Grod_The_Giant
2013-01-11, 09:14 PM
I've done two big fighter fixes before-- this one (http://www.giantitp.com/forums/showpost.php?p=12460617&postcount=2) and this one (http://www.giantitp.com/forums/showpost.php?p=13847478&postcount=1). The first had a lot of good mundane-fighter things, but suffered terminal number creep, and the second... was good, and did a lot of things I liked, but wound up getting a bit over-complicated, to the point that I might as well have just stuck with ToB. Both had parts I liked, and both had parts I didn't. So why not combine 'em?
The Fighter
Alignment: Any.
Hit Die: d10.
Class Skills: The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge (History), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level |Base Attack |Fort |Ref |Will |Special|Bonus Feats|Talent Pool
1st|+1|+2|+0|+0|Aspect, Talent Pool, First in the Fight||1d4
2nd|+2|+3|+0|+0|Veteran of a Thousand Wars|1|1d4
3rd|+3|+3|+1|+1|Armor Mastery, Aspect Ability||2d4
4th|+4|+4|+1|+1|The Bigger They Are…, Grit|2|2d4
5th|+5|+4|+1|+1|Battle Style||3d6
6th|+6/+1|+5|+2|+2|Aspect Ability|3|3d6
7th|+7/+2|+5|+2|+2|Parry||4d6
8th|+8/+3|+6|+2|+2|Adaptive Style, Masterstroke|4|4d6
9th|+9/+4|+6|+3|+3|Aspect Ability||5d6
10th|+10/+5|+7|+3|+3|Extended Style|5|5d8
11th|+11/+6/+1|+7|+3|+3|Storm of Steel||6d8
12th|+12/+7/+2|+8|+4|+4|…The Harder They Fall, Aspect Ability|6|6d8
13th|+13/+8/+3|+8|+4|+4|Flow of Battle||7d8
14th|+14/+9/+4|+9|+4|+4|Counterattack|7|7d8
15th|+15/+10/+5|+9|+5|+5|Battle Master, Aspect Ability||8d10
16th|+16/+11/+6/+1|+10|+5|+5|Freeform Style (=uncapped Rapid Inspiration)|8|8d10
17th|+17/+12/+7/+2|+10|+5|+5|Battle Meditation, True Grit||9d10
18th|+18/+13/+8/+3|+11|+6|+6|Aspect Ability|9|9d10
19th|+19/+14/+9/+4|+11|+6|+6|Moment of Endless War||10d10
20th|+20/+15/+10/+5|+12|+6|+6|Perfect Warrior|10|10d12[/table]
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).
Aspect (Ex): At first level, a fighter selects one of two Aspects: Tactician or Leader, gaining the following benefits:
{table=head]|Adept|Leader |Tactician
Key Ability|Wisdom|Charisma|Intelligence
New Skills|Autohypnosis, Sense Motive, Survival|Bluff, Diplomacy, Gather Information, Perform (Weapon Drill), Sense Motive|Appraise, Knowledge (all), Martial Lore, Speak Language
Bonus Feat|Eyes in the Back of Your Head (Complete Warrior)|Battlefield Inspiration (Miniatures Handbook)|Able Learner (Races of Destiny)[/table]
Talent Pool (Ex): At the beginning of every encounter (or scene, for more roleplay-heavy games), a fighter is granted access to a pool of bonus dice, known as his Talent Pool. At first level, this pool consists of only one d4, but it increases by one dice every odd-numbered level. In addition, at levels 5, 10, 15, and 20, the size of the dice increases by one step-- d6s at 5th level, d8s and 10th, and so on.
At any point in the game, a fighter may expend die from his talent pool to gain a bonus to certain checks. He rolls each expended die and adds the result to his check. He may not expend more dice on a single check than his Aspect's key ability modifier. He must expend dice before rolling the original check.
When not in combat, expended dice are regenerated at the rate of one die every (10-key ability modifier) minutes, to a maximum of one per minute. In addition, at the beginning of each combat encounter— when initiative is rolled— the fighter recovers all expended dice.
Talent Dice may be expended to benefit any attack roll, damage roll, saving throw, physical ability check (Strength, Dexterity, and Constitution), or physical skill check (one based on the aforementioned abilities). In addition:
Adepts may expend dice to gain a bonus on Wisdom checks and Wisdom-based skills.
Leaders may expend dice to gain a bonus on Charisma checks and Charisma-based skills.
Tacticians may expend dice to gain a bonus on Intelligence checks and Intelligence-based skills.
First in the Fight (Ex): A fighter adds his key ability and one half his fighter level to initiative rolls.
Veteran of a Thousand Wars (Ex): Starting at second level, a fighter may make a special knowledge check with a bonus equal to his fighter level + his key ability modifier to see whether he knows some relevant information related to wars and combat— generals, historical battles, military technology, and so on. This ability functions in the same manner as Bardic Knowledge.
Bonus Feats: At second level, and every subsequent even-numbered level, a fighter gains a single bonus feat, drawn from the list of fighter bonus feats. Once per day, a fighter may take one of the three options:
A fighter may take one hour to train with an ally. At the end of the duration, he gains the benefit of a number of his ally's feats equal to the fighter's Wisdom modifier or 1/3 his fighter level (rounded down), whichever is higher (minimum 1). These benefits last for a number of hours equal to the fighter's level. The fighter must qualify for the feats they are being trained in, as normal, and trained feats may not be used as prerequisites for anything except more feats they are being trained in during the same session.
A fighter may take one hour to retrain a number of bonus feats equal to his Intelligence modifier or 1/3 his fighter level (rounded down), whichever is higher (minimum 1). He must still meet the prerequisites for all his feats and prestige classes, as normal.
A fighter may take one hour to train a number of allies equal to one-half his fighter level. These allies must spend the full hour training, at the end of which they receive the benefits of a number of feats equal to the fighter's Charisma modifier or 1/3 his fighter level (rounded down), whichever is higher (minimum 1). These benefits last for a number of hours equal to the fighter's level. Allies must qualify for the feats they are being trained in, as normal, and trained feats may not be used as prerequisites for anything except more feats they are being trained in during the same session. All feats being granted by this ability must be drawn from the list of fighter bonus feats, and the fighter must have currently selected them. A character cannot be trained by more than one fighter at a time.
Armor Mastery (Ex): At 3th level, a fighter may reduce the armor check penalty from any armor he wears by an amount equal to his Strength modifier. He may also ignore the speed penalty from medium and heavy armor.
Aspect Ability: At 3rd level, and every subsequent third level, fighters may select one ability from their aspect’s list. Unless otherwise mentioned, using these abilities is a standard action. You may only use one Aspect Ability per turn.
Adept
Adaptive Defense: After an opponent makes a melee or ranged attack against you, you may spend a Talent Die as a free action to gain an insight bonus to AC equal to your Wisdom modifier against the next 1d4 attacks made against you by that foe.
Adaptive Offense: When making a full attack, you may spend one Talent Die to allow an iterative attack to strike at your full Base Attack Bonus. This may be done as many times per round as the Fighter has Iterative Attacks.
Exploitation: As a swift action, expend a Talent Pool die and make a Sense Motive check, with a DC equal to the opponent's armor bonuses plus his Base Attack Bonus (AC-10+BAB). If successful, treat your next attack against that foe as a touch attack.
My Turn: If you successfully defend against an opponent's Trip, Disarm, Bull Rush, or Grapple check, you may expend one Talent Die to attempt the same maneuver against the opponent.
On the Edge: You may spend Talent Pool dice to grant yourself and all allies within 50 feet who can see and hear you a bonus to initiative.
Reading: An Adept may spend a swift action and a Talent Pool die to read a foe within 50 feet (Sense Motive Check vs 10+Enemy's Attack Bonus+Wisdom Bonus). If successful, the next attack or spell cast by that foe provokes an attack of opportunity from the Adept.
Superior Position: After an enemy attack misses you, you may spend a Talent Dice as an immediate action to take a 5-foot step.
more soon!
Leader
Defend: Pick one adjacent ally and expend one Talent Pool die. For one round, all attacks against that ally have a miss chance equal to five times your fighter level.
Followers: You gain your own squad of soldiers. You gain one soldier per point of your Charisma modifier. Each soldier is a Warrior of one third your fighter level (rounded down), using the elite array for stats, and begins with masterwork equipment. Your soldiers have an initial attitude of Helpful towards you; this can be lowered by your behavior. If their attitude ever drops to Indifferent or below, they leave. If your soldiers die or leave, you may recruit new soldiers at any reasonably large city, as defined by the DM, at a rate of 2d6 hours per soldier. You may recruit commoners as soldiers as well, allowing you to replenish your squad from smaller towns, but doing so requires another 2d6 days of training, and you must provide equipment. If soldiers have recently left you because of ill treatment, recruiting replacements takes 1d6 days per soldier.
Inspire: When an ally within 30 feet rolls a saving throw against an ongoing effect, or against fear, you may expend any number of Talent Pool dice up to your Charisma modifier. Roll these dice, and grant your ally a morale bonus to his saving throw equal to the result. You must expend the die before your ally sees the result of his roll.
Lead From the Front: You may expend two Talent Pool dice to grant an ally within 30 feet a single move action, to be taken immediately.
Overcome: Expend two Talent Pool dice to grant an ally within 30 feet a new saving throw against an ongoing effect.
Press the Attack: As a few action after reducing a foe to zero or fewer hit points, you may expend any number of Talent Pool dice. For every three dice expended in this fashion, an ally within 30 feet may immediately make a ranged or melee attack.
Squad Combat: Adjacent allies gain a bonus to attack and AC equal to one-third your fighter level.
Take the Hit: When an adjacent ally is targeted by a melee or ranged attack, you may expend one Talent Pool die to become the new target of the attack. If an ally within 30 feet is being attacked, you may spend an additional Talent Pool die as an immediate action to move next to him. This movement provokes attacks of opportunity.
Teamwork: You may expend Talent Pool dice to grant a bonus to the attack and damage rolls of allies flanking a foe with you.
Vengeance is Ours: If an ally within 30 feet is reduced to zero or fewer hit points, all other allies within 30 feet, including you, gain damage reduction and a morale bonus to attack rolls and Will saves equal to your Charisma modifier for a number of rounds equal to your Charisma modifier.
Tactician
Called Shot: When making a melee or ranged attack, you may expend any number of Talent Pool dice without gaining the normal bonus for doing so. If your target is hit, he must make a Fortitude save (DC 10 + number of expended die + Intelligence modifier) or take one point of damage to a physical ability per expended die.
Cunning Step: You gain a 10 foot bonus to movement speed and may ignore difficult terrain. In addition, you may expend two Talent Pool dice to ignore magic that usually impedes movement, such as solid fog, slow, and web, for one round.
Denial: When an enemy within your reach attempts to use a spell or spell-like ability, you may, as an immediate action, expend two Talent Pool dice and make a single melee attack against the caster. If you successfully hit and deal damage, the spell is countered and the enemy's action is wasted.
Halt: If you make a successful attack of opportunity, you may expend one Talent Pool die to end your opponent's move action on the spot, even if he could normally move farther.
Mobile Combatant: As an immediate action, expend three Talent Pool dice to move up to your speed.
Reaction Tactics: When making attacks of opportunity, or using your Counterattack class ability, you may make a combat maneuver (trip, disarm, bull rush, and so on) in place of a standard melee attack.
Roving Warrior: When a opponent within a fighter's reach takes a five-foot step, he may, as an immediate action, move five feet to remain within reach of the foe. This movement provokes attacks of opportunity.
Stand and Fight: As an immediate action, expend three Talent Pool dice to prevent a foe from leaving your threatened area with his current move action.
Watchful Blade: Pick one foe within 50 feet and expend three Talent Pool dice. For one round, all of that foe’s actions provoke attacks of opportunity from you.
Wounding Strike: After striking a foe with a ranged or melee attack, you may expend any number of Talent Pool dice. For one die, the attack bypasses regeneration and deals lethal damage. For two dice, the damage caused by the attack does not heal naturally or magically must until the target is the benefit of a Heal check with a DC equal to the fighter’s level plus his Intelligence modifier, or the spell has no effect.
The Bigger They Are... (Ex): A true warrior knows that size is not the same thing as strength. Beginning at 4th level, when attempting a combat maneuver against a larger foe, a fighter gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference.
At 8th level, this bonus improves to +8 against foes who are two size categories or more larger than him, effectively cancelling out two size categories worth of difference. Against foes one size larger than him, this bonus is still only +4. For example, a human fighter would have a +4 bonus to grapple checks against and ogre (large size), but a +8 bonus against a cloud giant (huge size).
Grit (Ex): Beginning at 4th level, a fighter can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.
Battle Style (Ex): At 5th level, a fighter gains a special ability, based on his chosen aspect.
Leader: Once per round, using the Aid Another combat action, or after you or an ally make an attack against a foe you are flanking together, you may recover one expended Talent Pool die.
Tactician: Once per round, after successfully making an attack of opportunity, or using the Disarm, Feint, or Trip abilities, you may recover one expended Talent Pool die.
Parry (Ex): Beginning at 7th level, when a foe makes an attack roll against a fighter, he may, as a free action, expend a Talent Pool die and make an attack roll of his own, at his highest base attack bonus. If his attack roll exceeds his foe's, the foe's attack misses. If the fighter's is lower, he is considered flat-footed against the attack.
Fighters may add their shield bonus to this attack roll, and take a -4 penalty to this attack roll for each size category that their foe is larger than them— however, both “The Bigger They Are…” and “…The Harder the Fall” may be used to reduce this penalty.
Adaptive Style (Ex): Beginning at 9th level, a fighter can adapt to changing combat conditions on the fly. The manner in which he does so depends on his aspect:
Leader: As a move action, the fighter may expend one die from his Talent Pool to grant an ally within 50ft who can see and hear the fighter the benefits of a single fighter bonus feat he possess for 1 round per fighter level. The target must meet all prerequisites of the feat. The fighter may only have one iteration of this ability active at a time, and the subject may only benefit from one iteration of this ability at a time. Fighters may be assumed to know what feats their regular allies can meet the prerequisites of.
Tactician: As a move action, the fighter may expend one die from his Talent Pool in order to gain the benefits of a single fighter bonus feat for 1 round per fighter level. He must meet all prerequisites of the feat, as normal. He may only have one iteration of this ability active at a time.
A fighter may not recover the dice expended on these abilities until the duration expires.
Masterstroke (Ex): Beginning at 8th level, a fighter’s attacks are not affected by hardness or damage reduction.
Extended Style (Ex): Beginning at 10th level, a fighter may use his Battle Style ability two times per round, as long as he continues to fulfill the conditions.
Storm of Steel (Ex): By 11th level, a fighter’s mastery of combat leaves others in the dust. He may make a full attack as a standard action.
...The Harder They Fall (Ex): By 12th level, a fighter is a master at redirecting a foe's force. When attempting a combat maneuver against a larger foe, he gains a bonus to opposed Strength checks, grapple checks, and so on equal to his opponent's size bonus.
This ability effectively replaces “The Bigger They Are...”
Counterattack (Ex): By 14th level, a fighter’s skill is such that he punishes foes for the slightest mistake.
While wielding a melee weapon (including unarmed strikes), if a foe within his reach makes a melee attack against the fighter and misses, he may immediately make a single melee attack against them at his full base attack bonus.
While wielding a ranged weapon, if a foe within one range increment of his weapon makes a ranged attack against the fighter and misses, he may immediately make a single ranged attack against them at his full base attack bonus.
Battle Master (Ex): Beginning at 15th level, a fighter may use his Battle Style ability any number of times per round, up to a maximum one-half his key ability modifier, as long as he continues to fulfill the conditions.
Freeform Style (Ex): Beginning at 16th level, a fighter may have any number of iterations of his Adaptive Style ability active at one time. In addition, he may expend multiple Talent Pool dice to activate multiple Adaptive Style abilities simultaneously.
Battle Meditation (Ex): At 17th level, a fighter may take a standard action to regain a number of Talent Pool die equal to his key ability modifier.
True Grit (Ex): Beginning at 17th level, a fighter’s ability to withstand harm increases even more. This ability works like Grit, except that while he still negates all effects with a successful Fortitude save, he now only suffers the partial effect on a failed save.
Moment of Endless Battle (Ex): Beginning at 19th level, a fighter may take one additional standard action per turn. He may exchange both standard actions to take a full-round action.
Perfect Warrior (Ex): At 20th level, a fighter may take ten on attack rolls. In addition, he may expend a single Talent Pool die after finding out the result of a roll.
The Fighter
Alignment: Any.
Hit Die: d10.
Class Skills: The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge (History), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level |Base Attack |Fort |Ref |Will |Special|Bonus Feats|Talent Pool
1st|+1|+2|+0|+0|Aspect, Talent Pool, First in the Fight||1d4
2nd|+2|+3|+0|+0|Veteran of a Thousand Wars|1|1d4
3rd|+3|+3|+1|+1|Armor Mastery, Aspect Ability||2d4
4th|+4|+4|+1|+1|The Bigger They Are…, Grit|2|2d4
5th|+5|+4|+1|+1|Battle Style||3d6
6th|+6/+1|+5|+2|+2|Aspect Ability|3|3d6
7th|+7/+2|+5|+2|+2|Parry||4d6
8th|+8/+3|+6|+2|+2|Adaptive Style, Masterstroke|4|4d6
9th|+9/+4|+6|+3|+3|Aspect Ability||5d6
10th|+10/+5|+7|+3|+3|Extended Style|5|5d8
11th|+11/+6/+1|+7|+3|+3|Storm of Steel||6d8
12th|+12/+7/+2|+8|+4|+4|…The Harder They Fall, Aspect Ability|6|6d8
13th|+13/+8/+3|+8|+4|+4|Flow of Battle||7d8
14th|+14/+9/+4|+9|+4|+4|Counterattack|7|7d8
15th|+15/+10/+5|+9|+5|+5|Battle Master, Aspect Ability||8d10
16th|+16/+11/+6/+1|+10|+5|+5|Freeform Style (=uncapped Rapid Inspiration)|8|8d10
17th|+17/+12/+7/+2|+10|+5|+5|Battle Meditation, True Grit||9d10
18th|+18/+13/+8/+3|+11|+6|+6|Aspect Ability|9|9d10
19th|+19/+14/+9/+4|+11|+6|+6|Moment of Endless War||10d10
20th|+20/+15/+10/+5|+12|+6|+6|Perfect Warrior|10|10d12[/table]
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).
Aspect (Ex): At first level, a fighter selects one of two Aspects: Tactician or Leader, gaining the following benefits:
{table=head]|Adept|Leader |Tactician
Key Ability|Wisdom|Charisma|Intelligence
New Skills|Autohypnosis, Sense Motive, Survival|Bluff, Diplomacy, Gather Information, Perform (Weapon Drill), Sense Motive|Appraise, Knowledge (all), Martial Lore, Speak Language
Bonus Feat|Eyes in the Back of Your Head (Complete Warrior)|Battlefield Inspiration (Miniatures Handbook)|Able Learner (Races of Destiny)[/table]
Talent Pool (Ex): At the beginning of every encounter (or scene, for more roleplay-heavy games), a fighter is granted access to a pool of bonus dice, known as his Talent Pool. At first level, this pool consists of only one d4, but it increases by one dice every odd-numbered level. In addition, at levels 5, 10, 15, and 20, the size of the dice increases by one step-- d6s at 5th level, d8s and 10th, and so on.
At any point in the game, a fighter may expend die from his talent pool to gain a bonus to certain checks. He rolls each expended die and adds the result to his check. He may not expend more dice on a single check than his Aspect's key ability modifier. He must expend dice before rolling the original check.
When not in combat, expended dice are regenerated at the rate of one die every (10-key ability modifier) minutes, to a maximum of one per minute. In addition, at the beginning of each combat encounter— when initiative is rolled— the fighter recovers all expended dice.
Talent Dice may be expended to benefit any attack roll, damage roll, saving throw, physical ability check (Strength, Dexterity, and Constitution), or physical skill check (one based on the aforementioned abilities). In addition:
Adepts may expend dice to gain a bonus on Wisdom checks and Wisdom-based skills.
Leaders may expend dice to gain a bonus on Charisma checks and Charisma-based skills.
Tacticians may expend dice to gain a bonus on Intelligence checks and Intelligence-based skills.
First in the Fight (Ex): A fighter adds his key ability and one half his fighter level to initiative rolls.
Veteran of a Thousand Wars (Ex): Starting at second level, a fighter may make a special knowledge check with a bonus equal to his fighter level + his key ability modifier to see whether he knows some relevant information related to wars and combat— generals, historical battles, military technology, and so on. This ability functions in the same manner as Bardic Knowledge.
Bonus Feats: At second level, and every subsequent even-numbered level, a fighter gains a single bonus feat, drawn from the list of fighter bonus feats. Once per day, a fighter may take one of the three options:
A fighter may take one hour to train with an ally. At the end of the duration, he gains the benefit of a number of his ally's feats equal to the fighter's Wisdom modifier or 1/3 his fighter level (rounded down), whichever is higher (minimum 1). These benefits last for a number of hours equal to the fighter's level. The fighter must qualify for the feats they are being trained in, as normal, and trained feats may not be used as prerequisites for anything except more feats they are being trained in during the same session.
A fighter may take one hour to retrain a number of bonus feats equal to his Intelligence modifier or 1/3 his fighter level (rounded down), whichever is higher (minimum 1). He must still meet the prerequisites for all his feats and prestige classes, as normal.
A fighter may take one hour to train a number of allies equal to one-half his fighter level. These allies must spend the full hour training, at the end of which they receive the benefits of a number of feats equal to the fighter's Charisma modifier or 1/3 his fighter level (rounded down), whichever is higher (minimum 1). These benefits last for a number of hours equal to the fighter's level. Allies must qualify for the feats they are being trained in, as normal, and trained feats may not be used as prerequisites for anything except more feats they are being trained in during the same session. All feats being granted by this ability must be drawn from the list of fighter bonus feats, and the fighter must have currently selected them. A character cannot be trained by more than one fighter at a time.
Armor Mastery (Ex): At 3th level, a fighter may reduce the armor check penalty from any armor he wears by an amount equal to his Strength modifier. He may also ignore the speed penalty from medium and heavy armor.
Aspect Ability: At 3rd level, and every subsequent third level, fighters may select one ability from their aspect’s list. Unless otherwise mentioned, using these abilities is a standard action. You may only use one Aspect Ability per turn.
Adept
Adaptive Defense: After an opponent makes a melee or ranged attack against you, you may spend a Talent Die as a free action to gain an insight bonus to AC equal to your Wisdom modifier against the next 1d4 attacks made against you by that foe.
Adaptive Offense: When making a full attack, you may spend one Talent Die to allow an iterative attack to strike at your full Base Attack Bonus. This may be done as many times per round as the Fighter has Iterative Attacks.
Exploitation: As a swift action, expend a Talent Pool die and make a Sense Motive check, with a DC equal to the opponent's armor bonuses plus his Base Attack Bonus (AC-10+BAB). If successful, treat your next attack against that foe as a touch attack.
My Turn: If you successfully defend against an opponent's Trip, Disarm, Bull Rush, or Grapple check, you may expend one Talent Die to attempt the same maneuver against the opponent.
On the Edge: You may spend Talent Pool dice to grant yourself and all allies within 50 feet who can see and hear you a bonus to initiative.
Reading: An Adept may spend a swift action and a Talent Pool die to read a foe within 50 feet (Sense Motive Check vs 10+Enemy's Attack Bonus+Wisdom Bonus). If successful, the next attack or spell cast by that foe provokes an attack of opportunity from the Adept.
Superior Position: After an enemy attack misses you, you may spend a Talent Dice as an immediate action to take a 5-foot step.
more soon!
Leader
Defend: Pick one adjacent ally and expend one Talent Pool die. For one round, all attacks against that ally have a miss chance equal to five times your fighter level.
Followers: You gain your own squad of soldiers. You gain one soldier per point of your Charisma modifier. Each soldier is a Warrior of one third your fighter level (rounded down), using the elite array for stats, and begins with masterwork equipment. Your soldiers have an initial attitude of Helpful towards you; this can be lowered by your behavior. If their attitude ever drops to Indifferent or below, they leave. If your soldiers die or leave, you may recruit new soldiers at any reasonably large city, as defined by the DM, at a rate of 2d6 hours per soldier. You may recruit commoners as soldiers as well, allowing you to replenish your squad from smaller towns, but doing so requires another 2d6 days of training, and you must provide equipment. If soldiers have recently left you because of ill treatment, recruiting replacements takes 1d6 days per soldier.
Inspire: When an ally within 30 feet rolls a saving throw against an ongoing effect, or against fear, you may expend any number of Talent Pool dice up to your Charisma modifier. Roll these dice, and grant your ally a morale bonus to his saving throw equal to the result. You must expend the die before your ally sees the result of his roll.
Lead From the Front: You may expend two Talent Pool dice to grant an ally within 30 feet a single move action, to be taken immediately.
Overcome: Expend two Talent Pool dice to grant an ally within 30 feet a new saving throw against an ongoing effect.
Press the Attack: As a few action after reducing a foe to zero or fewer hit points, you may expend any number of Talent Pool dice. For every three dice expended in this fashion, an ally within 30 feet may immediately make a ranged or melee attack.
Squad Combat: Adjacent allies gain a bonus to attack and AC equal to one-third your fighter level.
Take the Hit: When an adjacent ally is targeted by a melee or ranged attack, you may expend one Talent Pool die to become the new target of the attack. If an ally within 30 feet is being attacked, you may spend an additional Talent Pool die as an immediate action to move next to him. This movement provokes attacks of opportunity.
Teamwork: You may expend Talent Pool dice to grant a bonus to the attack and damage rolls of allies flanking a foe with you.
Vengeance is Ours: If an ally within 30 feet is reduced to zero or fewer hit points, all other allies within 30 feet, including you, gain damage reduction and a morale bonus to attack rolls and Will saves equal to your Charisma modifier for a number of rounds equal to your Charisma modifier.
Tactician
Called Shot: When making a melee or ranged attack, you may expend any number of Talent Pool dice without gaining the normal bonus for doing so. If your target is hit, he must make a Fortitude save (DC 10 + number of expended die + Intelligence modifier) or take one point of damage to a physical ability per expended die.
Cunning Step: You gain a 10 foot bonus to movement speed and may ignore difficult terrain. In addition, you may expend two Talent Pool dice to ignore magic that usually impedes movement, such as solid fog, slow, and web, for one round.
Denial: When an enemy within your reach attempts to use a spell or spell-like ability, you may, as an immediate action, expend two Talent Pool dice and make a single melee attack against the caster. If you successfully hit and deal damage, the spell is countered and the enemy's action is wasted.
Halt: If you make a successful attack of opportunity, you may expend one Talent Pool die to end your opponent's move action on the spot, even if he could normally move farther.
Mobile Combatant: As an immediate action, expend three Talent Pool dice to move up to your speed.
Reaction Tactics: When making attacks of opportunity, or using your Counterattack class ability, you may make a combat maneuver (trip, disarm, bull rush, and so on) in place of a standard melee attack.
Roving Warrior: When a opponent within a fighter's reach takes a five-foot step, he may, as an immediate action, move five feet to remain within reach of the foe. This movement provokes attacks of opportunity.
Stand and Fight: As an immediate action, expend three Talent Pool dice to prevent a foe from leaving your threatened area with his current move action.
Watchful Blade: Pick one foe within 50 feet and expend three Talent Pool dice. For one round, all of that foe’s actions provoke attacks of opportunity from you.
Wounding Strike: After striking a foe with a ranged or melee attack, you may expend any number of Talent Pool dice. For one die, the attack bypasses regeneration and deals lethal damage. For two dice, the damage caused by the attack does not heal naturally or magically must until the target is the benefit of a Heal check with a DC equal to the fighter’s level plus his Intelligence modifier, or the spell has no effect.
The Bigger They Are... (Ex): A true warrior knows that size is not the same thing as strength. Beginning at 4th level, when attempting a combat maneuver against a larger foe, a fighter gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference.
At 8th level, this bonus improves to +8 against foes who are two size categories or more larger than him, effectively cancelling out two size categories worth of difference. Against foes one size larger than him, this bonus is still only +4. For example, a human fighter would have a +4 bonus to grapple checks against and ogre (large size), but a +8 bonus against a cloud giant (huge size).
Grit (Ex): Beginning at 4th level, a fighter can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.
Battle Style (Ex): At 5th level, a fighter gains a special ability, based on his chosen aspect.
Leader: Once per round, using the Aid Another combat action, or after you or an ally make an attack against a foe you are flanking together, you may recover one expended Talent Pool die.
Tactician: Once per round, after successfully making an attack of opportunity, or using the Disarm, Feint, or Trip abilities, you may recover one expended Talent Pool die.
Parry (Ex): Beginning at 7th level, when a foe makes an attack roll against a fighter, he may, as a free action, expend a Talent Pool die and make an attack roll of his own, at his highest base attack bonus. If his attack roll exceeds his foe's, the foe's attack misses. If the fighter's is lower, he is considered flat-footed against the attack.
Fighters may add their shield bonus to this attack roll, and take a -4 penalty to this attack roll for each size category that their foe is larger than them— however, both “The Bigger They Are…” and “…The Harder the Fall” may be used to reduce this penalty.
Adaptive Style (Ex): Beginning at 9th level, a fighter can adapt to changing combat conditions on the fly. The manner in which he does so depends on his aspect:
Leader: As a move action, the fighter may expend one die from his Talent Pool to grant an ally within 50ft who can see and hear the fighter the benefits of a single fighter bonus feat he possess for 1 round per fighter level. The target must meet all prerequisites of the feat. The fighter may only have one iteration of this ability active at a time, and the subject may only benefit from one iteration of this ability at a time. Fighters may be assumed to know what feats their regular allies can meet the prerequisites of.
Tactician: As a move action, the fighter may expend one die from his Talent Pool in order to gain the benefits of a single fighter bonus feat for 1 round per fighter level. He must meet all prerequisites of the feat, as normal. He may only have one iteration of this ability active at a time.
A fighter may not recover the dice expended on these abilities until the duration expires.
Masterstroke (Ex): Beginning at 8th level, a fighter’s attacks are not affected by hardness or damage reduction.
Extended Style (Ex): Beginning at 10th level, a fighter may use his Battle Style ability two times per round, as long as he continues to fulfill the conditions.
Storm of Steel (Ex): By 11th level, a fighter’s mastery of combat leaves others in the dust. He may make a full attack as a standard action.
...The Harder They Fall (Ex): By 12th level, a fighter is a master at redirecting a foe's force. When attempting a combat maneuver against a larger foe, he gains a bonus to opposed Strength checks, grapple checks, and so on equal to his opponent's size bonus.
This ability effectively replaces “The Bigger They Are...”
Counterattack (Ex): By 14th level, a fighter’s skill is such that he punishes foes for the slightest mistake.
While wielding a melee weapon (including unarmed strikes), if a foe within his reach makes a melee attack against the fighter and misses, he may immediately make a single melee attack against them at his full base attack bonus.
While wielding a ranged weapon, if a foe within one range increment of his weapon makes a ranged attack against the fighter and misses, he may immediately make a single ranged attack against them at his full base attack bonus.
Battle Master (Ex): Beginning at 15th level, a fighter may use his Battle Style ability any number of times per round, up to a maximum one-half his key ability modifier, as long as he continues to fulfill the conditions.
Freeform Style (Ex): Beginning at 16th level, a fighter may have any number of iterations of his Adaptive Style ability active at one time. In addition, he may expend multiple Talent Pool dice to activate multiple Adaptive Style abilities simultaneously.
Battle Meditation (Ex): At 17th level, a fighter may take a standard action to regain a number of Talent Pool die equal to his key ability modifier.
True Grit (Ex): Beginning at 17th level, a fighter’s ability to withstand harm increases even more. This ability works like Grit, except that while he still negates all effects with a successful Fortitude save, he now only suffers the partial effect on a failed save.
Moment of Endless Battle (Ex): Beginning at 19th level, a fighter may take one additional standard action per turn. He may exchange both standard actions to take a full-round action.
Perfect Warrior (Ex): At 20th level, a fighter may take ten on attack rolls. In addition, he may expend a single Talent Pool die after finding out the result of a roll.