Most of the basics of the class remain the same. Base Attack, saves, skill points, and
hit die all remain unchanged. The
skill list has changed a bit. They
have Knowledge (Dungeoneering) and Knowledge (Engineering) as class skills! Who
knew that the Fighter could actually know something? What a remarkable
development. Still no Perception
(Spot/Listen) though, which is sort of silly. All that time spent reading engineering books has left them
with their head in the clouds, apparently.
The Achilles heel of the fighter (especially in theoretical
matchups on internet message boards) has always been their low Will save. Coupled with a (most likely) low
wisdom, they are easy targets for spellcasters. Well, the Will save has not
improved, but with the 2nd level ability Bravery they now get a Will
bonus against fear effects! I guess that’s cool. It’s better than not having it. I feel like every other character class has a bonus of
immunity to fear, so at least the Fighter won’t feel so left out. Though with all of these immunities
flying around, why would any casters bother using fear spells?
Armor Training is a nice ability, maybe my favorite of the
new stuff. It begins at 1 and
gradually gets up to 4 (at 17th level). Each point of it reduces the
armor check penalty and increases the max dex of worn armor by that
amount. I like it because it
allows the fighter a little bit of diversity and the chance to take advantage
of some skills. Fighters always have
high strength, but none of them are ever any good at climbing or jumping
because the plate mail ruins it for them. This helps with that a little bit.
I’d actually like to see the number get a little higher, but it’s something. In
3.5 if you want to make a lightly armed combatant you are most likely to be
anything other than a fighter, maybe a two level dip for some feats. Armor Training lets you put on the
chain shirt and still be able to jump and climb a bit, but have all the combat
resources of the fighter. If this ability also applies to shields it is even
better (the rules are a bit vague on this).
Weapon Training is the new signature ability for the
Fighter. It allows the Fighter to
select a weapon group (Bows, Heavy Blades, etc…) and gain a +1 to attack and
damage with any weapon in that group.
It begins at 5th level and every fourth level they can add a
new group and the previous bonuses increase by another +1. Not bad. It’s nice that the bonus applies to an entire grouping of
weapons and not just a single one, that’s always been the problem with Weapon
Specialization. “I decided at 4th
level that I was all about great axes, but then I found this really awesome
magical flail. Oh well, I guess I just have to waste one of the few resources
that I actually have.” My favorite grouping is definitely the Close group, it
contains the sap, punching dagger, spiked shield, and several other awesome
choices. I assume it’s the most
popular among players, easily outdistancing Heavy Blades and Axes. The cool thing is that it shows that
the Fighter, more so than any other class, really knows weapons. And they
should! These are the mercenaries, soldiers, and gladiators of the world. They
know how to excel with more than just a longsword. I really like the idea that a medium level Fighter can pick
up a bunch of different weapons and not just know how to use it, but to really
kick ass with it.
There are also two high level powers that the Fighter
obtains at 19th and 20th level, they are Armor Mastery
and Weapon Mastery. Armor Mastery
is simply damage reduction 5/- whenever the Fighter wears armor (which I assume
is going to be all the time, everyone knows that adventurers sleep in their
armor). I do think it’s odd that
this is not a gradual ability that starts lower in the Fighter’s progression,
but something that just appears at a pretty high level. Personally I’d like to see this power
just rolled into the Armor Training ability, it’s all sort of the same subject
matter of using armor well. Weapon Mastery is the final bit of expertise that
the Fighter will get. At 20th
level they can choose a single weapon type (not group) and with that weapon
they automatically confirm critical hits, the critical multiplier increases by
one, and they can never be disarmed while wielding this weapon type. The disarm stuff is mediocre, but the
critical aspect is pretty badass.
Is it a reason to take 20 levels of Fighter rather than multiclassing?
Probably not, but it’s nice to see that there is something waiting at the end
of the long road of battle.
The Pathfinder version of the Fighter is certainly a more
fearsome opponent than the 3.5 version, though I suspect it still lags behind a
bit in overall power level compared to other characters. (It seems like
everyone got a bump up with Pathfinder). I do like what they’ve done with
it. Before this the Fighter
literally did not get a single class feature other than bonus feats, and with
the very small exception of some Fighter-only feats there was really nothing
that these guys could claim as their own.
Now they’ve got Bravery! Joking aside, this seems like the framework of
what could be a very component martial combatant with a large range of options
and looks. I dig it.