View Full Version : My Third Fighter fix, trying something new

2015-06-27, 10:39 PM
1st+1+2+0+0Bonus Feat, Specialization
2nd+2+3+0+0Bonus Feat, Uncanny Dodge
3rd+3+3+1+1Combat Maneuvers
4th+4+4+1+1Bonus Feat
5th+5+4+1+1Damage Reduction 3/-
6th+6/+1+5+2+2Bonus Feat, Improved Uncanny Dodge
7th+7/+2+5+2+2Battle Surge
8th+8/+3+6+2+2Bonus Feat, Damage Reduction 4/-
9th+9/+4+6+3+3Weapon Mastery
10th+10/+5+7+3+3Bonus Feat
11th+11/+6/+1+7+3+3Armor Mastery, Damage Reduction 5/-
12th+12/+7/+2+8+4+4Bonus Feat
14th+14/+9/+4+9+4+4Bonus Feat, Damage Reduction 6/-
16th+16/+11/+6/+1+10+5+5Bonus Feat
17th+17/+12/+7/+2+10+5+5Damage Reduction 7/-
18th+18/+13/+8/+3+11+6+6Bonus Feat
19th+19/+14/+9/+4+11+6+6Battle Movement
20th+20/+15/+10/+5+12+6+6Combat Mastery, Bonus Feat, Damage Reduction 8/-

Alignment: Any
Hit Die: 1d12

Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Tactics) (Martial Lore) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

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).

Bonus Feats: 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. 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.

Uncanny Dodge (Ex): At 2nd level, a Fightern retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Combat Manuevers (Ex): A Fighter gains a +2 bonus to all opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks. This bonus increases by 1 at 8th, 13th and again at 18th level.

Improved Uncanny Dodge (Ex): At 6th level and higher, a Fighter can no longer be flanked. This defense denies a rogue the ability to sneak attack the Fighter by flanking him, unless the attacker has at least four more rogue levels than the target has Fighter levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Battle Surge (Ex): Beginning at 7th level, a Fighter can make a full-round attack as a standard action.

Weapon Mastery (Ex): A Fighter chooses one weapon that he must have taken Greater Weapon Focus, Weapon Focus and Weapon Specialization for. He doubles the weapons base damage (a medium long sword now does 2d8 damage instead of 1d8) and increases the critical multiplier by 1. (the same longsword now crits X3 instead of X2)

Armor Mastery (Ex): A Fighter no longer suffers armor check penalties when wearing armor or using a shield. In addition he has no max dex for any armor he wears.

Deadly (Ex): As a master of combat and dealing death, the Fighter can score critical hits against those that are normally immune, The fighter suffers a -4 penalty to the critical confirmation check on those that are normally immune to critical hits.

Warlord (Ex): The Fighter becomes an expert in the fine art of directing a battle, able to assess his foes with great skill and use that knowledge to guide his allies to victory. He can assess a single foe as a move action, a number of foes equal to his intelligence modifier+1 as a standard action or all foes as a full round action, and use that information to guide his allies in defeating the foe. The Fighter makes a Sense Motive check with a DC of 10 +foe’s base attack bonus + foe’s Charisma modifier. If successful he learns the target’s current and maximum hit points, base attack bonus, armor class, and total Fortitude, Reflex and Will saving throw bonuses. Any ally able to see and hear the Fighter gains a +2 bonus to attack and a bonus to damage rolls equal to half the Fighter's level against any target the he has assessed in the past 24 hours. If the Fighter fails the check, he cannot attempt to assess the same foe again for 24 hours.

Battle Movement (Ex): The Fighter operates as if continually under the effects of a freedom of movement spell.

Combat Mastery (Ex): A Fighter does not suffer attacks of opportunities for movement as long as he makes an attack at the end or at any point during his movement. In addition the Fighter gains a +2 bonus to his Dexterity and Consitution.

Further more at first level a Fighter selects one of the following specializations that come with their own abilities. These Specializations alter the base skills, saves, and hit die of the base Fighter.

2015-06-28, 02:33 PM
Archer Specialization
Hit Die 1d10
Skills: The Fighter adds Escape Artist (Dex), Tumble (Dex) and Use Rope (Dex) to his skill list.
Saves: The gains a good Reflex save
Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons, and with light and medium armor as well as bucklers.

Trick Shot (Ex): The fighter gains a number of special abilities starting at 1st level and every 2 levels thereafter (at 1st, 3rd, 5th, 7th, 9th and so on levels)

Accurate Shot: You take aim at the smallest bit of an exposed foe, hitting him despite cover. Accurate shot reduces your opponent’s defense bonus due to cover by 2 points, increasing by 1 for every 7th Fighter level. You cannot reduce the defense bonus of an opponent who enjoys full cover from you if that cover blocks your line of sight to him.

Armor Piercing Shot: You take aim at a chink in your opponent’s armor, hoping to overcome his defenses by hitting a poorly defended spot. Your shot inflicts a –1 penalty to your foe’s armor class and damage reduction for each successful attack. However, you cannot reduce the damage reduction below 0.

Arrow Ladder Shot: Unlike other abilities, you can use this option only against objects or creatures at least one size category larger than you. When you make your attack, for every 5 feet of the creature’s height to create a “ladder” of arrows. You perforate the target with projectiles that you and your allies can then use as rungs to climb up the target (Climb check, DC 5). You use 2 arrows per 5 feet of height; completing this attack requires a full-round action. If your attack misses, the “rungs” are spaced too far apart to be usable, or perhaps some of the arrows loosen and fall. You can start an arrow ladder on one round and complete it on the next. This attack inflicts damage for one ranged attack as normal. If the damage fails to beat an object’s hardness, you fail to form the ladder. Your weapon must inflict piercing damage to use this ability. The ladder you creates last one use per dexterity modifier before falling apart.

Daunting Shot: You fire an arrow that demonstrates your uncanny accuracy. Your target must make a Will save (DC 10 + half your Fighter level + dexterity modifier) or become shaken for 2d4 rounds. This ability cannot stack with itself to create a condition worse that shaken.

Disrupting Shot: You shoot an arrow at an opponent’s hand, weapon, talon, or paw to disrupt his attacks. Rather than inflict damage, you cause him to suffer a –1 penalty to his attacks until the end of the round, this penalty increases by 1 for every 6th Fighter level

Distant Shot: Even at long range, your shots hit with uncanny accuracy. You reduce the range penalty to your attacks by 2 points.

Flanked Shot: When your target is flanked or denied dexterity to AC, you can inflict extra damage if you are within 30 feet of him. Your attack causes +1 points of damage per Fighter level. Do not multiply this damage on a critical hit. Creatures immune to criticals are also immune to this ability.

Hamstring Shot: Using this ability is an immediate action to fire at your target when he moves. If your readied attack hits, your opponent must succeed at a Fortitude save (DC 10 + half your fighter level + dexterity modifier) or move at half his normal speed until the end of his current action.

Ranged Disarm: You fire an arrow to knock a weapon from an opponent’s hand. You make a single attack action; your foe makes an opposed attack. If your result is higher, you knock the opponent’s weapon to the ground in his current space. The target gains a +4 bonus if his weapon is two-handed. You cannot use this ability more than once on a given attack.

Ranged Trip: As a normal attack, you may attempt to trip a target. Resolve your attack as normal. If you hit and inflict damage, your target must succeed at a Reflex save (DC 10 + half your Fighter level + dexterity modifier) or be knocked prone.

Storm of Arrows: As a full-round attack action, you fire a volley of arrows at your target and the area around him. You fire two additional arrows. You rain shots upon the area where your foe stands and immediately around him. Resolve your attack as normal. On a hit, your target suffers normal damage for any successful arrow attacks, but any adjacent targets who are hit suffers normal damage plus 1 damage per additional arrow fired. (adjacent targets hit by a Fighter using a short bot firing 5 arrows would suffer 1d6 plus 4 damage)

Sundering Shot: You can shoot small items off a creature’s body, cut belts, and destroy similar little items. You may make an attack against a single item carried by your target; the item must have a hardness of 4 or lower and your shot suffers a –4 penalty. On a success, you damage the item as normal. You can choose to damage an item directly, thus possibly destroying it, or sever a belt or pouch to knock it to the ground at the target’s feet.

Unerring Shot: As a swift action make a spot check, if the spot check exceeds the opponents armor class, resolve all attacks this round against the particular target as touch attacks.

Volley Shot: You use your first shot to guide the rest of your attacks as part of a full-attack action. If your first arrow strikes home, the rest will almost invariably follow into the target. If it misses, your arrows hit nothing but air. Roll a single attack against your opponent as normal. For your iterative attacks use the following method to determine whether they hit: Subtract 3 points from the first attack’s result. This total is the result for your second arrow. Subtract another 3 (6 total) for the third arrow’s result, and 3 more (9 total) for the fourth arrow’s result. Use this method in place of rolling your attacks and using your iterative attack bonuses. When using a volley shot, you cannot employ feats that grant you additional attacks. You may use this ability only once on a given round. Regardless of the number of projectiles you fire or throw, apply precision-based damage, such as sneak attacks, only once.

Deadly Shot (Ex): The fighter gains at 2nd level, her Dexterity modifier to damage for ranged weapons.

Close Combat Shot (Ex): At 8th level a Fighter can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

Bypass Barrier (Ex): At 13th level a Fighter can ignore 10% of miss chance due to concealment, in addition the Fighter's penalties for wind is reduced by 1 step. At 18th level this increases to 20% and 2 steps.

Penetrating Shot (Ex): At 17th level, when a Fighter confirms a critical hit the attack pierces the target and can strike another in line behind it. The Fighter must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, it can continue to hit another target, but the penalties stack.

Beserker Specilization
Weapon and Armor Proficiency: A Fighter is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A Fighter’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Fighter’s speed because of any load carried or armor worn.

Illiteracy: Fighters are the only characters who do not automatically know how to read and write. A Fighter may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A Fighter who gains a level in any other class automatically gains literacy. Any other character who gains a Fighter level does not lose the literacy he or she already had.

Rage (Ex): A Fighter can fly into a rage a certain number of times per day. In a rage, a Fighter temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Fighter’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Fighter cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Fighter may prematurely end his rage. At the end of the rage, the Fighter loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level Fighter, at which point this limitation no longer applies; see below).
A Fighter can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a Fighter can do it only during his action, not in response to someone else’s action.

Keen Senses (Ex): At 4th level whenever a Fighter make a Listen or Spot check, they can roll it twice and take the better result. Additionally, as a move action a Fighter can gain the benefits of a blindsense effect out to 30 feet for 1 round. The Fighter must keep using a move action for each addition round he uses this ability.

Great Blows (Ex): Starting at 7th level when in a rage or using the power attack feat of at least -3 penalty the Fighter's successful attacks cause the opponent to become dazed for the remainder of the round. A fortitude save DC 10 + 1/2 Fighter levels + strength modifier to overcome.

Hardened Body (Ex): The Fighter is immune to non-lethal damage while raging. In addition he gains a +3 bonus to saves against death effects or negative energy and level drain.

Greater Rage (Ex): At 11th level, a Fighter’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Indomitable Will (Ex): While in a rage, a Fighter of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage (Ex): At 17th level and higher, a Fighter no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex): At 20th level, a Fighter’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Marshal Specialization
Hit Die: 1D10
Skills:The Marshal Specialization gains 6 skill points per level and gains, Diplomacy (Cha), Knowledge (Nobility) (Int), and Sense Motive (Wis) as additional skills.
Saves: The Fighter gains Will as a good save.

Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Auras (Ex): The Fighter exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The Fighter may project one minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action (see Chapter 2: Magic). The aura remains in effect until the Fighter uses a free action to dismiss it or activates another aura of the same kind (major or minor). A Fighter can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the Fighter takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A Fighter sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a Fighter's aura affects all allies within 60 feet (including himself) who can hear the Fighter. An ally must have an Intelligence score of 3 or higher and be able to understand the Fighter's language to gain the bonus. A Fighter's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A Fighter begins play knowing one minor aura of his choice. As his Fighter level increases, he gains access to new auras, as indicated on Table 1-5: The Fighter.
All bonuses granted by a Fighter's auras are circumstance bonuses that do not stack with each other.

Minor Aura: A minor aura lets allies add the Fighter's Charisma bonus (if any) to certain rolls.
• Accurate Strike: Bonus on rolls made to confirm critical hits.
• Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
• Demand Fortitude: Bonus on Fortitude saves.
• Determined Caster: Bonus on rolls to overcome spell resistance.
• Force of Will: Bonus on Will saves.
• Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
• Master of Tactics: Bonus on damage rolls when flanking.
• Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
• Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
• Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
• Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
• Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
• Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
• Over the Top: Bonus on damage rolls when charging.
• Watchful Eye: Bonus on Reflex saves.

Major Aura: Beginning at 3rd level, a Fighter can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 11th, 15th and 19th level.
• Hardy Soldiers: The Fighter's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the Fighter is 10th level, everyone affected gains DR 2/-.
• Motivate Ardor: Bonus on weapon damage rolls.
• Motivate Attack: Bonus on weapon attack rolls.
• Motivate Care: Bonus to Armor Class.
• Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level Fighter (+2 major aura) add 10 feet to their base land speed.
• Resilient Troops: Bonus on all saves.
• Motivate Vigor: Fast healing 1 per bonus the aura provides.

Skill Focus (Diplomacy): Because a Fighter has a way with people, he gains this feat as a bonus feat at 2nd level. If the Fighter already has the feat, he can choose a different one.

Grant Move Action (Ex): Starting at 4th level, a Fighter can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the Fighter's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the Fighter's may get an extra move action from the Fighter, followed directly by a full round worth of actions on the ally's turn.)
At 8th level, a Fighter gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.
A character can take only one extra move action per round. (In other words, two Fighters can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.

Knight Specialization
Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.
You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.
Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.
If the target does meet the conditions given above, you gain a +2 morale bonus on Will saves and a +2 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your Fighter's challenge ability for the day because of the blow to your ego and confidence from this defeat.
The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).
If you are capable of issuing a Fighter's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.
At 7th level, the bonus you gain from this ability increases to +4. At 13th level, it rises to +6. At 19th level, it increases to +8.

Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. You must have line of sight and line of effect to the targets of this ability.
As a swift action, you can expend one use of your Fighter's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.
If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your Fighter's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a Fighter against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your Fighter's challenge ability in this manner per day.
The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Call to Battle (Ex): Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a Fighter still battles on its name.
As a swift action, you can expend one use of your Fighter's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe. For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

Daunting Challenge (Ex): Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.
As a swift action, you can expend one use of your Fighter's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.
Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day. This is a terror effect.

Bond of Loyalty (Ex): Starting at 16th level, your loyalty to your comrades endures even in the face of powerful magic. You can expend one use of your Fighter's challenge ability to make an additional saving throw against a mind- affecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.

Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your Fighter's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is —10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your Fighter's challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than —10 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your Fighter's challenge ability.

The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds them- selves. A good Fighter hopes that her example encourages others to lead righteous lives. A neutral Fighter wishes to uphold the cause of his liege (if he has one) and win glory. An evil Fighter seeks to win acclaim across the land and increase her own personal power. The Fighter's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
o A Fighter does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
o A Fighter never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
o A Fighter never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.
If you violate any part of this code, you lose one use of your Fighter's challenge ability for the day. If your Fighter's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a —2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.
While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the Fighter's path.

Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. Your shield bonus to AC increases by 2, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.
This shield bonus increases to +4 at 11th level and +6 at 20th level.

Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Improved Shield Ally (Ex): At 10th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Impetuous Endurance (Ex): Starting at 15th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.

Swashbuckler Specialization
Hit Die: 1d10
Skills: The Fighter gains Balance (Dex), Bluff (Cha), Perform (Cha), and Tumble (Dex) a additional skills.
Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons, and with light armor. Some of the Fighter's class features, as noted below, rely on her being no more than lightly armored and unencumbered.

Weapon Finesse (Ex): A Fighter gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.

Grace (Ex): A Fighter gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 8th level, to +3 at 14th level, and to +4 at 20th level. A Fighter loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Insightful Strike (Ex): At 3rd level, a Fighter becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the Fighter's insightful strike. A Fighter cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Dodge Bonus (Ex): A Fighter is trained at focusing her defenses in melee. During her action, she may receive a +2 dodge bonus to Armor Class against melee attacks from that opponent. This bonus increases by +1 at every five levels after 5th (+3 at 10th level, +4 at 15th, and +5 at 20th). A Fighter loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
If the Fighter also has the Dodge feat, these bonuses are increased by +1.

Acrobatic Charge (Ex): A Fighter of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Improved Flanking (Ex): A Fighter of 8th level or higher who is flanking an opponent gains a +3 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the Fighter don't gain this increased bonus.) In addition the Fighter gains hers Insightful Strike bonus damage when flanking.

Lucky (Ex): Many Fighters live by the credo "Better lucky than good." Once per day per chararisma modifier, a Fighter of 9th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll. This ability may only be used a maximum of once in any particular encounter.

Acrobatic Skill Mastery (Ex): At 10th level, a Fighter becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a Fighter may take 10 even if stress and distractions would normally prevent her from doing so.

Weakening Critical (Ex): A Fighter of 12th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.

Slippery Mind (Ex): When a Fighter reaches 13th level, her mind becomes more difficult to control. If the Fighter fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.

Wounding Critical (Ex): A Fighter of 14th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the Fighter's weakening critical class feature.) Creatures immune to critical hits are immune to this effect.

2015-06-28, 02:36 PM
There Now what I need to do is work on a mounted fighter specialization ad im finished with this quick fighter fix :)

any suggestions and critiques are appreciated.

2015-06-28, 09:23 PM
Overall, standalone this is a solid fix.
There are a few issues though.

Weapon Mastery - consider making it not dependent upon feats. Melees are more resource-starved than other classes - don't shove feat-prereqs down their throat.
Warlord - seems redundant. You already offer the Marshal spec. to cover the battlefield commander angle. Consider replacing it.
Your Berzerker spec. needs some work. This option grants nothing at levels 2-10, which is boring and unattractive. I believe it wouldn't be too much if it granted good Ref saves (just a thought).
Archetypes in general - what about Weapon-Master (Samurai/Kansai) and Commando specializations ?

An idea - if you could somehow manage to offer progression at the same levels for all specializations, then maybe you could also allow players to mix & match archetypes....... but I guess this will have to be a different project.

2015-06-29, 02:37 PM
Thanks for the suggestions about my beserker spec.

I added in 3 new abilities to fill that 9 level gap.

I am leaving warlord in the main fighter class for the following reason. If your character has been all about combat for such a long time. I think that being able to give sound tactical advice would be something that all specilities would be capable of doing. in the case of the marshal, he just happens to be master at it.

I thought about adding in a weapon master and a more sneaky specialization but the two thoughts struck me

I think specializing in a weapon would be more situated to be a prestige class. and as for sneaky fights, well t me that is what a rouge with maybe a fighter dip or again, a PrC would be better suited for.

Agent 451
2015-06-29, 03:43 PM
Any particular reason you have damage reduction cap out at 8 and not 10?

2015-06-30, 04:15 AM
Thanks for the suggestions about my beserker spec.

I added in 3 new abilities to fill that 9 level gap.

I am leaving warlord in the main fighter class for the following reason. If your character has been all about combat for such a long time. I think that being able to give sound tactical advice would be something that all specilities would be capable of doing. in the case of the marshal, he just happens to be master at it.

I thought about adding in a weapon master and a more sneaky specialization but the two thoughts struck me

I think specializing in a weapon would be more situated to be a prestige class. and as for sneaky fights, well t me that is what a rouge with maybe a fighter dip or again, a PrC would be better suited for.

No argument about any of the above, but again, Weapon Mastery hurts.
I suggest replacing the Weapon Focus line with class-intrinsic modifiers (add a table column if you find it necessary) and leave those 3 feats free for some more combat versatility.

2015-06-30, 03:36 PM
Can you create a brawler and soldier build ? I want to run this fighter as a martial art expert and a trained soldier.

2015-06-30, 06:47 PM
Im not quite sure what you want from a brawler as for me that does not represent the trained combat superiority that the fighter is supposed to take but that guy that just kinda 'goes in swinging' so to speak? Do you just mean a martial artist i.e. a guy who uses only his hands/feet/elbows and such? If that is the case, im pretty sure that would be solved by like... 4 feats

as for a trained soldier the fighter is not the run of the mill guy in the army, that would be my NPC warrior (http://www.giantitp.com/forums/showthread.php?317055-NPC-classes-for-my-campaign-world) Not the fighter as the Fighter is supposed to be more extra ordinary than the guy who shoves spears at peoples faces for a living.