AMFV
2014-09-02, 06:15 PM
The Fighter
http://38.media.tumblr.com/tumblr_m28vsr1HX31rty7tao1_500.jpg
"There's nothing in the universe cold steel won't cut, I threw my ax at the demon, and he took no hurt, but I might have missed in the dusk, or a branch deflected its flight. I'm not going out of my way looking for devils; but I wouldn't step out of my path to let one go by."
A fighter is a combination of many things. They are no mere warriors driven to fight because of base needs. They fight because it is what they are. Who they are. Many of them train from a very young age, or develop prodigious abilities in their later years. Very few attain this sort of martial perfection untrained, but such things are heard of.
Adventures: For the Fighter, Adventuring is the only state, inaction, being at rest, is as much a torture as being stabbed by their enemies. They wander often, some of them fight for money, others travel to defend those weaker, still others fight because they enjoy the pain they see in their opponents eyes, the fear they feel.
Characteristics: A Fighter is both a master of martial discipline and a leader of men. They can turn the tide of a battle or rule over a kingdom with equal ease.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any.
Hit Die: d12. (Barbarians get this, it's reasonable that fighters might)
Starting Age: As figh
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier
CLASS NAME
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+2
As Iron, Bonus Feat, Battle Tempo
2nd
+2
+3
+0
+3
Surefooted Charge, Intercede and Cover
3rd
+3
+x
+x
+x
Bonus Feat (Skill Focus: Intimidate), Bonus Feat (Power Attack), Aggressive Negotiator
4th
+4
+x
+x
+x
Opportunistic Charge, Adrenaline Rush
5th
+x
+x
+x
+x
Swift Demoralize, Intimidating Presence, Mount
6th
+6/+1
+x
+x
+x
Pounce, Bonus Feat (Improved Bull Rush), Undaunted
7th
+x
+x
+x
+x
Band of Brothers, Drilled Perfection, Tough as Old Nails
8th
+x
+x
+x
+x
Combat Lunge, Bonus Feat (Sidestep), Bonus Feat (Shock Trooper)
9th
+x
+x
+x
+x
Extended Demoralization, Battlefield Terror, Tactical Planning
10th
+x
+x
+x
+x
Skilled Opportunist, Vigilance
11th
+x
+x
+x
+x
Rampaging Charge, Improved Power Attack
12th
+x
+x
+x
+x
Defensive Bracing, Menace
13th
+x
+x
+x
+x
Threatening Gaze, Shrug It Off
14th
+x
+x
+x
+x
Class Ability
15th
+x
+x
+x
+x
Class Ability
16th
+x
+x
+x
+x
Class Ability
17th
+x
+x
+x
+x
Class Ability
18th
+x
+x
+x
+x
Class Ability
19th
+x
+x
+x
+x
Class Ability
20th
+x
+x
+x
+x
Class Ability
Class Features
All of the following are class features of the CLASS NAME.
Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!
All other class features go here (Use the format shown directly below if you don't know what to do.)!
CLASS FEATURE NAME (Ex, Su, Sp, Ps):
As Iron(Ex):
"He's not human... he's like a piece of iron"
A fighter's superior toughness and mental force of will allows them to shrug off the effects that others might break under. At any time when the fighter would be affected in any way by a spell, they may choose to shrug off the effects of the spell, ignoring any effect caused by the spell. This is a subconscious choice, for example if a fighter chooses not to ignore an invisibility or illusion effect they do not become aware of the presence of the effect. In any encounter, a fighter may ignore a number of spell levels equal to their fighter level. If the spell would cause the fighter direct damage, then it counts against their limit of spell levels for the duration of the encounter. However a fighter may choose to cease ignoring the effect, and take the damage, in order to ignore another spell effect. If a fighter ignores the effects of a damaging spell for the entirety of the encounter the spell has no effect.
Additionally if a spell stops affecting the fighter, it no longer counts against his maximum spell levels to be ignored. For example if a Fighter is dominated and chooses to ignore it, but they then later kill the dominating entity, then dominate no longer counts against their total levels ignored. Or in another example if a Fighter uses the ability to ignore the affects of a Wall of Force by walking through it, after he has walked through the Wall it no longer counts against his total spell levels ignored.
Bonus Feat:
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. 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.
Battle Tempo (Ex):
A Fighter learns to control the tempo of those who are engaged in a fight with them, as long as they are threatening an adversary, and have attacks of opportunity remaining. The threatened opponent loses their highest bonus attack in that round, since they are forced to spend it reacting to the fighter's thrusts and jabs or the threat of them.
Surefoot Charge (Ex):
At 2nd level, a fighter becomes more able to move over difficult terrain. They learn to charge at their full speed even over difficult terrain. Provided that they can make any checks required to cross the terrain.
This surefootedness also gives them a +4 to resist bullrush attempts.
Intercede and Cover (Ex):
At 2nd level, a fighter also masters the ability of protecting and defending their allies. Any time an ally is attacked in a square that the fighter threatens. The fighter may either redirect the attack to themselves (in the case of melee attacks), intercede by moving into the threatened square and moving between their threatened ally and the attack (in the case of rays or ranged attacks), or by moving their ally out of the area of effect (in the case of an area effect) in order to use Intercede and Cover in this manner the fighter must have a clear path to push the ally out of the affected area.
Intercede and Cover can also be used to protect allies from automatic attacks or traps. However it cannot be used to protect the ally if the fighter is not aware of the attacker or the origination of the attack. Usage of this ability consumes an attack of opportunity, and the ability may not be used when the fighter has no remaining attacks of opportunity that round.
Bonus Feat (Skill Focus: Intimidate):
At 3rd Level a fighter's presence becomes increasingly intimidating and intense. They are given the feat Skill Focus: Intimidate to reflect this presence.
Bonus Feat (Power Attack):
At 3rd Level, a fighter receives the feat Power Attack for free, and does not to meet the prerequisites of this feat.
Aggressive Negotiator (Ex):
"It is better to be feared, than it is to be loved"
At 3rd Level, a Fighter learns to leverage their intimidating presence in social situations. They can use their intimidate check to substitute for a diplomacy check. With characters agreeing to aide the fighter or not to attack them as a matter of fear rather than of friendship.
Opportunistic Charge (Ex):
At 4th Level, a fighter's combat readiness improves drastically. They are continuously ready to rush about the battlefield to aid their allies or to strike at an unprepared opponent. They may make a charge attack as an attack of opportunity. A fighter is considered to be threatening all squares that may be reached with a straight line charge, as long as they have attacks of opportunity remaining. A fighter cannot use this feat to move more than a their standard movement multiplied by five in a single round.
Adrenaline Rush (Ex):
A fighter eventually learns how to tap into their vast reserves of adrenaline. Allowing them to break bonds, push through doors, or shatter the arms of those grappling them. Once per round a fighter may use a Freedom of Movement effect. This must be done during the course of a move action either during the fighter's turn or during an Opportunistic Charge. Additionally this ability works on mundane restrictions to movement, however a fighter cannot use it to penetrate more than five feet of material. Additionally, the fighter may need to make an attack roll to sufficiently damage the object's hardness.
Swift Intimidate (Ex):
At fifth level, a fighter may use the Intimidate skill for any purpose as a swift action.
Intimidating Presence (Ex):
"You know what, Bob, I don't really think we need to ask this guy any questions..."
At fifth level, a fighter's presence is so intense and intimidating that people pay more attention to it, and only a passing attention to what the fighter is actually saying. This allows the fighter to use an intimidate check in place of a bluff check.
Mount (Ex):
A fighter obtains the services of a faithful and stalwart mount at fifth level. The mount is a treated as a cohort one level less than the fighter, however it cannot posses any Caster Levels and must be appropriate to use as a riding mount. The mount never counts against the Fighter's Leadership score and will never desert the fighter even if mistreated.
Additionally if the fighter is riding the mount it gains the Surefooted Charge, and Opportunistic Charge abilities, and they may choose to use their As Iron ability to prevent spells from affecting their mount as well, these do count against their limit of ignored spells though.
Pounce (Ex):
At 6th Level a fighter learns to make a full attack at the end of a charge. As the pounce special ability.
Bonus Feat (Improved Bull-Rush):
At 6th level, a fighter gains Improved Bull-rush as a bonus feat.
Undaunted (Ex):
By 6th level, a fighter has experienced horrors beyond the ken of mortal men. They learn to shut-out fear completely. They become completely immune to any fear effect. Also the fighter's ability to stand against the things that make him afraid give those who accompany him a +4 bonus to resist fear effects as well.
Band of Brothers (Ex):
At level 7, the fighter's reputation is such that they begin to attract other like-minded individuals. A fighter gains the leadership feat, but they are not allowed to attract any follower who can cast spells. They also receive half of their fighter class level as a bonus to their leadership score.
Drilled Perfection (Ex):
The fighter has finally reached a point where there is no further benefit in drilling. Errors in combat have become a thing of the past unless they are facing an opponent who is significantly threatening to the fighter. Against any foe whose Hit Dice is less than or equal to the Fighter's levels in fighter, the fighter may take ten on attack rolls.
Tough as Old Nails (Ex):
At seventh level a fighter has grown tougher through years of combat and training and many blows that would drop a lesser adversary simply impact them and cause no damage. A fighter may add their constitution modifier to their Armor class in addition to their dexterity modifier. This is an untyped bonus, and is not capped by armor limits on dexterity.
Combat Lunge (Ex):
At 8th level, a fighter learns to gracefully extend themselves while striking at an opponent, their reach is increased by five feet.
Bonus Feat (Sidestep)
At 8th level, a fighter gains the feat Sidestep, without needing to meet the prerequisites
Bonus Feat (Shock Trooper)
At 8th level, a fighter gains the feat Shock Trooper, even if they do not meet the prerequisites.
Extended Demoralization (Ex):
At 9th level a fighter's intimidation is not something that is easily forgotten. Anyone who has been demoralized by the fighter, remains so for a period of 24 hours.
Battlefield Terror (Ex):
A Fighter is a terrifying sight to behold on the battlefield. Anyone with any intellect at all can realize this. Even those who have not felt the touch of dread in countless years. A fighter's intimidation affects all creatures all creatures with an intelligence score, regardless of natural or magical immunity.
Tactical Planning (Ex):
A fighter may sacrifice one of his attacks of opportunity to shout directions to an ally, allowing them to take one extra standard action which takes effect immediately.
Skilled Opportunist (Ex):
At 10th level a fighter becomes more skilled at exploiting opportunities in combat, they may make a number of extra attacks of opportunity equal to half their fighter class level.
Vigilance (Ex):
A fighter has spent most of their career surveying the battlefield, constantly being mindful of threats. At 10th level a fighter may use their Tactical Planning ability when anybody provokes an attack of opportunity in any square that they could threaten through one move action. A fighter may also move up to his standard movement in order to utilize the intercede and cover ability rather than simply charging.
The fighter also may no longer be flat-footed.
Rampaging Charge (Ex):
At 11th level, a fighter learns to make a charge attack without heed, cutting through opponents as they charge through the field. A fighter may take a charge action, and make a full attack against all opponents in the length of that charge. They must succeed on a bullrush or overrun attempt to continue their charge beyond an opponent however.
Improved Power Attack (Ex):
At 11th level, a fighter deals +50% the normal damage from their use of the Power Attack feat. In other words, when using the Power Attack feat, a fighter wielding a two-handed weapon gains a +3 bonus on damage rolls (instead of a +2 bonus) for each —1 penalty they applies to their attack rolls.
Defensive Bracing (Ex):
At level 12, a fighter learns the art of defensive bracing, if using the Combat Expertise feat, or fighting defensively, they can an amount equal to twice their bonus to AC as damage reduction. This damage reduction counts as DR/-.
Menace(Ex):
At twelfth level, a fighter's aura of menace becomes palpable, all enemies within 30' are considered Shaken by the fighter's intimating presence. This includes anybody who intends to take hostile action against the fighter, regardless of the fighter's knowledge of their intent.
Threatening Gaze (Ex):
Beginning at 13th level as a free action at any point during their turn, a fighter may lock an opponent in a gaze, causing them to become shaken. Additionally unless they succeed at a will save, against a DC equal to (10 + the Fighter's Class Levels in Fighter + 1/2 the Fighter's Ranks in intimidate) they also suffer a 50% movement penalty and a 50% Spell Failure rate. Since this effect is not caused by restriction in movement it affects divine caster's as well.
Shrug It Off (Ex):
At 13th level if a fighter is targeted by any effect requiring a save, they may in the case of failure exchange any negative effects of the effect for the dazed condition which persists for a single round. They may use this ability once per encounter.
http://38.media.tumblr.com/tumblr_m28vsr1HX31rty7tao1_500.jpg
"There's nothing in the universe cold steel won't cut, I threw my ax at the demon, and he took no hurt, but I might have missed in the dusk, or a branch deflected its flight. I'm not going out of my way looking for devils; but I wouldn't step out of my path to let one go by."
A fighter is a combination of many things. They are no mere warriors driven to fight because of base needs. They fight because it is what they are. Who they are. Many of them train from a very young age, or develop prodigious abilities in their later years. Very few attain this sort of martial perfection untrained, but such things are heard of.
Adventures: For the Fighter, Adventuring is the only state, inaction, being at rest, is as much a torture as being stabbed by their enemies. They wander often, some of them fight for money, others travel to defend those weaker, still others fight because they enjoy the pain they see in their opponents eyes, the fear they feel.
Characteristics: A Fighter is both a master of martial discipline and a leader of men. They can turn the tide of a battle or rule over a kingdom with equal ease.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any.
Hit Die: d12. (Barbarians get this, it's reasonable that fighters might)
Starting Age: As figh
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier
CLASS NAME
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+2
As Iron, Bonus Feat, Battle Tempo
2nd
+2
+3
+0
+3
Surefooted Charge, Intercede and Cover
3rd
+3
+x
+x
+x
Bonus Feat (Skill Focus: Intimidate), Bonus Feat (Power Attack), Aggressive Negotiator
4th
+4
+x
+x
+x
Opportunistic Charge, Adrenaline Rush
5th
+x
+x
+x
+x
Swift Demoralize, Intimidating Presence, Mount
6th
+6/+1
+x
+x
+x
Pounce, Bonus Feat (Improved Bull Rush), Undaunted
7th
+x
+x
+x
+x
Band of Brothers, Drilled Perfection, Tough as Old Nails
8th
+x
+x
+x
+x
Combat Lunge, Bonus Feat (Sidestep), Bonus Feat (Shock Trooper)
9th
+x
+x
+x
+x
Extended Demoralization, Battlefield Terror, Tactical Planning
10th
+x
+x
+x
+x
Skilled Opportunist, Vigilance
11th
+x
+x
+x
+x
Rampaging Charge, Improved Power Attack
12th
+x
+x
+x
+x
Defensive Bracing, Menace
13th
+x
+x
+x
+x
Threatening Gaze, Shrug It Off
14th
+x
+x
+x
+x
Class Ability
15th
+x
+x
+x
+x
Class Ability
16th
+x
+x
+x
+x
Class Ability
17th
+x
+x
+x
+x
Class Ability
18th
+x
+x
+x
+x
Class Ability
19th
+x
+x
+x
+x
Class Ability
20th
+x
+x
+x
+x
Class Ability
Class Features
All of the following are class features of the CLASS NAME.
Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!
All other class features go here (Use the format shown directly below if you don't know what to do.)!
CLASS FEATURE NAME (Ex, Su, Sp, Ps):
As Iron(Ex):
"He's not human... he's like a piece of iron"
A fighter's superior toughness and mental force of will allows them to shrug off the effects that others might break under. At any time when the fighter would be affected in any way by a spell, they may choose to shrug off the effects of the spell, ignoring any effect caused by the spell. This is a subconscious choice, for example if a fighter chooses not to ignore an invisibility or illusion effect they do not become aware of the presence of the effect. In any encounter, a fighter may ignore a number of spell levels equal to their fighter level. If the spell would cause the fighter direct damage, then it counts against their limit of spell levels for the duration of the encounter. However a fighter may choose to cease ignoring the effect, and take the damage, in order to ignore another spell effect. If a fighter ignores the effects of a damaging spell for the entirety of the encounter the spell has no effect.
Additionally if a spell stops affecting the fighter, it no longer counts against his maximum spell levels to be ignored. For example if a Fighter is dominated and chooses to ignore it, but they then later kill the dominating entity, then dominate no longer counts against their total levels ignored. Or in another example if a Fighter uses the ability to ignore the affects of a Wall of Force by walking through it, after he has walked through the Wall it no longer counts against his total spell levels ignored.
Bonus Feat:
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. 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.
Battle Tempo (Ex):
A Fighter learns to control the tempo of those who are engaged in a fight with them, as long as they are threatening an adversary, and have attacks of opportunity remaining. The threatened opponent loses their highest bonus attack in that round, since they are forced to spend it reacting to the fighter's thrusts and jabs or the threat of them.
Surefoot Charge (Ex):
At 2nd level, a fighter becomes more able to move over difficult terrain. They learn to charge at their full speed even over difficult terrain. Provided that they can make any checks required to cross the terrain.
This surefootedness also gives them a +4 to resist bullrush attempts.
Intercede and Cover (Ex):
At 2nd level, a fighter also masters the ability of protecting and defending their allies. Any time an ally is attacked in a square that the fighter threatens. The fighter may either redirect the attack to themselves (in the case of melee attacks), intercede by moving into the threatened square and moving between their threatened ally and the attack (in the case of rays or ranged attacks), or by moving their ally out of the area of effect (in the case of an area effect) in order to use Intercede and Cover in this manner the fighter must have a clear path to push the ally out of the affected area.
Intercede and Cover can also be used to protect allies from automatic attacks or traps. However it cannot be used to protect the ally if the fighter is not aware of the attacker or the origination of the attack. Usage of this ability consumes an attack of opportunity, and the ability may not be used when the fighter has no remaining attacks of opportunity that round.
Bonus Feat (Skill Focus: Intimidate):
At 3rd Level a fighter's presence becomes increasingly intimidating and intense. They are given the feat Skill Focus: Intimidate to reflect this presence.
Bonus Feat (Power Attack):
At 3rd Level, a fighter receives the feat Power Attack for free, and does not to meet the prerequisites of this feat.
Aggressive Negotiator (Ex):
"It is better to be feared, than it is to be loved"
At 3rd Level, a Fighter learns to leverage their intimidating presence in social situations. They can use their intimidate check to substitute for a diplomacy check. With characters agreeing to aide the fighter or not to attack them as a matter of fear rather than of friendship.
Opportunistic Charge (Ex):
At 4th Level, a fighter's combat readiness improves drastically. They are continuously ready to rush about the battlefield to aid their allies or to strike at an unprepared opponent. They may make a charge attack as an attack of opportunity. A fighter is considered to be threatening all squares that may be reached with a straight line charge, as long as they have attacks of opportunity remaining. A fighter cannot use this feat to move more than a their standard movement multiplied by five in a single round.
Adrenaline Rush (Ex):
A fighter eventually learns how to tap into their vast reserves of adrenaline. Allowing them to break bonds, push through doors, or shatter the arms of those grappling them. Once per round a fighter may use a Freedom of Movement effect. This must be done during the course of a move action either during the fighter's turn or during an Opportunistic Charge. Additionally this ability works on mundane restrictions to movement, however a fighter cannot use it to penetrate more than five feet of material. Additionally, the fighter may need to make an attack roll to sufficiently damage the object's hardness.
Swift Intimidate (Ex):
At fifth level, a fighter may use the Intimidate skill for any purpose as a swift action.
Intimidating Presence (Ex):
"You know what, Bob, I don't really think we need to ask this guy any questions..."
At fifth level, a fighter's presence is so intense and intimidating that people pay more attention to it, and only a passing attention to what the fighter is actually saying. This allows the fighter to use an intimidate check in place of a bluff check.
Mount (Ex):
A fighter obtains the services of a faithful and stalwart mount at fifth level. The mount is a treated as a cohort one level less than the fighter, however it cannot posses any Caster Levels and must be appropriate to use as a riding mount. The mount never counts against the Fighter's Leadership score and will never desert the fighter even if mistreated.
Additionally if the fighter is riding the mount it gains the Surefooted Charge, and Opportunistic Charge abilities, and they may choose to use their As Iron ability to prevent spells from affecting their mount as well, these do count against their limit of ignored spells though.
Pounce (Ex):
At 6th Level a fighter learns to make a full attack at the end of a charge. As the pounce special ability.
Bonus Feat (Improved Bull-Rush):
At 6th level, a fighter gains Improved Bull-rush as a bonus feat.
Undaunted (Ex):
By 6th level, a fighter has experienced horrors beyond the ken of mortal men. They learn to shut-out fear completely. They become completely immune to any fear effect. Also the fighter's ability to stand against the things that make him afraid give those who accompany him a +4 bonus to resist fear effects as well.
Band of Brothers (Ex):
At level 7, the fighter's reputation is such that they begin to attract other like-minded individuals. A fighter gains the leadership feat, but they are not allowed to attract any follower who can cast spells. They also receive half of their fighter class level as a bonus to their leadership score.
Drilled Perfection (Ex):
The fighter has finally reached a point where there is no further benefit in drilling. Errors in combat have become a thing of the past unless they are facing an opponent who is significantly threatening to the fighter. Against any foe whose Hit Dice is less than or equal to the Fighter's levels in fighter, the fighter may take ten on attack rolls.
Tough as Old Nails (Ex):
At seventh level a fighter has grown tougher through years of combat and training and many blows that would drop a lesser adversary simply impact them and cause no damage. A fighter may add their constitution modifier to their Armor class in addition to their dexterity modifier. This is an untyped bonus, and is not capped by armor limits on dexterity.
Combat Lunge (Ex):
At 8th level, a fighter learns to gracefully extend themselves while striking at an opponent, their reach is increased by five feet.
Bonus Feat (Sidestep)
At 8th level, a fighter gains the feat Sidestep, without needing to meet the prerequisites
Bonus Feat (Shock Trooper)
At 8th level, a fighter gains the feat Shock Trooper, even if they do not meet the prerequisites.
Extended Demoralization (Ex):
At 9th level a fighter's intimidation is not something that is easily forgotten. Anyone who has been demoralized by the fighter, remains so for a period of 24 hours.
Battlefield Terror (Ex):
A Fighter is a terrifying sight to behold on the battlefield. Anyone with any intellect at all can realize this. Even those who have not felt the touch of dread in countless years. A fighter's intimidation affects all creatures all creatures with an intelligence score, regardless of natural or magical immunity.
Tactical Planning (Ex):
A fighter may sacrifice one of his attacks of opportunity to shout directions to an ally, allowing them to take one extra standard action which takes effect immediately.
Skilled Opportunist (Ex):
At 10th level a fighter becomes more skilled at exploiting opportunities in combat, they may make a number of extra attacks of opportunity equal to half their fighter class level.
Vigilance (Ex):
A fighter has spent most of their career surveying the battlefield, constantly being mindful of threats. At 10th level a fighter may use their Tactical Planning ability when anybody provokes an attack of opportunity in any square that they could threaten through one move action. A fighter may also move up to his standard movement in order to utilize the intercede and cover ability rather than simply charging.
The fighter also may no longer be flat-footed.
Rampaging Charge (Ex):
At 11th level, a fighter learns to make a charge attack without heed, cutting through opponents as they charge through the field. A fighter may take a charge action, and make a full attack against all opponents in the length of that charge. They must succeed on a bullrush or overrun attempt to continue their charge beyond an opponent however.
Improved Power Attack (Ex):
At 11th level, a fighter deals +50% the normal damage from their use of the Power Attack feat. In other words, when using the Power Attack feat, a fighter wielding a two-handed weapon gains a +3 bonus on damage rolls (instead of a +2 bonus) for each —1 penalty they applies to their attack rolls.
Defensive Bracing (Ex):
At level 12, a fighter learns the art of defensive bracing, if using the Combat Expertise feat, or fighting defensively, they can an amount equal to twice their bonus to AC as damage reduction. This damage reduction counts as DR/-.
Menace(Ex):
At twelfth level, a fighter's aura of menace becomes palpable, all enemies within 30' are considered Shaken by the fighter's intimating presence. This includes anybody who intends to take hostile action against the fighter, regardless of the fighter's knowledge of their intent.
Threatening Gaze (Ex):
Beginning at 13th level as a free action at any point during their turn, a fighter may lock an opponent in a gaze, causing them to become shaken. Additionally unless they succeed at a will save, against a DC equal to (10 + the Fighter's Class Levels in Fighter + 1/2 the Fighter's Ranks in intimidate) they also suffer a 50% movement penalty and a 50% Spell Failure rate. Since this effect is not caused by restriction in movement it affects divine caster's as well.
Shrug It Off (Ex):
At 13th level if a fighter is targeted by any effect requiring a save, they may in the case of failure exchange any negative effects of the effect for the dazed condition which persists for a single round. They may use this ability once per encounter.