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As long as wars are raged on distant lands, there will be men and women who fight those wars. The fighter is no mere sword-swinger; he is a skilled combatant, combining strength of arm, knowledge of weaponry, and practiced maneuvers to slice or bludgeon his foes into little red bits. Devoted to the perfection of a single weapon, the fighter’s meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill.

Class Traits

Role: Defender. You are very tough and have the exceptional ability to contain enemies in melee.
Power Source: Martial, Limit Break. You have become a master of combat through endless hours of practice, determination, and your own sheer physical toughness.
Key Abilities: Strength, Dexterity, Wisdom, Constitution

Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, 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: Athletics. From the class skills list below, choose two trained skills at 1st level: Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha).

Class Features: Combat Challenge, Combat Superiority, Chosen Weapon

Class Features

All of the following are class features of the fighter.

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 an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack 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.

Chosen Weapon

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