore the concealed condition and the screened condition with this attack and reduce the target’s bonus to AC from cover by 2.

If the target is not benefiting from any of those effects, you gain a +2 circumstance bonus to the attack roll instead.

Positioning Assault Feat 8

Requirements You are wielding a two-handed melee weapon, and you are adjacent to your target.

With punishing blows, you nudge your opponent into position. Make a Strike. It gains the following enhancement and failure effect.

Enhancement Choose a square that is adjacent to both you and your target. Your target either must move so that its space is in that square and still adjacent to you or take additional damage equal to your Strength modifier. The target chooses between these effects.

Failure The target is flat-footed until the start of your next turn.

Quick Shield Block Feat 8

Prerequisite(s): Reactive Shield

At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.

Slippery Shooter Feat 8

Your shots are 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. Furthermore, you can use Attacks of Opportunity with a loaded ranged weapon you’re wielding, treating it as having a range of 5 feet when you do.

Sudden Leap Feat 8

Prerequisite(s): Sudden Charge

When making a Sudden Charge, instead of Striding, you can Leap. If you succeed at an Athletics check when you Leap, you can move the same distance you could with a Long Jump. Even if you’re Leaping vertically, you determine the DC for the height you’re jumping using the DC of a Long Jump.

After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.

If you have Felling Strike and meet its requirements, you can add an extra action to the Sudden Charge activity to add Felling Strike’s enhancement to the Strike made after your Leap.

10th Level

Agile Grace Feat 10

Your graceful moves with agile weapons are almost superhuman. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 after the first attack and –6 after the second, rather than –4 and –8, respectively.

Blind-Fight Feat 10

Prerequisite(s): Master Perception

You are more aware of concealed and invisible enemies. If you are adjacent to an unseen creature of your level or lower, you treat it as sensed. When you are adjacent to a sensed creature, you treat it as concealed. When adjacent to a concealed creature, you treat it as though it weren’t concealed.

Certain Strike Feat 10

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

Failure Your attack deals its minimum damage. (Treat this as though you had rolled a 1 on every damage die.)

Combat Reflexes Feat 10

At the start of each turn, you gain an additional reaction that can be used only to make an Attack of Opportunity.

Debilitating Shot Feat 10

Requirements You are wielding a ranged weapon.

Your follow-up shots can slow down a foe.

Make a ranged Strike with the required weapon. It gains the following enhancement and failure effect.

Enhancement The target is slowed 1 until the start of your next turn.

Failure The target is flat-footed until the start of your next turn.

Disruptive Feat 10

The slightest distraction can provoke your wrath. As long as you are in this stance, you don’t take the normal –2 penalty when you make an Attack of Opportunity. Your Attack of Opportunity is triggered when a creature within your reach uses an action that has the concentrate trait.

Mirror Shield Feat 10

Requirements You have a shield raised.

Trigger An opponent critically fails a ranged touch attack against you.

You reflect the attack back against the triggering opponent. Make a ranged touch attack against the triggering creature. Regardless of your normal proficiency, you are untrained with this attack. If your attack succeeds, your opponent takes the normal damage for a success (though any saving throws or other defenses apply).

If your ranged touch attack is a critical hit, that target is critically hit by the attack.

Twin Riposte Feat 10

Requirements You are benefiting from the Twin Parry action.

Trigger An opponent within your reach critically fails at a Strike against you.

Your 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.

Unyielding Fortitude Feat 10

Prerequisite(s): Expert Fortitude

You become a master at Fortitude saves. When you succeed at a Fortitude save, treat it as a critical success.

12th Level

Brutal Finish Feat 12

Prerequisite(s) master proficiency with a two-handed melee weapon

Requirements You are wielding a two-handed weapon with which you have master proficiency rank.

Make a Strike with the required weapon. It gains the following enhancement and failure effect. After the Strike, your turn ends.

Enhancement You deal an extra die of damage.

Failure You deal damage equal to your Strength modifier.

Desperate Finisher Feat 12

Requirements You have not used a reaction during your turn, and you are able to use an action with the press trait.

Trigger You complete the last action on your turn.

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

Dueling Dance Feat 12

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 in this stance, you constantly gain the benefits of Dueling Parry as long as you meet its requirements.

Improved Dueling Riposte Feat 12

At the start of each of your turns, you gain an additional reaction that you can use only with Dueling Riposte.

If you are not benefiting from Dueling Parry, you can use your normal reaction in addition to this Dueling Riposte reaction.

Incredible Follow-Up Feat 12

Prerequisite(s): Incredible Aim

Requirements You are wielding a ranged weapon.

Make a Strike with the required weapon. You ignore the concealed condition, the screened condition, and the target’s cover.

Reeling Blow Feat 12

Requirements You are wielding a two-handed melee weapon.

With a follow-up clobber, you knock your opponent silly. Make a Strike with the required weapon. It gains the following enhancement and failure effect.

Enhancement Your target is pushed up to 10 feet away from you and is flat-footed until the start of your next turn.

Failure The target is flat-footed until the start of your next turn.

Shield Paragon Feat 12

Requirements You are wielding a shield.

Your shield is always ready. While in this stance, you constantly have your shield raised, as if you’d used the Raise a Shield action, as long as you meet its requirements.

Spring Attack Feat 12

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.

When that movement is over, 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

Determination Feat 14

Frequency A number of times per day equal to your Charisma modifier (minimum 1).

Your training allows you to shrug off your foe’s spells and conditions when the need is dire. Choose a single nonpermanent spell or basic condition that is affecting you. If you chose a basic condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (the counteract level is equal to half your level rounded up, and a bonus on the check equal to your level plus your key ability modifier). If your counteract attempt is successful, the direct effect on you ends.

This doesn’t prevent any Hit Point damage normally dealt by the effect or prevent the spell or debilitating effect from affecting other allies or the environment around you, nor does it remove an ongoing affliction or prevent it from inflicting conditions on you later. If the effect comes from a creature, hazard, or item whose level is 20th or higher, Determination can’t remove its effect on you.

Guiding Finish Feat 14

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

By shifting your weight and angling your weapon, you guide your opponent right where you want them. Make a Strike with the required weapon. That Strike gains the following enhancement and failure effect.

Enhancement Move the target up to 10 feet, but it must end its movement within melee reach of you.

Failure Move the target up to 5 feet, but it must end the move within melee reach of you.

Guiding Riposte Feat 14

Prerequisite(s): Improved Dueling Riposte

By shifting your weight and angling your weapon, you guide your opponents to right where you want them. When you use Dueling Riposte to make a Strike, it gains the following enhancement.

Enhancement You can move the triggering opponent up to 10 feet, but the move must end within melee reach of you.

Improved Twin Riposte Feat 14

At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte.

If you aren’t benefiting from Twin Parry, you can use your normal reaction in addition to this Twin Riposte reaction.

Knockdown Feat 14

Make a melee Strike. It gains the following enhancement.

Enhancement As long as the target is no more than one size larger than you, it is knocked prone. If you are using a two-handed weapon, the target can be up to two size categories larger than you and be knocked prone.

Reflexive Shield Feat 14

When you raise your shield, you gain your shield’s circumstance bonus to Reflex saves, and damage you take as a result of a Reflex save can trigger your Shield Block, even if it isn’t physical damage.

Stance Savant Feat 14

Trigger You roll initiative.

You enter a stance without a thought. You use an action with the stance trait.

Two-Weapon Flurry Feat 14

Requirements You are wielding two weapons, each in a different hand. Your multiple attack penalty with both weapons is –8 or worse.

Strike twice, once with each weapon. These do not count toward the multiple attack penalty until the second Strike.

Whirlwind Strike Feat 14

You attack all adversaries who are near. 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 Feat 16

Prerequisite(s) Double Slice

With the right positioning, your off-hand weapon can strike like a scorpion’s stinger. While in this stance, if you make your second Strike from Double Slice with an agile weapon or agile unarmed attack, it doesn’t count toward your multiple attack penalty for the turn.

Improved Reflexive Shield Feat 16

Prerequisite(s): Reflexive Shield

Your shield can help save nearby allies. When you use Reflexive Shield, adjacent allies who have to attempt the triggering Reflex save also gain its effect.

Multishot Paragon Feat 16

Prerequisite(s): Triple Shot

Requirements You are wielding a ranged weapon with 0 reload.

While 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.

Twin Paragon Feat 16

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 in this stance, you constantly gain the benefits of the Twin Parry action.

18th Level

Impossible Volley Feat 18

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 a Strike with a –5 penalty against all enemies within a 10-foot-radius burst; this burst must be centered at or beyond your weapon’s volley range.

Savage Critical Feat 18

The wounds you inflict are more grievous. When you Strike with a weapon or unarmed attack for which you have a proficiency rank of legendary, you critically succeed with an attack roll of 19 or 20, as long as the attack would hit on that result. This doesn’t make a natural 19 automatically hit.

20th Level

Reactionary Feat 20

With a sixth sense for the flow of combat, you can reaction to any situation as needed. You can use any of the additional reactions you’ve gained from fighter feats to use any reaction you’ve gained from a fighter class feature or feat, instead of just the reaction specified in the class feature or feat.

Weapon Supremacy Feat 20

Your skill with weapons lets you attack swiftly at all times. You’re permanently quick. You can use your extra action only to Strike with a weapon.