"Over my dead body."


Role: Defender. You are very tough and have the ability to contain enemies in combat.
Power Source: Martial. You have become a master of combat through endless hours of practice, determination, and the brutal training regiment of an organised militia.
Key Abilities: Strength, Dexterity, Wisdom, Constitution.
Armor Proficiencies: Light, Medium, Heavy, Shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: From the skills listed below, choose three trained skills at 1st level.
Class Skills: Athletics (Str), Computers (Int), Endurance (Con), Heal
(Wis), Intimidate (Cha), Streetwise (Cha) & globe skills.
Build Options: Destructive Fighter, Defensive Fighter
Class Features: Combat Challenge, Combat Superiority, Fighter Weapon Talent, Natural Born Warrior

Fighters are determined combat adepts trained to protect the other members of their adventuring groups. Fighters define the front line by bashing and slicing foes into submission while reflective enemy attacks through the use of heavy armor or shields. Fighters draw weapons for gold, for glory, for duty, and for the mere joy of unrestrained martial exercise.
Regardless of your level of skill and the specific weapons you eventually master, your motivations determine who you defend and who you slay. You could be a noble champion who pledges your blade to gallant causes, a calculating mercenary who cares more for the clink of godl than praise, a homeless prince on the run from assassins, or a blood-loving thug looking for the next good fight.
Your future is yours. When you unsheathe your weapon, what battle cry flies from your lips? Implements

Creating a Fighter

You can choose any fighter powers you like for your character, but fighters naturally fall into two basic groups: the Destructive fighter and the Defensive fighter. All fighters rely on Strength. FIghters also need Constitution, Dexterity, or Wisdom, depending on which weapon they favor. See "Fighters and Weapons" for more information.

Destructive Fighter
You're interested in dealing out the most damage you can. You prefer big two-handed weapons, be it a greatsword or a heavy bolter. You're more interested in fighting hard than fighting smart. Your best ability score is definitely Strength. A good Constitution improves your ability to use high damage weapons, such as axes, hammers, and automatic weaponry. Plus, extra hit points always helps. Select powers that work well with two-handed weapons to make the most of this build.

Suggested Feat: Power Attack (Human feat: Action Surge)
Suggested Skills: Athletics, Endurance, Intimidate
Suggested At-Will Powers: Cleave, Reaping Blow
Suggested Encounter Power: Steel Serpent Strike
Suggested Daily Power: Brute Strike

Guardian Fighter
To fighter better, you fight smarter. You're willing to trade offense for superior defenses and better ability to control the battlefield around you. You fight with a heavy shield and a good one-handed weapon, such as a longsword, flail, or bolter. Like the Destructive fighter, you make Strength your best ability score. After that, prioritize your Dexterity to take advantage of weapons that can be improved by Dexterity-based feats, or your Wisdom to make the most of the combat superiority class feature. You're hard to hurt and hard to move away from. Select powers that make use of your one-handed weapon and shield, as well as take advantage of your higher Dexterity score.

Suggested Feat: Weapon Focus (Human feat: Human Perseverance)
Suggested Skills: Heal, Intimidate, Streetwise
Suggested At-Will Powers: Sure Strike, Tide of Iron
Suggested Encounter Powers: Covering Attack
Suggested Daily Powers: Comeback Strike

++Fighter Class Features
Some of your most important characteristics are the ability to wear very good armor, your exceptional hit point total, and your master of all military weapons. In addition, you have three unique class features.

Combat Challenge
In combat, it's dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic atack against that enemy as an immediate interrupt.

Combat Superiority
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Fighter Weapon Talent
Choose either one-handed or two-handed weapons. WHen using a weapon of your chosen style, you gain a +1 bonus to attack rolls.

Natural Born Fighter
Your training has not been limited to traditional weaponry, you have also been schooled in the use of improvised weapons and to a limited extent, your own body. Improvised weapons include your own hands, feet, elbows, knees, and whatever body part you decide to hit with, it also includes anything big enough to fill your hand that might be available. Guns out of ammunition, rocks, walking sticks, whereever your imagination takes you. Improvised weapons always use Strength as the ability modifier, and the fighter suffers an automatic -2 penalty for using one.

A small character deals 1d6 damage with a one-handed improvised weapon, and 1d8 with a two-handed improvised weapon.

A medium character deals 1d8 damage with a one-handed improvised weapon, and 1d10 with a two-handed improvised weapon.

A large character deals 1d10 damage with a one-handed improvised weapon, and 1d12 with a two-handed improvised weapon.

This ability extends to ranged abilities as well, all improvised weapons can become thrown weapons with the same damage and a range of 5/10.

Fighters and Melee Weapons

Fighters master intricacies of melee weapon skill that other characters can't match. Unlike most classes, ifghters have many encounter powers that work better when used with specific groups of melee weapons (see the table below). Powers associated with a weapon group favor a particular ability score mix, so that fighters with a high Constitution are likely to want to use axes, hammers, picks, or automatic weaponry, while fighters with high Dexterity are more likely to favor heavy blades, light blades, flails, spears, or semi-automatic weaponry. The weapon feats described in the Feat section that provide optimized abilities for specific groups of weapons favor the same ability score mixes, so the list below notes the melee wapon groups and the ability score that is most likely to help you optimize your fighter abilities with that weapon group.

Axe: Constitution and higher than normal Strength (battleaxe, handaxe, greataxe, halberd
Flail: Dexterity (flail, heavy flail, spiked chain)
Hammer: Constitution (maul, throwing hammer, warhammer)
Heavy Blade: Dexterity (bastard sword, falchion, glaive, greatsword, longsword, scimitar, scythe)
Light Blade: Dexterity alone is sometimes enough (dagger, katar, rapier, short sword, shuriken, sickle)
Mace: Constitution (club, great club, mace, morningstar)
Pick: Constitution [and rarely Dexterity] (pick)
Polearm: Wisdom [and rarely Dexterity] (glaive, halberd, longspear)
Spear: Dexterity (javelin, longspear, spear)
Staff: Constitution (quarterstaff)

Most melee weapon groups, with the exception of light blades, require some element of Strength to access the weapon feats that imrpove their importance. (Light blades have some feats that require only Dexterity, though other light blade feats also require a modicum of Strength.) The list of weapon groups above mentions the ability score other than Strength that helps access the feats that improve a specific group of weapons, as well as fighter powers that are tied to specific groups of weapons.
Strength is mentioned in the list only if a weapon group has unusually high requirements for Strength.
A few weapons, including most polearms, are part of multiple groups and can therefore be approached from different optimal ability score builds.

Fighter Powers

Your powers are called exploits. SOme work better for destructive fighters and some work better for guardian fighters, but you can choose any power you like when you reach a level that allows you to choose a new power. The choice of weapon you make also provides benefits to certain fighter powers.

Fighter's Heroic Tier Exploits

This here is a list of Fighter's Tier Exploits

Fighter's Paragon Tier Exploits

This here is a list of Fighter's Paragon Tier Exploits

Fighter's Epic Tier Exploits

This here is a list of Fighter's Epic Tier Exploits

Fighter's Paragon Paths

This here is a list of the fighter's paragon classes.

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