Frozen_Feet
2010-04-18, 12:52 PM
There have been quite a lot of these lately, eh? My version was inspired by this question: what is the role of the fighter? Within a party, it's to be a dumb beatstick who takes hits from monters and hits them back. However, what is their role in a setting? It can't be grunts, we have the NPC warriors for that. Logically, they're meant to be the elites and officers of different armies, but neither their class features or skills really reflect that. I mean, honestly, an officer without Bluff or Diplomacy? An elite without Survival and Heal? And why isn't Leadership a [Fighter] feat?
When doing this fix, I tried to shy away from the "bigger numbers" syndrome many fighter fixes have, and focus on giving my version tactical and out-of-combat versatility. It's your job to tell me how well I did.
Alignment: Any.
Hit die: d10
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str), Diplomacy (Cha), Heal (Wis), Knowledge (Nobility and Royalty, History, Martial Lore, Architechture, Local) (Int), Concentration (Con), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Bluff (Cha), Tumble (Dex), Gather Information (Cha)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Comments:One easy way to give a class more versatility is to give them more skillpoints and class skills, so I did just that. Additions found their way here either because I thought "Elite warrior should have this" or "a military leader shoud have that". Some were added because I felt they should've been there from the start.
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +2 | Elite training, Squad Leader |
2nd | +2 | +3 | +0 | +3 | Bonus Feat, Show of Strength |
3rd | +3 | +3 | +1 | +3 | Tactical Interference|
4th | +4 | +4 | +1 | +4 | Bonus Feat|
5th | +5 | +4 | +1 | +4 | Leader of Men |
6th | +6/+1 | +5 | +2 | +5 | Bonus Feat |
7th | +7/+2 | +5 | +2 | +5 | Stand Against the Tide |
8th | +8/+3 | +6 | +2 | +6 | Bonus Feat|
9th | +9/+4 | +6 | +3 | +6 | Combat Mastery |
10th | +10/+5 | +7 | +3 | +7 | Bonus Feat |
11th | +11/+6/+1 | +7 | +3 | +7 | Cunning Bastard |
12th | +12/+7/+2 | +8 | +4 | +8 | Bonus Feat |
13th | +13/+8/+3 | +8 | +4 | +8 | Combat Highmastery|
14th | +14/+9/+4 | +9 | +4 | +9 | Bonus Feat |
15th | +15/+10/+5 | +9 | +5 | +9 | Heroic Dash |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Bonus Feat |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Combat Grandmastery|
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Bonus Feat |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Greater Tactical Interference |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Bonus Feat, God of War |
[/table]
Comments:I doubt I'm the only one who's always felt skilled warriors should have a strong will.
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Elite Training:
A fighter has been picked to be one of the best, and his training reflects that. At 1st level, he gains the Weapon Focus (http://www.d20srd.org/srd/feats.htm#weaponFocus) feat for free. He may opt to swap it for Improved Unarmed Strike (http://www.d20srd.org/srd/feats.htm#improvedUnarmedStrike) or Exotic Weapon Proficiency (http://www.d20srd.org/srd/feats.htm#exoticWeaponProficiency) instead.
Squad Leader (Ex):
A fighter has been trained to lead a squad of warriors in battle, and thus his understanding of group tactics is peerless. In combat, whenever working as the designated leader of a team of eight or less people, he can grant any member of the team a + (BAB / 2) circumstance bonus to any check as an immediate action once per round.
Comments:Aid Another on steroids. This is supposed to be an abstract representation of fighter giving order or advice to his friends.
Bonus Feats:
The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Show of Strenght (Ex):
A skilled fighter is a fearsome sight in battle. Whenever he threatens a critical against a foe, he may use Intimidate as a free action. He may also substitute his Strenght modifier for Charisma when using said skill.
Comments:Because fighters should be fearsome. Basically stealing a leaf from samurai's book here.
Tactical Interference (Ex):
A fighter knows how to exploit the weaknesses of his enemies, and can fast-talk them, throw a peble or flip the finger at them at the very worst moment. By spending one of his attacks of oppurtunity for the round, as an immediate action the fighter can make a Bluff check opposed by target's Sense Motive against any character within his line of sight. If the roll succeeds, he can foil any free, swift or immediate action taken by that character. At 19th level, this ability extends to standard actions as well.
Comments:Shamelessly copying Inspired by Tome Fighter. This should open all sorts of tactical avenues for the Fighter, especially against spellcasters.
EDIT: the mechanic of this ability has gone from nothing to Ranged Touch Attack to Skill Check. Thanks to Kuma Kode and Godskook for ideas.
Leader of Men (Ex):
As a fighter's skills improve, he's expected to take more and more responsibilty from an ever larger amount of soldiers. At 5th level, a fighter gains the Leadership (http://www.d20srd.org/srd/feats.htm#leadership) feat for free, even though he doesn't meet the prerequisites.
For games that don't allow Leadership, use Platoon Leader (See below) instead.
Comments:Fighters get Leadership one level early, yay! This is here because 5th level is regarded as the "peak of the ordinary"; any soldier so good should be a military leader, so why not give the ability to do so for free? Added an ACF for DMs who hate Leadership.
Stand Against the Tide (Ex):
A fighter's men look up to him for inspiration, and a true warrior doesn't let them down. All allies that have line of sight to you are immune to any fear effect by which you are unaffected.
Comments:Thanks to Godskook for better wording.
Combat Mastery (Ex):
A fighter's expertise in the art of war overshadows lesser wanderers on the martial path. At 9th level, all static *) bonuses granted by [Fighter] **) feats to AC, DR, attack rolls, damage, iniative, skill checks and saving throws are multiplied by 1.5, rounding up; at 13th and 17th level respectively, this changes to x2 and x3. At his discredition the DM may allow this feat to apply to other numerical bonuses as well.
*) This means feats like Weapon Focus, Dodge or Improved Grapple are applicable, but Combat Expertise and Power Attack are not.
**) [Fighter] denotes all feats that can be taken as fighter bonus feats.
Example: Normally, the Improved Initiative feat grants +4 to initiative checks. For 9th level fighter, the bonus is multiplied by 1,5 , to +6. At 13th level, it's doubled to +8, and at 17th tripled to +12.
Comments:This is my take on the "bigger numbers" stuff - basically making feats scale. I don't foresee this breaking all that much, but you never know what surprises life brings with it.
Cunning Bastard (Ex):
A skilled fighter is masterful in befuddling his enemies, hiding crucial information from them as well as resisting being fooled himself. All Sense Motive, Bluff, Gather Information or Knowledge checks made against a fighter of 11th level or higher suffer a -6 circumstance penalty. In addition, the fighter himself gains a +3 competence bonus to such checks, and may substitute his Intelligence for Charisma when using Bluff, Gather Information and Diplomacy if doing so would be beneficial for him.
Heroic Dash(Ex):
A high-level fighter can move with such speed and skill as to leave his enemies gawking in amazement as he seems to disappear from sight. At the start of his turn, the fighter may as a free action move up to his speed. This movement provokes no attacks of oppurtunity, but is still affected by difficult terrain and doesn't allow a fighter to pass through opponents. Any enemies who were threatening the fighter before the use of this ability count as Dazzled (http://www.d20srd.org/srd/conditionSummary.htm#dazzled) for the rest of the round.
Using this ability is very demanding. If it's used thrice within 5 rounds, the fighter using it becomes Fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued). Four or more times within 5 rounds, and the fighter becomes Exhausted (http://www.d20srd.org/srd/conditionSummary.htm#exhausted).
Fighters immune to fatigue: Not feeling exhaustion may seem like a boon to a fighter, but if he's not careful his own body will suffer from the excessive use of this ability. Third time he uses this ability within 5 rounds, he will take 1 point of hitpoint damage for each five feet traversed. Fourth time, he will take 1 point of hitpoint damage for each two feet. Fifth use within five rounds and each consecutive use after that will cause the fighter to suffer 1 point of hitpoint damage per each foot traversed.
Comments:Another ability to increase tactical versatility. I'm not sure how powerful this is. Do you think it comes in too late?
Changed a few time to make it feel more like "really fast movement" and less like "teleport". Thanks to EpicEvokerElf for the name.
God of War (Ex):
By 20th level, a fighter's deeds are well known and his sheer presence causes terror among his foes. Lesser opponents flee at sight and spellcasters find it hard to muster concentration to use their abilities.
The fighter gains Frightful Presence with a 100' range against all hostile creatures. This ability is triggered every time the fighter attacks someone. All creatures with fewer Hit Dice than the fighter has are forced to make a Will saving throw against (10 + ½ fighter's HD + fighter's Str or Cha modifier (whichever's higher)) or become frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened) for 5d6 rounds. Those who succeed the saving throw become immune to this ability for the next 24 hours. In addition, all hostile actions requiring concentration (such as spellcasting or manifesting) taken within 100' range fail unless the actor wins an opposed concentration skill check against the fighter's intimidate check. Spells, Powers as well as Supernatural, Psi-like and Spell-like abilities do not protect from these effects.
Comments:By 20th level, a character has probably saved the world a dozen times or so. They can go against beings of legends and expect to survive, even win. Everyone and their mothers should know these guys, and pee their pants if such a figure threatens them with violence.
The last line is there just so wizards & Co can't laugh the capstone off. Curl up in a corner and cry, Mind Blank.
New Fighter Feats:
Comments:Few new feats to support the new class features, and some I just felt like throwing in.
Armor Optimization [General] [Fighter]
Prerequisites: BAB +1, Heavy Armor proficiency
Effect: All armor check penalties are halved. Maximum Dex modifier is increased by (BAB / 4).
Normal: Use listed penalties for armor.
Esteemed Tactician [Fighter]
Prerequisites: BAB +3, Int 13, Tactical Interference class feature
Effect: This feat grants +2 bonus to Knowledges Martial Lore, History, Local and Architechture. It also allows the fighter to use Tactical Interference twice per round.
Platoon Leader [Fighter]
Prerequisites: Fighter 5, Cha 13
Effect: This feat allows fighter's Squad Leader ability to be used multiple times per round, up to the fighter's Cha modifier. It can only be used once for each team member. Amount of applicable team members is raised to 30.
No You Won't [Fighter]
Prerequisites: Fighter 10, Int 13, Tactical Interference class feature
Effect: Once per round, a fighter can use his Tactical Interference to foil any one move action.
Underhanded Blow [General] [Fighter]
Prerequisites: Improved Unarmed Strike
Effect: You gain one extra unarmed attack at your full BAB whenever you attack in melee. You can decide when in your attack sequence this extra attack takes place.
Combat Medic [General] [Fighter]
Prerequisites: 4 ranks in Heal, BAB +1
Effect: You can give first aid as a swift action. If you still decide to do it as a standard action, you get +4 bonus to your Heal check.
Also, you can make a special Heal check to give temporary hitpoints to a wounded character (including yourself). At most you, you can give temporary hitpoints up to your (BAB + 5) or amount of hitpoints the character has lost, whichever is less. The DC for the check is (10 + amount of hitpoints given) and the action takes 10 minutes. These hitpoints last for 8 hours. You can't give more temp. hitpoints via Combat Medic to a character who still has temporary hitpoints left from a previous use.
Normal: Giving first aid is a standard action. Heal does not give temporary hitpoints.
Anatomical Knowledge [General] [Fighter]
Prerequisites: 8 ranks in Heal, Combat Medic
Effect: When fighting a creature of your own type or a type you've previously used Heal on, you can as a swift action make a Heal Check against the target's HD. For every 4 points your check exceeds their HD, your attacks will do 1 point of extra damage for the rest of the fight.
Greater Stunning Fist [Fighter]
Prerequisites: Stunning Fist, BAB +12
Effect: Every time you threaten a critical with an unarmed strike, that attack counts as a Stunning Fist attempt. This does not expend your Stunning Fist uses for the day.
When doing this fix, I tried to shy away from the "bigger numbers" syndrome many fighter fixes have, and focus on giving my version tactical and out-of-combat versatility. It's your job to tell me how well I did.
Alignment: Any.
Hit die: d10
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str), Diplomacy (Cha), Heal (Wis), Knowledge (Nobility and Royalty, History, Martial Lore, Architechture, Local) (Int), Concentration (Con), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Bluff (Cha), Tumble (Dex), Gather Information (Cha)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Comments:One easy way to give a class more versatility is to give them more skillpoints and class skills, so I did just that. Additions found their way here either because I thought "Elite warrior should have this" or "a military leader shoud have that". Some were added because I felt they should've been there from the start.
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +2 | Elite training, Squad Leader |
2nd | +2 | +3 | +0 | +3 | Bonus Feat, Show of Strength |
3rd | +3 | +3 | +1 | +3 | Tactical Interference|
4th | +4 | +4 | +1 | +4 | Bonus Feat|
5th | +5 | +4 | +1 | +4 | Leader of Men |
6th | +6/+1 | +5 | +2 | +5 | Bonus Feat |
7th | +7/+2 | +5 | +2 | +5 | Stand Against the Tide |
8th | +8/+3 | +6 | +2 | +6 | Bonus Feat|
9th | +9/+4 | +6 | +3 | +6 | Combat Mastery |
10th | +10/+5 | +7 | +3 | +7 | Bonus Feat |
11th | +11/+6/+1 | +7 | +3 | +7 | Cunning Bastard |
12th | +12/+7/+2 | +8 | +4 | +8 | Bonus Feat |
13th | +13/+8/+3 | +8 | +4 | +8 | Combat Highmastery|
14th | +14/+9/+4 | +9 | +4 | +9 | Bonus Feat |
15th | +15/+10/+5 | +9 | +5 | +9 | Heroic Dash |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Bonus Feat |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Combat Grandmastery|
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Bonus Feat |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Greater Tactical Interference |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Bonus Feat, God of War |
[/table]
Comments:I doubt I'm the only one who's always felt skilled warriors should have a strong will.
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Elite Training:
A fighter has been picked to be one of the best, and his training reflects that. At 1st level, he gains the Weapon Focus (http://www.d20srd.org/srd/feats.htm#weaponFocus) feat for free. He may opt to swap it for Improved Unarmed Strike (http://www.d20srd.org/srd/feats.htm#improvedUnarmedStrike) or Exotic Weapon Proficiency (http://www.d20srd.org/srd/feats.htm#exoticWeaponProficiency) instead.
Squad Leader (Ex):
A fighter has been trained to lead a squad of warriors in battle, and thus his understanding of group tactics is peerless. In combat, whenever working as the designated leader of a team of eight or less people, he can grant any member of the team a + (BAB / 2) circumstance bonus to any check as an immediate action once per round.
Comments:Aid Another on steroids. This is supposed to be an abstract representation of fighter giving order or advice to his friends.
Bonus Feats:
The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Show of Strenght (Ex):
A skilled fighter is a fearsome sight in battle. Whenever he threatens a critical against a foe, he may use Intimidate as a free action. He may also substitute his Strenght modifier for Charisma when using said skill.
Comments:Because fighters should be fearsome. Basically stealing a leaf from samurai's book here.
Tactical Interference (Ex):
A fighter knows how to exploit the weaknesses of his enemies, and can fast-talk them, throw a peble or flip the finger at them at the very worst moment. By spending one of his attacks of oppurtunity for the round, as an immediate action the fighter can make a Bluff check opposed by target's Sense Motive against any character within his line of sight. If the roll succeeds, he can foil any free, swift or immediate action taken by that character. At 19th level, this ability extends to standard actions as well.
Comments:Shamelessly copying Inspired by Tome Fighter. This should open all sorts of tactical avenues for the Fighter, especially against spellcasters.
EDIT: the mechanic of this ability has gone from nothing to Ranged Touch Attack to Skill Check. Thanks to Kuma Kode and Godskook for ideas.
Leader of Men (Ex):
As a fighter's skills improve, he's expected to take more and more responsibilty from an ever larger amount of soldiers. At 5th level, a fighter gains the Leadership (http://www.d20srd.org/srd/feats.htm#leadership) feat for free, even though he doesn't meet the prerequisites.
For games that don't allow Leadership, use Platoon Leader (See below) instead.
Comments:Fighters get Leadership one level early, yay! This is here because 5th level is regarded as the "peak of the ordinary"; any soldier so good should be a military leader, so why not give the ability to do so for free? Added an ACF for DMs who hate Leadership.
Stand Against the Tide (Ex):
A fighter's men look up to him for inspiration, and a true warrior doesn't let them down. All allies that have line of sight to you are immune to any fear effect by which you are unaffected.
Comments:Thanks to Godskook for better wording.
Combat Mastery (Ex):
A fighter's expertise in the art of war overshadows lesser wanderers on the martial path. At 9th level, all static *) bonuses granted by [Fighter] **) feats to AC, DR, attack rolls, damage, iniative, skill checks and saving throws are multiplied by 1.5, rounding up; at 13th and 17th level respectively, this changes to x2 and x3. At his discredition the DM may allow this feat to apply to other numerical bonuses as well.
*) This means feats like Weapon Focus, Dodge or Improved Grapple are applicable, but Combat Expertise and Power Attack are not.
**) [Fighter] denotes all feats that can be taken as fighter bonus feats.
Example: Normally, the Improved Initiative feat grants +4 to initiative checks. For 9th level fighter, the bonus is multiplied by 1,5 , to +6. At 13th level, it's doubled to +8, and at 17th tripled to +12.
Comments:This is my take on the "bigger numbers" stuff - basically making feats scale. I don't foresee this breaking all that much, but you never know what surprises life brings with it.
Cunning Bastard (Ex):
A skilled fighter is masterful in befuddling his enemies, hiding crucial information from them as well as resisting being fooled himself. All Sense Motive, Bluff, Gather Information or Knowledge checks made against a fighter of 11th level or higher suffer a -6 circumstance penalty. In addition, the fighter himself gains a +3 competence bonus to such checks, and may substitute his Intelligence for Charisma when using Bluff, Gather Information and Diplomacy if doing so would be beneficial for him.
Heroic Dash(Ex):
A high-level fighter can move with such speed and skill as to leave his enemies gawking in amazement as he seems to disappear from sight. At the start of his turn, the fighter may as a free action move up to his speed. This movement provokes no attacks of oppurtunity, but is still affected by difficult terrain and doesn't allow a fighter to pass through opponents. Any enemies who were threatening the fighter before the use of this ability count as Dazzled (http://www.d20srd.org/srd/conditionSummary.htm#dazzled) for the rest of the round.
Using this ability is very demanding. If it's used thrice within 5 rounds, the fighter using it becomes Fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued). Four or more times within 5 rounds, and the fighter becomes Exhausted (http://www.d20srd.org/srd/conditionSummary.htm#exhausted).
Fighters immune to fatigue: Not feeling exhaustion may seem like a boon to a fighter, but if he's not careful his own body will suffer from the excessive use of this ability. Third time he uses this ability within 5 rounds, he will take 1 point of hitpoint damage for each five feet traversed. Fourth time, he will take 1 point of hitpoint damage for each two feet. Fifth use within five rounds and each consecutive use after that will cause the fighter to suffer 1 point of hitpoint damage per each foot traversed.
Comments:Another ability to increase tactical versatility. I'm not sure how powerful this is. Do you think it comes in too late?
Changed a few time to make it feel more like "really fast movement" and less like "teleport". Thanks to EpicEvokerElf for the name.
God of War (Ex):
By 20th level, a fighter's deeds are well known and his sheer presence causes terror among his foes. Lesser opponents flee at sight and spellcasters find it hard to muster concentration to use their abilities.
The fighter gains Frightful Presence with a 100' range against all hostile creatures. This ability is triggered every time the fighter attacks someone. All creatures with fewer Hit Dice than the fighter has are forced to make a Will saving throw against (10 + ½ fighter's HD + fighter's Str or Cha modifier (whichever's higher)) or become frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened) for 5d6 rounds. Those who succeed the saving throw become immune to this ability for the next 24 hours. In addition, all hostile actions requiring concentration (such as spellcasting or manifesting) taken within 100' range fail unless the actor wins an opposed concentration skill check against the fighter's intimidate check. Spells, Powers as well as Supernatural, Psi-like and Spell-like abilities do not protect from these effects.
Comments:By 20th level, a character has probably saved the world a dozen times or so. They can go against beings of legends and expect to survive, even win. Everyone and their mothers should know these guys, and pee their pants if such a figure threatens them with violence.
The last line is there just so wizards & Co can't laugh the capstone off. Curl up in a corner and cry, Mind Blank.
New Fighter Feats:
Comments:Few new feats to support the new class features, and some I just felt like throwing in.
Armor Optimization [General] [Fighter]
Prerequisites: BAB +1, Heavy Armor proficiency
Effect: All armor check penalties are halved. Maximum Dex modifier is increased by (BAB / 4).
Normal: Use listed penalties for armor.
Esteemed Tactician [Fighter]
Prerequisites: BAB +3, Int 13, Tactical Interference class feature
Effect: This feat grants +2 bonus to Knowledges Martial Lore, History, Local and Architechture. It also allows the fighter to use Tactical Interference twice per round.
Platoon Leader [Fighter]
Prerequisites: Fighter 5, Cha 13
Effect: This feat allows fighter's Squad Leader ability to be used multiple times per round, up to the fighter's Cha modifier. It can only be used once for each team member. Amount of applicable team members is raised to 30.
No You Won't [Fighter]
Prerequisites: Fighter 10, Int 13, Tactical Interference class feature
Effect: Once per round, a fighter can use his Tactical Interference to foil any one move action.
Underhanded Blow [General] [Fighter]
Prerequisites: Improved Unarmed Strike
Effect: You gain one extra unarmed attack at your full BAB whenever you attack in melee. You can decide when in your attack sequence this extra attack takes place.
Combat Medic [General] [Fighter]
Prerequisites: 4 ranks in Heal, BAB +1
Effect: You can give first aid as a swift action. If you still decide to do it as a standard action, you get +4 bonus to your Heal check.
Also, you can make a special Heal check to give temporary hitpoints to a wounded character (including yourself). At most you, you can give temporary hitpoints up to your (BAB + 5) or amount of hitpoints the character has lost, whichever is less. The DC for the check is (10 + amount of hitpoints given) and the action takes 10 minutes. These hitpoints last for 8 hours. You can't give more temp. hitpoints via Combat Medic to a character who still has temporary hitpoints left from a previous use.
Normal: Giving first aid is a standard action. Heal does not give temporary hitpoints.
Anatomical Knowledge [General] [Fighter]
Prerequisites: 8 ranks in Heal, Combat Medic
Effect: When fighting a creature of your own type or a type you've previously used Heal on, you can as a swift action make a Heal Check against the target's HD. For every 4 points your check exceeds their HD, your attacks will do 1 point of extra damage for the rest of the fight.
Greater Stunning Fist [Fighter]
Prerequisites: Stunning Fist, BAB +12
Effect: Every time you threaten a critical with an unarmed strike, that attack counts as a Stunning Fist attempt. This does not expend your Stunning Fist uses for the day.