Article
Discussion

Class:Fighter

From DDO Compendium


Fighters can use a large variety of weapons, all types of shields, and the heaviest armor. They can also train in many more combat abilities than the other melee classes.

Solo Ability: Good.

Important stats:

Strength is the most important stat for fighters. High strength boosts a fighter's ability to hit enemies and increases the damage dealt with each attack.

Constitution is also good for fighters who want more hit points.

Notable abilities: Sunder, Tower Shield Proficiency.

Fighters get more feats than any other class, and as a result they have a lot of attack options in battle. They can knock an enemy off his feet or damage multiple enemies at once with a great cleave.

Fighters are also able to use more weapons, armor, and shields than any other class. They often focus their training on a specific set of gear and become masters of their own custom fighting styles. A fighter can succeed in battle in many different ways.

1 +1 2 0 0
2 +2 3 0 0
3 +3 3 1 1
4 +4 4 1 1
5 +5 4 1 1
6 +6 / +1 5 2 2
7 +7 / +2 5 2 2
8 +8 / +3 6 2 2
9 +9 / +4 6 3 3
10 +10 / +5 7 3 3
11 +11 / +6 / +1 7 3 3
12 +12 / +7 / +2 8 4 4
13 +13 / +8 / +3 8 4 4
14 +14 / +9 / +4 9 4 4
15 +15 / +10 / +5 9 5 5
16 +16 / +11 / +6 / +1 10 5 5
17 +17 / +12 / +7 / +2 10 5 5
18 +18 / +13 / +8 / +3 11 6 6
19 +19 / +14 / +9 / +4 11 6 6
20 +20 / +15 / +10 / +5 12 6 6

Intimidate Allows you to intimidate certain NPCs and to draw the attention of monsters. You get a bonus when intimidating creatures smaller than you and a penalty when intimidating creatures that are larger than you.
Jump Allows you to jump higher.
Repair Allows you to use a repair kit to restore disabled warforged characters to 1 hit point. Also grants additional hit points while resting in a dungeon. Only affects warforged characters.
Swim Allows you to swim faster and hold your breath for a longer period of time when underwater.

1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
1 Heavy Armor Proficiency You are proficient with heavy armor, and do not suffer armor penalties to your attack rolls when wearing heavy armor.
1 Heroic Durability Increases your maximum hit points by 20.
1 Light Armor Proficiency You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor.
1 Martial Weapon Proficiency You do not suffer an attack penalty for martial weapons.
1 Medium Armor Proficiency You are proficient with medium armor, and do not suffer armor penalties to your attack rolls when wearing medium armor.
1 Shield Proficiency (General) You are proficient with bucklers, small, and large shields.
1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.
1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
1 Tower Shield Proficiency You are proficient with tower shields.
1 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)

Fighters may select one additional combat feat at levels 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, and 20 from the list below.
Bow StrengthYou apply your Strength bonus to bow damage.
Brutal ThrowYou can use your Strength bonus instead of Dexterity bonus to determine bonus to attack with thrown weapons if it is higher.
CleaveActivate this ability to attack one or more enemies in an arc in front of you.
Combat ExpertiseWhile using Combat Expertise mode, you trade up to 5 of your attack bonus for the same amount of extra AC. Spells cost double spell points to cast when this mode is active.
DodgeGrants you a +1 bonus to your Armor Class that stacks with all other bonuses to AC. This will appear as a feat bonus on your character sheet.
Great CleaveActivate this ability to attack one or more enemies in a wide arc in front of you.
Greater Two Handed FightingAllows you to make additional glancing blow attacks when wielding a two-handed weapon and moving, and late in your chain of attacks. Also increases the chance for weapon effects to trigger on glancing blows.
Greater Two Weapon FightingIncreases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by an additional 20% to 80%.
Greater Weapon Focus: Bludgeoning WeaponsProvides a +1 bonus to attack rolls when using a bludgeoning weapon. This bonus stacks with the Weapon Focus feat.
Greater Weapon Focus: Piercing WeaponsProvides a +1 bonus to attack rolls when using a piercing weapon. This bonus stacks with the Weapon Focus feat.
Greater Weapon Focus: Ranged WeaponsProvides a +1 bonus to attack rolls when using a ranged weapon. This bonus stacks with the Weapon Focus feat.
Greater Weapon Focus: Slashing WeaponsProvides a +1 bonus to attack rolls when using a slashing weapon. This bonus stacks with the Weapon Focus feat.
Greater Weapon Focus: Thrown WeaponsProvides a +1 bonus to attack rolls when using a thrown weapon. This bonus stacks with the Weapon Focus feat.
Greater Weapon Specialization: Bludgeoning WeaponsProvides a +2 bonus to damage rolls when using a bludgeoning weapon. This bonus stacks with the Weapon Specialization feat.
Greater Weapon Specialization: Piercing WeaponsProvides a +2 bonus to damage rolls when using a piercing weapon. This bonus stacks with the Weapon Specialization feat.
Greater Weapon Specialization: Ranged WeaponsProvides a +2 bonus to damage rolls when using a ranged weapon. This bonus stacks with the Weapon Specialization feat.
Greater Weapon Specialization: Slashing WeaponsProvides a +2 bonus to damage rolls when using a slashing weapon. This bonus stacks with the Weapon Specialization feat.
Greater Weapon Specialization: Thrown WeaponsProvides a +2 bonus to damage rolls when using a thrown weapon. This bonus stacks with the Weapon Specialization feat.
HamstringUsing this attack, you may reduce the target's movement rate by half for a short time. Some creatures may be immune to the hamstring effect.
Improved Critical: Bludgeoning WeaponsDoubles the base critical hit threat range of any bludgeoning weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
Improved Critical: Piercing WeaponsDoubles the base critical hit threat range of any piercing weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
Improved Critical: Ranged WeaponsDoubles the base critical hit threat range of any ranged weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
Improved Critical: Slashing WeaponsDoubles the base critical hit threat range of any slashing weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
Improved Critical: Thrown WeaponsDoubles the base critical hit threat range of any thrown weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
Improved FeintA melee attack which also Bluffs enemies, enabling sneak attacks for a short period of time.
Improved Precise ShotYour missile attacks may pass through friends and foes to strike your target. Foes between you and your target might be hit.
Improved Shield BashYou keep your shield bonus while bashing with a shield.
Improved Shield MasteryIncreases the amount of damage you can absorb when defending with a shield.
Improved SunderUsing this attack, you may reduce the target's Armor Class by 5 for a longer time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 14 + Str mod)
Improved TripUsing this attack, you may trip the target, rendering it prone for a longer time. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 14 + Str mod)
Improved Two Handed FightingIncreases the attack bonus and damage of glancing blow attacks when wielding a two-handed weapon. Also increases the chance for weapon effects to trigger on glancing blows.
Improved Two Weapon FightingIncreases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by an additional 20% to 60%.
ManyshotBy activating this ability, you can shoot multiple arrows simultaneously for a time. With a Base Attack Bonus of 10 and under you can shoot two arrows, from 11 to 15 you can shoot 3, and at 16 and up you can shoot 4 at once.
MobilityAdds a +4 bonus to Armor Class while tumbling.
Oversized Two Weapon FightingWhen wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand.
Point Blank ShotYou gain +1 bonus on ranged attacks and damage within 30 feet.
Power AttackWhile using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage.
Power CriticalProvides a +4 bonus to confirm critical hits.
Precise ShotYour missile attacks may pass through other characters and monsters to strike their target.
PrecisionWhile using Precision mode, you trade half of your damage for a +4 bonus to your attack rolls.
Quick DrawYou can draw and fire throwing weapons more rapidly.
Rapid ReloadYou reload a crossbow faster than normal.
Rapid ShotYou can fire ranged attacks faster and reload faster when using a ranged weapon.
ResilienceWhile using Resilience mode, you trade attack bonus and half of your damage for a bonus to saves. Casting a spell ends this mode.
SapUsing this attack, you may render the target briefly senseless, though it will become active if damaged again. Some creatures, such as those without intelligence or those immune to stun effects, may be immune to or resist the sap effect, and sap is more effective when performed as a successful sneak attack. (Whether or not your character can normally perform sneak attacks.) Successful saps last up to 18 seconds, or up to 30 seconds off a sneak attack.
Shield MasteryIncreases the amount of damage you can absorb when defending with a shield.
Shot on the RunYou suffer no penalty to your attack roll when moving and shooting.
Slicing BlowUsing this attack, you deal 1 point of Constitution damage to your target and deal 1 to 4 additional damage 2 seconds later as the target bleeds. The target suffers an additional round of bleeding for every 3 character levels, up to a max of 6 at level 15. Some creatures may be immune to the bleeding or wounding effect.
Spring AttackYou suffer no penalty to your attack roll when moving and attacking.
Stunning BlowUsing this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
Superior Weapon Focus: Bludgeoning WeaponsProvides a +1 bonus to attack rolls when using a bludgeoning weapon. This bonus stacks with the Weapon Focus and Greater Weapon Focus feats.
Superior Weapon Focus: Piercing WeaponsProvides a +1 bonus to attack rolls when using a piercing weapon. This bonus stacks with the Weapon Focus and Greater Weapon Focus feats.
Superior Weapon Focus: Ranged WeaponsProvides a +1 bonus to attack rolls when using a ranged weapon. This bonus stacks with the Weapon Focus and Greater Weapon Focus feats.
Superior Weapon Focus: Slashing WeaponsProvides a +1 bonus to attack rolls when using a slashing weapon. This bonus stacks with the Weapon Focus and Greater Weapon Focus feats.
Superior Weapon Focus: Thrown WeaponsProvides a +1 bonus to attack rolls when using a thrown weapon. This bonus stacks with the Weapon Focus and Greater Weapon Focus feats.
Two Handed FightingIncreases the attack bonus and damage of glancing blow attacks when wielding a two-handed weapon. Also grants a small chance for weapon effects to trigger on glancing blows.
Two Weapon BlockingIncreases the amount of damage you can block when defending with two weapons.
Two Weapon DefenseGrants you a +1 bonus to your AC when you wield two weapons.
Two Weapon FightingReduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by 20% to 40%.
Weapon FinesseYou can use your Dexterity bonus instead of Strength bonus to determine bonus to attack with certain weapons if it is higher.
Weapon Focus: Bludgeoning WeaponsProvides a +1 bonus to attack rolls when using a bludgeoning weapon.
Weapon Focus: Piercing WeaponsProvides a +1 bonus to attack rolls when using a piercing weapon.
Weapon Focus: Ranged WeaponsProvides a +1 bonus to attack rolls when using a ranged weapon.
Weapon Focus: Slashing WeaponsProvides a +1 bonus to attack rolls when using a slashing weapon.
Weapon Focus: Thrown WeaponsProvides a +1 bonus to attack rolls when using a thrown weapon.
Weapon Specialization: Bludgeoning WeaponsProvides a +2 bonus to damage rolls when using a bludgeoning weapon.
Weapon Specialization: Piercing WeaponsProvides a +2 bonus to damage rolls when using a piercing weapon.
Weapon Specialization: Ranged WeaponsProvides a +2 bonus to damage rolls when using a ranged weapon.
Weapon Specialization: Slashing WeaponsProvides a +2 bonus to damage rolls when using a slashing weapon.
Weapon Specialization: Thrown WeaponsProvides a +2 bonus to damage rolls when using a thrown weapon.
Whirling Steel StrikeYou treat longswords as if they were monk weapons, remaining centered when you wield them.
Whirlwind AttackActivate this ability to attack all enemies in a 360 degree arc around you.
Zen ArcheryYou can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons (but not thrown weapons) if it is higher.

1 Fighter Armor Class Boost I
Activate this ability to receive a +2 Action Boost bonus to Armor Class for 20 seconds.
Cost: 1 action point
1 Fighter Armored Agility I
Reduces the armor check penalty that applies to many of your skills by 1, regardless of armor worn.
Cost: 1 action point
1 Fighter Attack Boost I
Activate this ability to receive a +2 Action Boost bonus to attack for 20 seconds.
Cost: 1 action point
1 Fighter Critical Accuracy I
Grants a +2 bonus to confirm critical hits.
Cost: 1 action point
1 Fighter Haste Boost I
Activate this ability to receive a 15% Action Boost attack speed bonus for 20 seconds.
Cost: 1 action point
1 Fighter Intimidate I
Grants a +1 bonus to your Intimidate skill.
Cost: 1 action point
1 Fighter Item Defense I
You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
Cost: 1 action point
1 Fighter Jump I
Grants a +1 bonus to your Jump skill.
Cost: 1 action point
1 Fighter Repair I
Grants a +1 bonus to your Repair skill.
Cost: 1 action point
1 Fighter Strategy (Stunning Blow) I
Grants a +1 bonus to the DC of your Stunning Blow feat.
Cost: 1 action point
Requires All of: Stunning Blow
1 Fighter Strategy (Sunder) I
Grants a +1 bonus to the DC of your Sunder and Improved Sunder feats.
Cost: 1 action point
1 Fighter Strategy (Trip) I
Grants a +1 bonus to the DC of your Trip and Improved Trip feats.
Cost: 1 action point
1 Fighter Swim I
Grants a +1 bonus to your Swim skill.
Cost: 1 action point
1 Fighter Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Cost: 1 action point
Requires All of: Toughness
2 Fighter Strength I
Grants a +1 increase to your Strength score.
Cost: 2 action points
Spent: 2 action points
3 Fighter Armor Mastery I
Gives you the ability to move better in armor, increasing the Maximum Dexterity Bonus on your armor by +1. You may still be restricted by your tower shield's max Dex bonus.
Cost: 2 action points
Spent: 6 action points
3 Fighter Flanking Mastery I
You gain an additional +1 bonus to attack rolls when flanking an enemy, increasing your flanking bonus from the standard +2 to +3.
Cost: 2 action points
Spent: 6 action points
3 Fighter Mobility I
Mobility grants you an additional +2 Armor Class bonus while tumbling.
Cost: 1 action point
Spent: 7 action points
Requires All of: Mobility
3 Fighter Tower Shield Mastery I
Gives you the ability to move better with a tower shield, increasing the Maximum Dexterity Bonus on your tower shield by +1. You may still be restricted by your armor's max Dex bonus.
Cost: 2 action points
Spent: 2 action points
4 Fighter Armor Class Boost II
Activate this ability to receive a +3 Action Boost bonus to Armor Class for 20 seconds.
Cost: 2 action points
Spent: 10 action points
4 Fighter Attack Boost II
Activate this ability to receive a +3 Action Boost bonus to attack for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Fighter Attack Boost I
4 Fighter Critical Accuracy II
Grants an additional +2 bonus to confirm critical hits, bringing the total increase to 4.
Cost: 2 action points
Spent: 10 action points
4 Fighter Haste Boost II
Activate this ability to receive a 20% Action Boost attack speed bonus for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Fighter Haste Boost I
4 Fighter Intimidate II
Grants an additional +1 bonus to your Intimidate skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Fighter Intimidate I
4 Fighter Jump II
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Fighter Jump I
4 Fighter Repair II
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Fighter Repair I
4 Fighter Strategy (Stunning Blow) II
Grants an additional +1 bonus on the DC of your Stunning Blow feat, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
4 Fighter Strategy (Sunder) II
Grants an additional +1 bonus on the DC of your Sunder and Improved Sunder feats, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
4 Fighter Strategy (Trip) II
Grants an additional +1 bonus on the DC of your Trip and Improved Trip feats, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Fighter Strategy (Trip) I
4 Fighter Swim II
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Fighter Swim I
4 Fighter Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Cost: 2 action points
Spent: 10 action points
Requires All of: Toughness, Fighter Toughness I
5 Fighter Armored Agility II
Reduces the armor check penalty that applies to many of your skills by 1 additional point regardless of armor worn, bringing the total reduction to 2.
Cost: 2 action points
Spent: 14 action points
Requires All of: Fighter Armored Agility I
5 Fighter Item Defense II
You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
Cost: 2 action points
Spent: 14 action points
Requires All of: Fighter Item Defense I
6 Fighter Kensei I
You are the unrivaled master of your chosen weapon. Your focus and training grant you a +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, a +1 Combat Feat DC's, a +1 to Reflex saves against magical effects, and 1 additional Action Boost per rest. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating. You can select a single weapon type as your signature weapon. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
6 Fighter Stalwart Defender I
While the flesh may be weak, you place your trust in the strength of steel. This prestige enhancement increases your armor class by 1, grants +2 to your intimidate skill, increases your maximum dexterity bonus allowed by shields, and grants additional armor class and damage reduction when blocking with a shield. In addition, when you have a one handed melee weapon and shield equipped, you possess DR 2/-. Also, you may expend a use of Fighter action boost to enter a defensive stance. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
Grants: Stalwart Defender: Defensive Stance
6 Fighter Strength II
Grants an additional +1 to your Strength score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Fighter Strength I
6 Kensei Bastard Sword Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Bastard Sword.
Cost: 1 action point
Spent: 19 action points
6 Kensei Battle Axe Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Battle Axe.
Cost: 1 action point
Spent: 19 action points
6 Kensei Club Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Club.
Cost: 1 action point
Spent: 19 action points
6 Kensei Dagger Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Dagger.
Cost: 1 action point
Spent: 19 action points
6 Kensei Dart Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Dart.
Cost: 1 action point
Spent: 19 action points
6 Kensei Dwarven Waraxe Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Dwarven Waraxe.
Cost: 1 action point
Spent: 19 action points
6 Kensei Falchion Mastery I
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a Falchion.
Cost: 1 action point
Spent: 19 action points
6 Kensei Great Crossbow Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Great Crossbow.
Cost: 1 action point
Spent: 19 action points
6 Kensei Greataxe Mastery I
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a Greataxe.
Cost: 1 action point
Spent: 19 action points
6 Kensei Greatclub Mastery I
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a Greatclub.
Cost: 1 action point
Spent: 19 action points
6 Kensei Greatsword Mastery I
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a Greatsword.
Cost: 1 action point
Spent: 19 action points
6 Kensei Hand Axe Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Hand Axe.
Cost: 1 action point
Spent: 19 action points
6 Kensei Heavy Crossbow Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Heavy Crossbow.
Cost: 1 action point
Spent: 19 action points
6 Kensei Heavy Mace Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Heavy Mace.
Cost: 1 action point
Spent: 19 action points
6 Kensei Heavy Pick Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Heavy Pick.
Cost: 1 action point
Spent: 19 action points
6 Kensei Kama Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Kama.
Cost: 1 action point
Spent: 19 action points
6 Kensei Khopesh Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Khopesh.
Cost: 1 action point
Spent: 19 action points
6 Kensei Kukri Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Kukri.
Cost: 1 action point
Spent: 19 action points
6 Kensei Light Crossbow Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Light Crossbow.
Cost: 1 action point
Spent: 19 action points
6 Kensei Light Hammer Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Light Hammer.
Cost: 1 action point
Spent: 19 action points
6 Kensei Light Mace Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Light Mace.
Cost: 1 action point
Spent: 19 action points
6 Kensei Light Pick Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Light Pick.
Cost: 1 action point
Spent: 19 action points
6 Kensei Longbow Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Longbow.
Cost: 1 action point
Spent: 19 action points
6 Kensei Longsword Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Longsword.
Cost: 1 action point
Spent: 19 action points
6 Kensei Maul Mastery I
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a Maul.
Cost: 1 action point
Spent: 19 action points
6 Kensei Morningstar Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Morningstar.
Cost: 1 action point
Spent: 19 action points
6 Kensei Quarterstaff Mastery I
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a Quarterstaff.
Cost: 1 action point
Spent: 19 action points
6 Kensei Rapier Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Rapier.
Cost: 1 action point
Spent: 19 action points
6 Kensei Repeating Heavy Crossbow Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Repeating Heavy Crossbow.
Cost: 1 action point
Spent: 19 action points
6 Kensei Repeating Light Crossbow Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Repeating Light Crossbow.
Cost: 1 action point
Spent: 19 action points
6 Kensei Scimitar Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Scimitar.
Cost: 1 action point
Spent: 19 action points
6 Kensei Shortbow Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Shortbow.
Cost: 1 action point
Spent: 19 action points
6 Kensei Shortsword Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Shortsword.
Cost: 1 action point
Spent: 19 action points
6 Kensei Shuriken Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Shuriken.
Cost: 1 action point
Spent: 19 action points
6 Kensei Sickle Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Sickle.
Cost: 1 action point
Spent: 19 action points
6 Kensei Throwing Axe Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Throwing Axe.
Cost: 1 action point
Spent: 19 action points
6 Kensei Throwing Dagger Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Throwing Dagger.
Cost: 1 action point
Spent: 19 action points
6 Kensei Throwing Hammer Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Throwing Hammer.
Cost: 1 action point
Spent: 19 action points
6 Kensei Unarmed Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when fighting unarmed.
Cost: 1 action point
Spent: 19 action points
6 Kensei Warhammer Mastery I
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Warhammer.
Cost: 1 action point
Spent: 19 action points
7 Fighter Armor Class Boost III
Activate this ability to receive a +4 Action Boost bonus to Armor Class for 20 seconds.
Cost: 3 action points
Spent: 21 action points
7 Fighter Armor Mastery II
Gives you the ability to move better in armor, increasing the Maximum Dexterity Bonus on your armor by an additional +1. You may still be restricted by your tower shield's max Dex bonus.
Cost: 4 action points
Spent: 20 action points
Requires All of: Fighter Armor Mastery I
7 Fighter Attack Boost III
Activate this ability to receive a +4 Action Boost bonus to attack for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Fighter Attack Boost II
7 Fighter Critical Accuracy III
Grants an additional +2 bonus to confirm critical hits, bringing the total increase to 6.
Cost: 3 action points
Spent: 21 action points
7 Fighter Haste Boost III
Activate this ability to receive a 25% Action Boost attack speed bonus for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Fighter Haste Boost II
7 Fighter Mobility II
Mobility grants you an additional +4 Armor Class bonus while tumbling.
Cost: 3 action points
Spent: 21 action points
Requires All of: Fighter Mobility I
7 Fighter Strategy (Stunning Blow) III
Grants an additional +1 bonus on the DC of your Stunning Blow feat, bringing the total increase to 3.
Cost: 3 action points
Spent: 21 action points
7 Fighter Strategy (Sunder) III
Grants an additional +1 bonus on the DC of your Sunder and Improved Sunder feats, bringing the total increase to 3.
Cost: 3 action points
Spent: 21 action points
7 Fighter Strategy (Trip) III
Grants an additional +1 bonus on the DC of your Trip and Improved Trip feats, bringing the total increase to 3.
Cost: 3 action points
Spent: 21 action points
7 Fighter Toughness III
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
Cost: 3 action points
Spent: 21 action points
7 Fighter Tower Shield Mastery II
Gives you the ability to move better with a tower shield, increasing the Maximum Dexterity Bonus on your tower shield by an additional +1. You may still be restricted by your armor's max Dex bonus.
Cost: 4 action points
Spent: 20 action points
8 Fighter Bastard Sword Specialization I
You gain an additional +1 bonus to damage rolls when using a Bastard Sword.
Cost: 1 action point
Spent: 27 action points
8 Fighter Battle Axe Specialization I
You gain an additional +1 bonus to damage rolls when using a Battle Axe.
Cost: 1 action point
Spent: 27 action points
8 Fighter Club Specialization I
You gain an additional +1 bonus to damage rolls when using a Club.
Cost: 1 action point
Spent: 27 action points
8 Fighter Dagger Specialization I
You gain an additional +1 bonus to damage rolls when using a Dagger.
Cost: 1 action point
Spent: 27 action points
8 Fighter Dart Specialization I
You gain an additional +1 bonus to damage rolls when using a Dart.
Cost: 1 action point
Spent: 27 action points
8 Fighter Dwarven Waraxe Specialization I
You gain an additional +1 bonus to damage rolls when using a Dwarven Waraxe.
Cost: 1 action point
Spent: 27 action points
8 Fighter Falchion Specialization I
You gain an additional +1 bonus to damage rolls when using a Falchion.
Cost: 1 action point
Spent: 27 action points
8 Fighter Flanking Mastery II
You gain an additional +1 bonus to attack rolls when flanking an enemy, increasing your flanking bonus to +4.
Cost: 4 action points
Spent: 24 action points
8 Fighter Great Crossbow Specialization I
You gain an additional +1 bonus to damage rolls when using a Great Crossbow.
Cost: 1 action point
Spent: 27 action points
8 Fighter Greataxe Specialization I
You gain an additional +1 bonus to damage rolls when using a Greataxe.
Cost: 1 action point
Spent: 27 action points
8 Fighter Greatclub Specialization I
You gain an additional +1 bonus to damage rolls when using a Greatclub.
Cost: 1 action point
Spent: 27 action points
8 Fighter Greatsword Specialization I
You gain an additional +1 bonus to damage rolls when using a Greatsword.
Cost: 1 action point
Spent: 27 action points
8 Fighter Hand Axe Specialization I
You gain an additional +1 bonus to damage rolls when using a Hand Axe.
Cost: 1 action point
Spent: 27 action points
8 Fighter Heavy Crossbow Specialization I
You gain an additional +1 bonus to damage rolls when using a Heavy Crossbow.
Cost: 1 action point
Spent: 27 action points
8 Fighter Heavy Mace Specialization I
You gain an additional +1 bonus to damage rolls when using a Heavy Mace.
Cost: 1 action point
Spent: 27 action points
8 Fighter Heavy Pick Specialization I
You gain an additional +1 bonus to damage rolls when using a Heavy Pick.
Cost: 1 action point
Spent: 27 action points
8 Fighter Intimidate III
Grants an additional +1 bonus to your Intimidate skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Fighter Intimidate II
8 Fighter Jump III
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Fighter Jump II
8 Fighter Kama Specialization I
You gain an additional +1 bonus to damage rolls when using a Kama.
Cost: 1 action point
Spent: 27 action points
8 Fighter Khopesh Specialization I
You gain an additional +1 bonus to damage rolls when using a Khopesh.
Cost: 1 action point
Spent: 27 action points
8 Fighter Kukri Specialization I
You gain an additional +1 bonus to damage rolls when using a Kukri.
Cost: 1 action point
Spent: 27 action points
8 Fighter Light Crossbow Specialization I
You gain an additional +1 bonus to damage rolls when using a Light Crossbow.
Cost: 1 action point
Spent: 27 action points
8 Fighter Light Hammer Specialization I
You gain an additional +1 bonus to damage rolls when using a Light Hammer.
Cost: 1 action point
Spent: 27 action points
8 Fighter Light Mace Specialization I
You gain an additional +1 bonus to damage rolls when using a Light Mace.
Cost: 1 action point
Spent: 27 action points
8 Fighter Light Pick Specialization I
You gain an additional +1 bonus to damage rolls when using a Light Pick.
Cost: 1 action point
Spent: 27 action points
8 Fighter Longbow Specialization I
You gain an additional +1 bonus to damage rolls when using a Longbow.
Cost: 1 action point
Spent: 27 action points
8 Fighter Longsword Specialization I
You gain an additional +1 bonus to damage rolls when using a Longsword.
Cost: 1 action point
Spent: 27 action points
8 Fighter Maul Specialization I
You gain an additional +1 bonus to damage rolls when using a Maul.
Cost: 1 action point
Spent: 27 action points
8 Fighter Morningstar Specialization I
You gain an additional +1 bonus to damage rolls when using a Morningstar.
Cost: 1 action point
Spent: 27 action points
8 Fighter Quarterstaff Specialization I
You gain an additional +1 bonus to damage rolls when using a Quarterstaff.
Cost: 1 action point
Spent: 27 action points
8 Fighter Rapier Specialization I
You gain an additional +1 bonus to damage rolls when using a Rapier.
Cost: 1 action point
Spent: 27 action points
8 Fighter Repair III
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Fighter Repair II
8 Fighter Repeating Heavy Crossbow Specialization I
You gain an additional +1 bonus to damage rolls when using a Repeating Heavy Crossbow.
Cost: 1 action point
Spent: 27 action points
8 Fighter Repeating Light Crossbow Specialization I
You gain an additional +1 bonus to damage rolls when using a Repeating Light Crossbow.
Cost: 1 action point
Spent: 27 action points
8 Fighter Scimitar Specialization I
You gain an additional +1 bonus to damage rolls when using a Scimitar.
Cost: 1 action point
Spent: 27 action points
8 Fighter Shortbow Specialization I
You gain an additional +1 bonus to damage rolls when using a Shortbow.
Cost: 1 action point
Spent: 27 action points
8 Fighter Shortsword Specialization I
You gain an additional +1 bonus to damage rolls when using a Shortsword.
Cost: 1 action point
Spent: 27 action points
8 Fighter Shuriken Specialization I
You gain an additional +1 bonus to damage rolls when using a Shuriken.
Cost: 1 action point
Spent: 27 action points
8 Fighter Sickle Specialization I
You gain an additional +1 bonus to damage rolls when using a Sickle.
Cost: 1 action point
Spent: 27 action points
8 Fighter Swim III
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Fighter Swim II
8 Fighter Throwing Axe Specialization I
You gain an additional +1 bonus to damage rolls when using a Throwing Axe.
Cost: 1 action point
Spent: 27 action points
8 Fighter Throwing Dagger Specialization I
You gain an additional +1 bonus to damage rolls when using a Throwing Dagger.
Cost: 1 action point
Spent: 27 action points
8 Fighter Throwing Hammer Specialization I
You gain an additional +1 bonus to damage rolls when using a Throwing Hammer.
Cost: 1 action point
Spent: 27 action points
8 Fighter Unarmed Specialization I
You gain an additional +1 bonus to damage rolls when fighting Unarmed.
Cost: 1 action point
Spent: 27 action points
8 Fighter Warhammer Specialization I
You gain an additional +1 bonus to damage rolls when using a Warhammer.
Cost: 1 action point
Spent: 27 action points
9 Fighter Armored Agility III
Reduces the armor check penalty that applies to many of your skills by 1 additional point regardless of armor worn, bringing the total reduction to 3.
Cost: 3 action points
Spent: 29 action points
9 Fighter Item Defense III
You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
Cost: 3 action points
Spent: 29 action points
Requires All of: Fighter Item Defense II
10 Fighter Armor Class Boost IV
Activate this ability to receive a +5 Action Boost bonus to Armor Class for 20 seconds.
Cost: 4 action points
Spent: 32 action points
10 Fighter Attack Boost IV
Activate this ability to receive a +5 Action Boost bonus to attack for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Fighter Attack Boost III
10 Fighter Critical Accuracy IV
Grants an additional +2 bonus to confirm critical hits, bringing the total increase to 8.
Cost: 4 action points
Spent: 32 action points
10 Fighter Haste Boost IV
Activate this ability to receive a 30% Action Boost attack speed bonus for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Fighter Haste Boost III
10 Fighter Strategy (Stunning Blow) IV
Grants an additional +1 bonus on the DC of your Stunning Blow feat, bringing the total increase to 4.
Cost: 4 action points
Spent: 32 action points
10 Fighter Strategy (Sunder) IV
Grants an additional +1 bonus on the DC of your Sunder and Improved Sunder feats, bringing the total increase to 4.
Cost: 4 action points
Spent: 32 action points
10 Fighter Strategy (Trip) IV
Grants an additional +1 bonus on the DC of your Trip and Improved Trip feats, bringing the total increase to 4.
Cost: 4 action points
Spent: 32 action points
10 Fighter Strength III
Grants an additional +1 to your Strength score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Fighter Strength II
10 Fighter Toughness IV
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 40 hit points.
Cost: 4 action points
Spent: 32 action points
11 Fighter Armor Mastery III
Gives you the ability to move better in armor, increasing the Maximum Dexterity Bonus on your armor by an additional +1. You may still be restricted by your tower shield's max Dex bonus.
Cost: 6 action points
Spent: 34 action points
Requires All of: Fighter Armor Mastery II
11 Fighter Extra Action Boost I
You can use each of your action boosts 1 additional time per rest.
Cost: 2 action points
Spent: 38 action points
11 Fighter Mobility III
Mobility grants you an additional +6 Armor Class bonus while tumbling.
Cost: 6 action points
Spent: 34 action points
Requires All of: Fighter Mobility II
11 Fighter Tower Shield Mastery III
Gives you the ability to move better with a tower shield, increasing the Maximum Dexterity Bonus on your tower shield by an additional +1. You may still be restricted by your armor's max Dex bonus.
Cost: 6 action points
Spent: 34 action points
12 Fighter Intimidate IV
Grants an additional +1 bonus to your Intimidate skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Fighter Intimidate III
12 Fighter Jump IV
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Fighter Jump III
12 Fighter Kensei II
Your focus and training improve, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, and Reflex saves against magical effects, and 1 additional Action Boost per rest. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating. You also gain the ability to expend a Fighter attack boost to focus your energy and spirit into a surge of power.
Cost: 2 action points
Spent: 42 action points
Requires All of: Fighter Kensei I
Grants: Fighter Kensei II: Power Surge
12 Fighter Repair IV
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Fighter Repair III
12 Fighter Stalwart Defender II
Your defensive mastery continues to grow. In addition to the bonuses of Stalwart Defender I, this prestige enhancement increases your armor class by 1, grants +2 to your intimidate skill, increases your maximum dexterity bonus allowed by heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. In addition, when you have a one handed melee weapon and shield equipped, your DR is upgraded from DR 2/- to DR 4/-. You may expend a use of Fighter action boost to enter a defensive stance.
Cost: 2 action points
Spent: 42 action points
Grants: Stalwart Defender II: Improved Defensive Stance
12 Fighter Swim IV
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Fighter Swim III
12 Kensei Bastard Sword Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Bastard Sword.
Cost: 1 action point
Spent: 43 action points
12 Kensei Battle Axe Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Battle Axe.
Cost: 1 action point
Spent: 43 action points
12 Kensei Club Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Club.
Cost: 1 action point
Spent: 43 action points
12 Kensei Dagger Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Dagger.
Cost: 1 action point
Spent: 43 action points
12 Kensei Dart Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Dart.
Cost: 1 action point
Spent: 43 action points
12 Kensei Dwarven Waraxe Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Dwarven Waraxe.
Cost: 1 action point
Spent: 43 action points
12 Kensei Falchion Mastery II
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a greater chance of applying magical weapon effects when using a Falchion.
Cost: 1 action point
Spent: 43 action points
12 Kensei Great Crossbow Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Great Crossbow.
Cost: 1 action point
Spent: 43 action points
12 Kensei Greataxe Mastery II
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a greater chance of applying magical weapon effects when using a Greataxe.
Cost: 1 action point
Spent: 43 action points
12 Kensei Greatclub Mastery II
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a greater chance of applying magical weapon effects when using a Greatclub.
Cost: 1 action point
Spent: 43 action points
12 Kensei Greatsword Mastery II
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a greater chance of applying magical weapon effects when using a Greatsword.
Cost: 1 action point
Spent: 43 action points
12 Kensei Hand Axe Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Hand Axe.
Cost: 1 action point
Spent: 43 action points
12 Kensei Heavy Crossbow Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Heavy Crossbow.
Cost: 1 action point
Spent: 43 action points
12 Kensei Heavy Mace Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Heavy Mace.
Cost: 1 action point
Spent: 43 action points
12 Kensei Heavy Pick Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Heavy Pick.
Cost: 1 action point
Spent: 43 action points
12 Kensei Kama Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Kama.
Cost: 1 action point
Spent: 43 action points
12 Kensei Khopesh Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Khopesh.
Cost: 1 action point
Spent: 43 action points
12 Kensei Kukri Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Kukri.
Cost: 1 action point
Spent: 43 action points
12 Kensei Light Crossbow Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Light Crossbow.
Cost: 1 action point
Spent: 43 action points
12 Kensei Light Hammer Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Light Hammer.
Cost: 1 action point
Spent: 43 action points
12 Kensei Light Mace Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Light Mace.
Cost: 1 action point
Spent: 43 action points
12 Kensei Light Pick Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Light Pick.
Cost: 1 action point
Spent: 43 action points
12 Kensei Longbow Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Longbow.
Cost: 1 action point
Spent: 43 action points
12 Kensei Longsword Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Longsword.
Cost: 1 action point
Spent: 43 action points
12 Kensei Maul Mastery II
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a greater chance of applying magical weapon effects when using a Maul.
Cost: 1 action point
Spent: 43 action points
12 Kensei Morningstar Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Morningstar.
Cost: 1 action point
Spent: 43 action points
12 Kensei Quarterstaff Mastery II
You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals, and +4 to critical damage (before multipliers), as well as improved glancing blows that have a greater chance of applying magical weapon effects when using a Quarterstaff.
Cost: 1 action point
Spent: 43 action points
12 Kensei Rapier Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Rapier.
Cost: 1 action point
Spent: 43 action points
12 Kensei Repeating Heavy Crossbow Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Repeating Heavy Crossbow.
Cost: 1 action point
Spent: 43 action points
12 Kensei Repeating Light Crossbow Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Repeating Light Crossbow.
Cost: 1 action point
Spent: 43 action points
12 Kensei Scimitar Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Scimitar.
Cost: 1 action point
Spent: 43 action points
12 Kensei Shortbow Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Shortbow.
Cost: 1 action point
Spent: 43 action points
12 Kensei Shortsword Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Shortsword.
Cost: 1 action point
Spent: 43 action points
12 Kensei Shuriken Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Shuriken.
Cost: 1 action point
Spent: 43 action points
12 Kensei Sickle Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Sickle.
Cost: 1 action point
Spent: 43 action points
12 Kensei Throwing Axe Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Throwing Axe.
Cost: 1 action point
Spent: 43 action points
12 Kensei Throwing Dagger Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Throwing Dagger.
Cost: 1 action point
Spent: 43 action points
12 Kensei Throwing Hammer Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Throwing Hammer.
Cost: 1 action point
Spent: 43 action points
12 Kensei Unarmed Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when fighting unarmed.
Cost: 1 action point
Spent: 43 action points
12 Kensei Warhammer Mastery II
You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a Warhammer.
Cost: 1 action point
Spent: 43 action points
13 Fighter Flanking Mastery III
You gain an additional +1 bonus to attack rolls when flanking an enemy, increasing your flanking bonus to +5.
Cost: 6 action points
Spent: 42 action points
13 Fighter Item Defense IV
You are skilled at protecting your gear against damage, granting you a 60% chance to negate potential item wear before it occurs.
Cost: 4 action points
Spent: 44 action points
Requires All of: Fighter Item Defense III
14 Fighter Extra Action Boost II
You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
Cost: 4 action points
Spent: 48 action points
16 Fighter Bastard Sword Specialization II
You gain an additional +1 bonus to damage rolls when using a Bastard Sword, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Battle Axe Specialization II
You gain an additional +1 bonus to damage rolls when using a Battle Axe, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Club Specialization II
You gain an additional +1 bonus to damage rolls when using a Club, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Dagger Specialization II
You gain an additional +1 bonus to damage rolls when using a Dagger, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Dart Specialization II
You gain an additional +1 bonus to damage rolls when using a Dart, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Dwarven Waraxe Specialization II
You gain an additional +1 bonus to damage rolls when using a Dwarven Waraxe, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Falchion Specialization II
You gain an additional +1 bonus to damage rolls when using a Falchion, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Great Crossbow Specialization II
You gain an additional +1 bonus to damage rolls when using a Great Crossbow, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Greataxe Specialization II
You gain an additional +1 bonus to damage rolls when using a Greataxe, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Greatclub Specialization II
You gain an additional +1 bonus to damage rolls when using a Greatclub, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Greatsword Specialization II
You gain an additional +1 bonus to damage rolls when using a Greatsword, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Hand Axe Specialization II
You gain an additional +1 bonus to damage rolls when using a Hand Axe, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Heavy Crossbow Specialization II
You gain an additional +1 bonus to damage rolls when using a Heavy Crossbow, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Heavy Mace Specialization II
You gain an additional +1 bonus to damage rolls when using a Heavy Mace, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Heavy Pick Specialization II
You gain an additional +1 bonus to damage rolls when using a Heavy Pick, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Kama Specialization II
You gain an additional +1 bonus to damage rolls when using a Kama, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Khopesh Specialization II
You gain an additional +1 bonus to damage rolls when using a Khopesh, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Kukri Specialization II
You gain an additional +1 bonus to damage rolls when using a Kukri, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Light Crossbow Specialization II
You gain an additional +1 bonus to damage rolls when using a Light Crossbow, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Light Hammer Specialization II
You gain an additional +1 bonus to damage rolls when using a Light Hammer, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Light Mace Specialization II
You gain an additional +1 bonus to damage rolls when using a Light Mace, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Light Pick Specialization II
You gain an additional +1 bonus to damage rolls when using a Light Pick, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Longbow Specialization II
You gain an additional +1 bonus to damage rolls when using a Longbow, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Longsword Specialization II
You gain an additional +1 bonus to damage rolls when using a Longsword, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Maul Specialization II
You gain an additional +1 bonus to damage rolls when using a Maul, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Morningstar Specialization II
You gain an additional +1 bonus to damage rolls when using a Morningstar, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Quarterstaff Specialization II
You gain an additional +1 bonus to damage rolls when using a Quarterstaff, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Rapier Specialization II
You gain an additional +1 bonus to damage rolls when using a Rapier, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Repeating Heavy Crossbow Specialization II
You gain an additional +1 bonus to damage rolls when using a Repeating Heavy Crossbow, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Repeating Light Crossbow Specialization II
You gain an additional +1 bonus to damage rolls when using a Repeating Light Crossbow, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Scimitar Specialization II
You gain an additional +1 bonus to damage rolls when using a Scimitar, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Shortbow Specialization II
You gain an additional +1 bonus to damage rolls when using a Shortbow, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Shortsword Specialization II
You gain an additional +1 bonus to damage rolls when using a Shortsword, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Shuriken Specialization II
You gain an additional +1 bonus to damage rolls when using a Shuriken, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Sickle Specialization II
You gain an additional +1 bonus to damage rolls when using a Sickle, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Throwing Axe Specialization II
You gain an additional +1 bonus to damage rolls when using a Throwing Axe, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Throwing Dagger Specialization II
You gain an additional +1 bonus to damage rolls when using a Throwing Dagger, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Throwing Hammer Specialization II
You gain an additional +1 bonus to damage rolls when using a Throwing Hammer, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Unarmed Specialization II
You gain an additional +1 bonus to damage rolls when fighting Unarmed, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
16 Fighter Warhammer Specialization II
You gain an additional +1 bonus to damage rolls when using a Warhammer, for a total bonus of +2.
Cost: 2 action points
Spent: 58 action points
18 Fighter Kensei III
Your focus and training as a Kensei are complete, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, and Reflex saves against magical effects, and 1 additional Action Boost per rest. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.
Cost: 2 action points
Spent: 66 action points
18 Fighter Stalwart Defender III
Your defensive mastery is complete. In addition to the bonuses of Stalwart Defender I and II, this prestige enhancement increases your armor class by 1, grants +2 to your intimidate skill, increases your maximum dexterity bonus allowed by medium or heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. In addition, when you have a one handed melee weapon and shield equipped, your DR is upgraded from DR 4/- to DR 6/-. You may expend a use of Fighter action boost to to enter a defensive stance.
Cost: 2 action points
Spent: 66 action points
Grants: , Stalwart Defender III: Superior Defensive Stance
18 Kensei Bastard Sword Mastery III
Your critical threat range is increased by 1 when using a Bastard Sword.
Cost: 1 action point
Spent: 67 action points
18 Kensei Battle Axe Mastery III
Your critical threat range is increased by 1 when using a Battle Axe.
Cost: 1 action point
Spent: 67 action points
18 Kensei Club Mastery III
Your critical threat range is increased by 1 when using a Club.
Cost: 1 action point
Spent: 67 action points
18 Kensei Dagger Mastery III
Your critical threat range is increased by 1 when using a Dagger.
Cost: 1 action point
Spent: 67 action points
18 Kensei Dart Mastery III
Your critical threat range is increased by 1 when using a Dart.
Cost: 1 action point
Spent: 67 action points
18 Kensei Dwarven Waraxe Mastery III
Your critical threat range is increased by 1 when using a Dwarven Waraxe.
Cost: 1 action point
Spent: 67 action points
18 Kensei Falchion Mastery III
Your critical threat range is increased by 1 when using a Falchion.
Cost: 1 action point
Spent: 67 action points
18 Kensei Great Crossbow Mastery III
Your critical threat range is increased by 1 when using a Great Crossbow.
Cost: 1 action point
Spent: 67 action points
18 Kensei Greataxe Mastery III
Your critical threat range is increased by 1 when using a Greataxe.
Cost: 1 action point
Spent: 67 action points
18 Kensei Greatclub Mastery III
Your critical threat range is increased by 1 when using a Greatclub.
Cost: 1 action point
Spent: 67 action points
18 Kensei Greatsword Mastery III
Your critical threat range is increased by 1 when using a Greatsword.
Cost: 1 action point
Spent: 67 action points
18 Kensei Hand Axe Mastery III
Your critical threat range is increased by 1 when using a Hand Axe.
Cost: 1 action point
Spent: 67 action points
18 Kensei Heavy Crossbow Mastery III
Your critical threat range is increased by 1 when using a Heavy Crossbow.
Cost: 1 action point
Spent: 67 action points
18 Kensei Heavy Mace Mastery III
Your critical threat range is increased by 1 when using a Heavy Mace.
Cost: 1 action point
Spent: 67 action points
18 Kensei Heavy Pick Mastery III
Your critical threat range is increased by 1 when using a Heavy Pick.
Cost: 1 action point
Spent: 67 action points
18 Kensei Kama Mastery III
Your critical threat range is increased by 1 when using a Kama.
Cost: 1 action point
Spent: 67 action points
18 Kensei Khopesh Mastery III
Your critical threat range is increased by 1 when using a Khopesh.
Cost: 1 action point
Spent: 67 action points
18 Kensei Kukri Mastery III
Your critical threat range is increased by 1 when using a Kukri.
Cost: 1 action point
Spent: 67 action points
18 Kensei Light Crossbow Mastery III
Your critical threat range is increased by 1 when using a Light Crossbow.
Cost: 1 action point
Spent: 67 action points
18 Kensei Light Hammer Mastery III
Your critical threat range is increased by 1 when using a Light Hammer.
Cost: 1 action point
Spent: 67 action points
18 Kensei Light Mace Mastery III
Your critical threat range is increased by 1 when using a Light Mace.
Cost: 1 action point
Spent: 67 action points
18 Kensei Light Pick Mastery III
Your critical threat range is increased by 1 when using a Light Pick.
Cost: 1 action point
Spent: 67 action points
18 Kensei Longbow Mastery III
Your critical threat range is increased by 1 when using a Longbow.
Cost: 1 action point
Spent: 67 action points
18 Kensei Longsword Mastery III
Your critical threat range is increased by 1 when using a Longsword.
Cost: 1 action point
Spent: 67 action points
18 Kensei Maul Mastery III
Your critical threat range is increased by 1 when using a Maul.
Cost: 1 action point
Spent: 67 action points
18 Kensei Morningstar Mastery III
Your critical threat range is increased by 1 when using a Morningstar.
Cost: 1 action point
Spent: 67 action points
18 Kensei Quarterstaff Mastery III
Your critical threat range is increased by 1 when using a Quarterstaff.
Cost: 1 action point
Spent: 67 action points
18 Kensei Rapier Mastery III
Your critical threat range is increased by 1 when using a Rapier.
Cost: 1 action point
Spent: 67 action points
18 Kensei Repeating Heavy Crossbow Mastery III
Your critical threat range is increased by 1 when using a Repeating Heavy Crossbow.
Cost: 1 action point
Spent: 67 action points
18 Kensei Repeating Light Crossbow Mastery III
Your critical threat range is increased by 1 when using a Repeating Light Crossbow.
Cost: 1 action point
Spent: 67 action points
18 Kensei Scimitar Mastery III
Your critical threat range is increased by 1 when using a Scimitar.
Cost: 1 action point
Spent: 67 action points
18 Kensei Shortbow Mastery III
Your critical threat range is increased by 1 when using a Shortbow.
Cost: 1 action point
Spent: 67 action points
18 Kensei Shortsword Mastery III
Your critical threat range is increased by 1 when using a Shortsword.
Cost: 1 action point
Spent: 67 action points
18 Kensei Shuriken Mastery III
Your critical threat range is increased by 1 when using a Shuriken.
Cost: 1 action point
Spent: 67 action points
18 Kensei Sickle Mastery III
Your critical threat range is increased by 1 when using a Sickle.
Cost: 1 action point
Spent: 67 action points
18 Kensei Throwing Axe Mastery III
Your critical threat range is increased by 1 when using a Throwing Axe.
Cost: 1 action point
Spent: 67 action points
18 Kensei Throwing Dagger Mastery III
Your critical threat range is increased by 1 when using a Throwing Dagger.
Cost: 1 action point
Spent: 67 action points
18 Kensei Throwing Hammer Mastery III
Your critical threat range is increased by 1 when using a Throwing Hammer.
Cost: 1 action point
Spent: 67 action points
18 Kensei Unarmed Mastery III
Your critical threat range is increased by 1 when fighting unarmed.
Cost: 1 action point
Spent: 67 action points
18 Kensei Warhammer Mastery III
Your critical threat range is increased by 1 when using a Warhammer.
Cost: 1 action point
Spent: 67 action points
20 Fighter Weapon Alacrity
Your mastery with weapons is such that you are able to attack faster than normal. Grants a 10% Competence bonus to chance to double strike with melee weapons and a 10% Competence bonus to attack speed with ranged and thrown weapons.
Cost: 2 action points
Spent: 74 action points

Kensai

Kensai is a set of enhancements based on the PnP prestige class. The enhancements are available to the Fighter beginning with level six.

The kensai masters body, mind, weapon, and will. The "ki projection" ability of the prestige class has been changed into a passive ability, and we've given the kensai a number of passive combat bonuses to reflect their mastery of their chosen weapon. The base prestige class requires a specific weapon, but we've expanded that as well to all longswords instead of just "the one given to me by my lord".

We also chose to give it some synergy with the monk class. The base prestige class possesses a strong Eastern warrior-monk philosophy to it, so it seemed natural to make this a potentially desirable multiclass option.

Power surge is one of the defining abilities of the kensai.

Critical threat range increases will be rarer in the future, but we thought it appropriate that the undisputed master of a specific weapon would have access to such a powerful ability. Precision is the mark of a true swordmaster.


Fighter Kensai I

Cost:4 AP Prereqs: Level 6 Fighter, Fighter Attack Boost II, Fighter Critical Accuracy II, any Weapon Specialization feat

Benefit: You are the unrivaled master of your chosen weapon. Your focus and training grant you a +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating. You can select a single weapon type as your signature weapon.


Kensai <Specific Weapon> Mastery I

Cost: 1 AP Prereqs: Level 6 Fighter, Fighter Kensai I, Weapon Specialization: <appropriate weapon type>

Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a <weapon>.

Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a <weapon>.


Fighter Kensai II

Cost: 2 AP Prereqs: Level 12 Fighter, Fighter Kensai I, any Greater Weapon Specialization feat.

Benefit: Your focus and training improve, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.


Kensai Power Surge

Benefit: You may expend a Fighter attack boost to focus your energy and spirit, gaining a +8 Insight bonus to strength for a short period of time. If you possess the ability to generate Ki, you generate an additional 2 ki on successful attacks during your surge.


Kensai <Specific Weapon> Mastery II

Cost: 1 AP Prereqs: Level 12 Fighter, Fighter Kensai II, Fighter <Specific Weapon> Specialization I, Kensai <Specific Weapon> Mastery I, Greater Weapon Specialization: <appropriate weapon type>

Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a <weapon>.

Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have an increased chance of applying magical weapon effects when using a <weapon>.


Fighter Kensai III

Cost: 2 AP Prereqs: Level 18 Fighter, Fighter Kensai II, Fighter Attack Boost III, Fighter Critical Accuracy III, any Superior Weapon Focus.

Benefit: Your focus and training are complete, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.


Kensai <Specific Weapon> Mastery III

Cost: 1 AP Prereqs: Level 18 Fighter, Fighter Kensai III, Fighter <Specific Weapon> Specialization II, Kensai <Specific Weapon> Mastery II, Superior Weapon Focus: <appropriate weapon type>

Benefit: You gain +1 critical threat range with your signature weapon.


Capstone: Weapon Alacrity

See it on forums here

Fighters are the most versatile of our martial classes, and in Module Nine we've given them ways to express themselves as the master of a single weapon style through the Kensai, or a defensive bulwark that protects the party as a Stalwart Defender. Their capstone is tied to the thought that while a paladin has their faith and a ranger is tied to the wild, mastery of weapons is what fighters strive for.

Fighter Weapon Alacrity
Prereqs: Fighter level 20
Cost: 2 Action Points
Your mastery with weapons is such that you are able to attack faster than normal. Grants a 10% Competence bonus to chance to double strike with melee weapons and a 10% Competence bonus to attack speed wit