The Fighter
Fighter game statistics remain unchanged except for the following.
Starting Possessions: 5d4x10 vp.Class Skills
The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Anaimal (Cha),
Intimidate (Cha), Knowledge (Shadow)(Int), Jump (Str), Profession (Wis), Ride (Dex), SPeak Language (n/a), and
Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at each additional level: 4 + Int modifier.
Class Features
Warrior's Way
Fighters in Midnight must choose a warrior's way at 4th level. Once the way has been chosen, it is permanent.
Adapter: At 4th, 10th, and 16th level, the number of skill points per fighter level for those who select this warrior's way increases by one. Alternatively, at each such level, the fighter may choose one cross-class skill. That skill is added to the fighter skill list for that character.
The increased skill points are not retroactive, nor do they apply to just 4th level. If the fighter chooses to increase his skill points per level again at 10th level, he subsequently gains 6 skill points per fighter level, and so on.
Improviser: At 4th, 10th, and 16th level, a fighter who selects this warrior's way may choose one of the following feats as a bonus feat, even if he does not meet the prerequisites for it: Improvised Weapon, Improved Grapple, Improved Unarmed Strike, or Stunning Fist.
Leader of Men: At 4th, 10th, and 16th level, a fighter who selects this warrior's way may choose one of the following feats as a bonus feat: Iron Will, Leadership, Skill Focus (Diplomacy), or Skill Focus (Profession[Soldier]). Each feat may only be chosen once, and he must meet all of the prerequisites for each feat.
Survivor: At 4th, 10th, and 16th level, a fighter who selects this warrior's way may choose one of the following feats as a bonus feat, even if he does not meet the prerequisites for it: Combat Expertise, Dodge, or Endurance.
