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unosarta
2009-06-06, 06:06 PM
Fighter

The fighter is supposed to be an all around beat-stick, but really doesn’t have any creative ways to do this. You can dual wield, power attack, sword and board, and that is pretty much it. This frustrates me to no end, because I love playing a beat-stick, and I still want flexibility. Yes I know of Tome of Battle, and it is my all-time favorite splat-book Wizards of the Coast has ever created. However, I still think that we shouldn’t give up on the fighter, because there are so many ways you can take such a class. This is my personal take on the fighter class [with scaling feats to boot!]

the scaling feats only provide their benefit for fighters, however, if you want to play a character who is a different class, but still want to have the scaling feats? I present this too you:

Escalating Aptitude
Prerequisites: base attack bonus +1
Benefit: for the effects of scaling feats, you count as a fighter with levels equal to your character levels. You do not gain access to the encounter or per day powers that fighters gain from their feats.
Normal: feats do not scale unless you are a fighter.
Special: this feat may only be taken at level one.


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Bonus Feat, 1/day use

2nd|
+2|
+3|
+0|
+0|Bonus Feat

3rd|
+3|
+3|
+1|
+1|1/encounter use

4th|
+4|
+4|
+1|
+1| Bonus Feat

5th|
+5|
+4|
+1|
+1|

6th|
+6/+1|
+5|
+2|
+2| 2/encounter use, Bonus Feat

7th|
+7/+2|
+5|
+2|
+2|

8th|
+8/+3|
+6|
+2|
+2| Bonus Feat

9th|
+9/+4|
+6|
+3|
+3| 3/encounter use

10th|
+10/+5|
+7|
+3|
+3|Bonus Feat, 2/day use

11th|
+11/+6/+1|
+7|
+3|
+3|

12th|
+12/+7/+2|
+8|
+4|
+4| Bonus Feat, 4/encounter use

13th|
+13/+8/+3|
+8|
+4|
+4|

14th|
+14/+9/+4|
+9|
+4|
+4| Bonus Feat

15th|
+15/+10/+5|
+9|
+5|
+5|5/encounter use

16th|
+16/+11/+6/+1|
+10|
+5|
+5| Bonus Feat

17th|
+17/+12/+7/+2|
+10|
+5|
+5|

18th|
+18/+13/+8/+3|
+11|
+6|
+6| Bonus Feat, 6/encounter use

19th|
+19/+14/+9/+4|
+11|
+6|
+6|

20th|
+20/+15/+10/+5|
+12|
+6|
+6| Bonus Feat, 3/day use[/table]

HD: d10
Skills per Level: (2 + Int modifier) ×4 at first level. 2 + int mod each additional level.

Skill List: The fighter’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Bonus Feats: the fighter has a list of bonus feats to choose from. He gains additional effects based on his fighter level. This list has all of the additional effects from the core feats. The fighter also gains the normal effects from a feat

• Blind-Fight

No movement penalty for being unable to see. You may ignore concealment for attacks made with weapons that you are holding [need Improved Precise Shot for projectiles].

• Combat Expertise

Cap is base attack bonus, or 5 [whichever is higher]. Gains a +2 per
penalty when fighting defensively.

per day use: when using combat expertise, you gain a bonus to AC equal to half of your base attack bonus, If you are fighting defensively, this increases to your base attack bonus. You gain this benefit for a number of rounds equal to half of your fighter levels [minimum 1 round].

Per Encounter Use: instead of a bonus equal to your penalty to attack rolls, the bonus is twice that number. This lasts for ¼ your fighter level in rounds. Gains a +3 / penalty when fighting defensively.

o Improved Disarm

Bonus becomes +4, +1 / four fighter levels you posses.

per day use: automatically disarm an object from the foe, not necessarily a weapon.

Per Encounter Use: gain a bonus equal to half of your fighter levels to disarm checks for a single round.

o Improved Feint

At level fighter level ten you may make a feint as a swift action. At fighter level twenty, you may make a feint as a free action.

per day use: for a single round you may make a feint against any foe, and it automatically succeeds [even if they are normally immune].

Per Encounter Use: gain a bonus on bluff checks to feint in combat equal to half of your fighter levels rounded down.

o Improved Trip

Bonus becomes +4, +1 / four fighter levels you posses.

per day use: automatically knock a foe prone. You may make an attack of opportunity against that foe.

Per Encounter Use: gain a bonus to Trip checks equal to half of your fighter levels for a single round.

o Whirlwind Attack

You may make an additional attack when using a whirlwind attack at level six, and every six levels past that.

per day use: you may make a full attack against all foes within reach.

Per Encounter Use: you may move, and then initiate a whirlwind attack. This still counts as a full round action. You may only move a number of feet equal to half of your base land speed.

• Combat Reflexes

Gain an additional Attack of Opportunity per round for every four fighter levels you posses.

per day use: for a single round you may make any attack of opportunity that you are capable of making, even if you do not have enough attacks of Opportunity to normally make those attacks.

Per Encounter Use: when an opponent receives damage from a source other than you, you may use an attack of opportunity against that foe.

• Dodge

Bonus becomes +1 / four fighter levels [minimum 1]

per day use: for single round, all attacks against you deal no damage.

Per Encounter Use: for a single round, you gain a Dodge bonus to
armor class and reflex saves equal to half of your fighter levels.

o Mobility

Bonus becomes +4, +1 / four fighter levels you posses.

per day use: for one round you are exempt from receiving attacks of opportunity, even if you provoke them. In other words, no one can use attacks of opportunity on you for a round.

Per Encounter Use: you gain a bonus equal to half of your fighter levels against attacks of opportunity for a single round.

o Spring Attack

You may make an additional attack at level 6, and every six levels after that when you use this feat.

per day use: you may make a full attack as a standard action, but only if you move before and after the full attack.

Per Encounter Use: Still Needed.

• Improved Critical

The critical threat range on a weapon with this feat equals 2 x the weapons normal threat range + 1 / four fighter levels.

Per day use: you automatically threaten a critical on one attack.

Per Encounter Use: gain a +1 / four fighter levels bonus to confirm
critical hits for a single round.

• Improved Initiative

Bonus becomes +4, +1 / four fighter levels you posses.

per day use: gain a bonus to a single initiative check equal to twice your fighter level.

Per Encounter Use: for one round you are never counted as flat-footed, and never lose your dexterity bonus to Armor Class against any attack.

• Improved Shield Bash

Gain a +1 / four fighter levels you posses bonus to shield bash attempts.

Per day use: Stun a foe with a successful Shield Bash.

Per Encounter Use: you may gain a bonus to attack and damage rolls with a shield equal to its enhancement bonus for a single round. You still retain its enhancement bonus to your Armor Class.

• Improved Unarmed Strike

You deal damage as if you were a monk of your level -2 [1d6 at level 1 and 2].

o Deflect Arrows

No longer need one hand free. Gain an additional deflection per round at level 10, and another one at level 20.

per day use: deflect a volley of arrows coming at you. For a single
round you may deflect all arrows that come at you. If you have the Snatch arrows feat you may snatch all of them.

Per Encounter Use: for a single round you may deflect ranged attacks against you. If an opponent attacks you, you may roll an attack roll. If that attack roll is greater than the ranged attackers attack roll against you, the attack misses, and you may deflect it at an opponent within thirty feet of you. You may not reflect the ranged attack back at the ranged attacker, for any reason.

o Improved Grapple

Bonus becomes +4, +1 / four levels.

per day use: automatically foil a grapple attempt, or keep a target in a grapple attempt, even if they beat the check to escape the grapple, or to resist such an attempt [this effect defeats the effect from the Freedom of Movement spell.]

Per Encounter Use: gain a bonus to grapple rolls for a single round equal to half of your fighter level.

o Stunning Fist

You may make a stunning attack a number of times per day equal to your fighter level / 2 [minimum 1]. If the fighter so chooses, the DC may gain his strength modifier instead of his wisdom modifier.

per day use: you automatically stun an opponent, no save.

Per Encounter Use: you may make a single attack against a foe.
That foe must make a fortitude save [DC = 10 + ½ fighter levels + strength or wisdom modifier] or be dazed for one round.

• Mounted Combat

Gain an extra attempt per round per 6 fighter levels you posses. Add Base Attack Bonus to negation attempt.

per day use: negate all damage your mount would take this turn.

Per Encounter Use: your mount gains DR/-- equal to your base attack bonus for the next turn.

o Mounted Archery

Penalties reduced by 1 per five fighter levels you posses.

o Spirited Charge

Your charge attacks are multiplied by 2 + .5/four fighter levels you posses.

per day use: multiply all damage on the charge by two [also times the normal multiplier for charging with this feat. So at level 12 its
([damage]x3.5)x2].

Per Encounter Use: still needed.

o Trample

Mount gains additional hoof attacks depending on your base attack bonus [1 at +6, 2 at +11, and 3 at +16].

per day use: when your mount tramples your foe you may also make a full attack against the target of the trample.

Per Encounter Use: you may make an attack of opportunity against a foe trampled in such a way.

• Point Blank Shot

Bonus becomes +1, +1 / four fighter levels.

o Far Shot

Range increment is x1.5, +.5 per four fighter levels you posses [x2 +.5 / four fighter levels for thrown attacks].

per day use: make an attack at a target a distance away equal to your fighter level times 30 feet [to a maximum of 600 feet away at level 20]. You take no penalty for this attack.

Per Encounter Use: Still needed.

o Rapid Shot

No penalty. Gain an extra attack.

per day use: you may make a single attack against a foe. If that attack hits, you may make another attack against the foe, at a -2 penalty, if that hits, you may make another attack at a -4 penalty, etc. You may make these attacks as long as you do not miss.

Per Encounter Use: when using a full attack action you may make an additional attack Per 6 levels you posses [to a grand total of 9 attacks on a full attack action].

o Manyshot

Penalties reduced by 1 / two fighter levels you posses [to no penalty at level sixteen for your fourth shot].

per day use: make a manyshot attack. This attack shoots an additional arrow per 5 levels you posses [for a grand total of 8 arrows at level 20 with no penalties].

Per Encounter Use: Still Needed.

o Improved Precise Shot

You ignore a targets total concealment, and are able to attack them as normal.

• Power Attack

Does x2 damage per point taken off of attack bonus at level 5 [for one handed weapons, x3 for two handed]. It grows to x3 at level 10 [x4 for two handed], x4 at level 15 [x5 for two handed weapons], and finally x5 at level 20 [x6 for two handed weapons]. This does not stack with any other power attack multipliers, and if they are not higher than the multiplier from this feat, then they are not counted. If they are, then the multiplier from this feat is not counted.

per day use: deal damage as if you had taken a penalty to your attack equal to your base attack bonus. Your attack bonus does not take a penalty.

Per Encounter Use: Still Needed.

o Cleave

You gain an extra cleave attempt / two fighter levels.

 Great Cleave

Gain a +2 bonus to damage +1 to attack for each opponent dropped

o [U][B]Improved Bull Rush

Bonus becomes +4 +1/four fighter levels you posses.

Per day use: Automatically pushes foe back a number of feet equal to ten times your strength bonus [you must still initiate the bull rush as normal]

Per Encounter Use: for a single round, when you use a bull rush, any attack against you automatically becomes an attack against the defender, but any attack against the defender stays an attack against the defender.

o Improved Overrun

Bonus becomes +4 +1/four fighter levels you posses.

Per day use: automatically knocks foe prone.

Per Encounter Use: gain a bonus to overrun attempts equal to half of your fighter levels. You may overrun opponents of three size categories larger than you. This effect lasts a single turn.

o Improved Sunder

Bonus becomes +4, +1 / four fighter levels you posses.

Per day use: may automatically sunder an item.

Per Encounter Use: gain a bonus to sunder attempts equal to half of your fighter levels.

• Rapid Reload

Swift action to reload heavy crossbow, it no longer provokes Attacks of Opportunity.

• Two-Weapon Fighting

Gain an extra off hand attack equal to your attack bonus.

o Two-Weapon Defense

+1 / four fighter levels. This bonus is doubled when fighting defensively.

o Greater Two-Weapon Fighting

Gain extra attack. No penalties.

Per Day Use: you may make all of your attacks in a round as a swift action. You may not use extra swift actions to gain extra full attacks, ever.

Per Encounter Use: may make all of your attacks in a round as a standard action.

o Improved Two-Weapon Fighting

Gain extra attack. Penalties reduced by 1.

• Weapon Finesse

You gain you dexterity bonus to damage.

• Weapon Focus

+1 / two fighter levels you have [+1 at level 1].

o Weapon Specialization

+1 per fighter level to damage.



Per Day Use: at level 5, the fighter gains additional benefit from his
feats. Once per day per five levels, the fighter may use the Per Day Use ability granted from his feat. Each ability uses whatever action it would take to use the effect from the feat.

Per Encounter Use: at level three the fighter gains more power from his feats. He gains a number of uses for each feat Per Encounter Use per three levels after level three [to a maximum of 5 uses at level 18].



Still needed Encounter Uses:

Spring attack
Spirited charge
Far shot
Manyshot
Power attack

If anyone can think of good encounter uses for these feats, please post them up, and I will add them to the List.


If anyone has any non-core feats that they feel would be good with scaling bonus and per day/encounter powers, post them up, and I will put them in the first post