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View Full Version : Pathfinder Fighter Re-Tool



ngilop
2018-09-10, 09:46 AM
Fighter
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[tr]
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

[td]1st+1+2+0+0Weapon Expertise, Combat Focus
2nd+2+3+0+0Combat Talent, Bonus Feat
3rd+3+3+1+1Battle Hardened +1
4th+4+4+1+1Armor Training, Bonus Feat
5th+5+4+1+1Combat Talent, Weapon Training
6th+6+5+2+2Battle Awareness, Bonus Feat
7th+7+5+2+2Battle Hardened +2
8th+8+6+2+2Rapid Attack, Combat Talent, Armor Training, Bonus Feat
9th+9+6+3+3Fortification
10th+10+7+3+3Weapon Training, Bonus Feat
11th+11+7+3+3Combat Talent, Battle Hardened +3
12th+12+8+4+4Armor Training, Bonus Feat
13th+13+8+4+4Battle Inspiration
14th+14+9+4+4Combat Talent, Bonus Feat
15th+15+9+5+5Weapon Training, Battle Hardened +4
16th+16+10+5+5Armor Training, Bonus Feat
17th+17+10+5+5Combat Talent, Weapon Mastery
18th+18+11+6+6Combat Adroitness, Bonus Feat
19th+19+11+6+6Armor Mastery, Battle Hardened +5
20th+20+12+6+6Battle Mastery, Combat Talent, Weapon Training, Armor Training, Bonus Feat

Alignment: Any
Hit Die: 1d10

Class Skills:
The fighter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Additional Level: 4 + Int modifier


Class Features
The following are class features of the fighter.

Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Weapon Expertise (Ex)
Fighters tend to learn weapons faster and easier than other classes. A fighter can spend and hour to change a feat which applies to a specific weapon to another weapon. For example a fighter can spend an hour to change his weapon focus: glaive and weapon specialization: glaive to weapon focus: long bow and weapon specialization: long bow. A fighter can adjust any number of his feats in this way, and does not have to adjust them all in the same way. However, he can't change the weapon choices in such a way that he no longer meet the prerequisite for some other feat you possess. For instance, if the fighter has both Weapon Focus (longsword) and Weapon Specialization (longsword), he can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Combat Focus (Ex)
The first time the fighter makes a successful attack during an encounter, he gains combat focus, giving him 5+ Con modifier pints to be spent using the following abilities. A fighter can only gain your combat focus once per encounter. While the fighter has at least 1 point of combat focus remaining he gains a +2 bonus on reflex saves and a +1 dodge bonus to AC.

Accurate Strike A fighter can spend a point of combat focus as a free action to gain a +2 bonus to his attacks, if the attack threaten a critical hit the fighter gains a +4 bonus on the confirmation roll.
This lasts the rest of the combat.

Amazing Dodge By spending a point of combat focus as a free action, a fighter has his AC bonus from his Dodge feat increase by 1, as well as gaining an additional +1 to his reflex saves.
This lasts the rest of the combat.

Battle Vigor A fighter spends 1 point of combat focus as a free action gains fast healing 2.
This lasts the rest of the combat.

Blind Sight By spend 2 points of combat focus, a fighter with the blind-fight feat gains blindsight out to 5 feet.
This lasts the rest of the combat.

Combat Awareness The fighter spends 2 points of combat focus as a free action and knows the current health status of all creatures within 10 feet. Hale: undamaged, injured: greater than 74% but less than full; wounded: greater than 49% but less than 75%; critical: greater than 25% but less than 50%; mortal less than 26%.
This lasts the rest of the combat.

Cooperation By spending a point of combat focus, the fighter increases the bonus from any aid another check by 1.

Defensive Focus As a free action the fighter spends 1 points of combat focus and gains a +2 dodge bonus to AC as well as energy resistance 3 to one particular energy type. A fighter can spend more points each additional point increase the energy resistance by 3, either towards a new energy type, or increases an existing resistance.
This lasts the rest of the combat.

Devastating Offense By spending 2 points of combat focus as a free action, a fighter may apply a critical feat to a regular attack. All other prerequisites must still be met, for bleeding critical the weapon must be slashing or piercing or for banishing critical one must be able to cast dismissal or banishment.
This applies to one successful attack.

First Strike A fighter with the improved initiative feat spends 1 point of combat focus while rolling for initiative. He deals an extra 1d6/ +1 per fighter level on successful attacks.
This lasts only for the first round of a particular combat.

Focused Attack A fighter with the power attack feat spends 1 point of combat focus to ignore the penalty when using the power attack feat.
This lasts one round.

Offensive Focus As a free action, a fighter spends 2 points of combat focus to gain a +2 bonus to attacks as well as dealing an additional 1d8 points of damage with every successful attack, this extra damage is not multiplied on a critical hit.
This lasts the rest of the encounter.

Sanguine Assault By spending 1 point of combat focus a fighter increases his critical strike range by 2 against opponents currently suffering from bleed damage, this is applied after any modifiers such as keen or improved critical.
This lasts the rest of the combat.

Sniper's Eye A Fighter with Precise Shot, feat can spend a point of combat focus as a free action to ignore miss chance from concealment.
This lasts 1 round.

Stability As a free action, the fighter spends 2 points of combat focus as gains a +4 bonus to all CMD against attempts to bullrush, trip, overrun, grapple, or swallow whole attempts.
This lasts the rest of the combat.

Bonus Feats
At 2nd level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.


Battle Hardened (Ex)
Starting at 3rd level, a fighter gains a +1 bonus on Will saves against fear, charms, and compulsions. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex)
Starting at 4th level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (8th, 12th, 16th, and 20th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 4th level, and while wearing heavy armor at 7th level.

Weapon Training (Ex)
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +2 bonus on attack and damage rolls.

Every five levels thereafter (10th*, 15th, and 20th), a fighter becomes further trained in another group of weapons. He gains a +2 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +2 each. For example, when a fighter reaches 10th level, he receives a +2 bonus on attack and damage rolls with one weapon group and a +4 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Advanced Weapon Training: Beginning at 10th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: bardiche, battleaxe, boarding axe, butchering axe, collapsible kumade, dwarven waraxe, gandasa, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, kumade, light pick, mattock, orc double axe, pata, throwing axe, and tongi.

Heavy Blades: Ankus, dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, estoc, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.

Light Blades: bayonet, butterfly knife, butterfly sword, chakram, dagger, deer horn knife, Drow razor, dueling dagger, gladius, hunga munga, kama, katar, kerambit, kukri, machete, madu, manople, pata, quadrens, rapier, sanpkhang, sawtooth sabre, scizore, shortsword, sica, sickle, spiral rapier, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.

Bows: Composite longbow, composite shortbow, longbow, orc hornbow, and shortbow.

Close: bayonet, brass knuckles, cestus, dan bong, dwarven war-shield, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, klar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, tri-bladed katar, unarmed strike, wooden stake, waveblade, and wushu dart.

Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter.

Double: bo staff, Boarding gaff, chain-hammer, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome battle ladder, gnome hooked hammer, kusarigama, monk’s spade, orc double axe, quarterstaff, taiaha, two-bladed sword, and weighted spear.

Firearms: all one-handed, two-handed, and siege firearms.

Flails: battle poi, bladed scarf, Cat-o’-nine-tails, chain spear, dire flail, double chained kama, dwarven dorn-dergar, flail, flying talon, gnome pincher, halfling rope-shot, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.

Hammers: aklys, battle aspergillum, Chain-hammer, club, gnome piston maul, greatclub, heavy mace, lantern staff, light hammer, light mace, mere club, planson, taiaha, tetsubo, wahaika, and warhammer.

Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk’s spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sanpkhang, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Polearms: bardiche, bec de corbin, bill, Boarding gaff, crook, fauchard, glaive, glaive-guisarme, gnome ripsaw glaive, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk’s spade, naginata, nodachi, ranseur, rhomphaia, tepoztopilli, and tiger fork.

Siege engines: Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines.

Spears: amentum, boar spear, chain spear, elven branched spear, javelin, harpoon, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, stormshaft javelin, tiger fork, trident, and weighted spear.

Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, brutal bolas, Chain-hammer, chakram, club, dagger, dart, deer horn knife, dueling dagger, flask thrower, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, pilum, poisoned sand tube, rope dart, shortspear, shuriken, sibat, sling, sling glove, spear, starknife, stormshaft javelin, throwing axe, throwing shield, trident, and wushu dart.

Tribal: Club, dagger, greatclub, handaxe, heavy shield, light shield, shortspear, spear, throwing axe, and unarmed strike.

Advanced Armor Training

Highly skilled and tenacious fighters can gain advanced armor training, learning techniques and applications of the armor training class feature that give them special benefits in exchange for reducing their ability to mitigate their armor’s armor check penalty and improve its maximum Dexterity bonus.

Advanced armor training options function only when the fighter is wearing appropriate armor or using a shield, unless otherwise noted. A fighter with an archetype that replaces armor training cannot select advanced armor training options.

Adaptable Training (Ex): The fighter can use his base attack bonus in place of his ranks in one skill of his choice from the following list: Acrobatics, Climb, Disguise, Escape Artist, Intimidate, Knowledge (engineering), Profession (soldier), Ride, or Swim. The fighter need not be wearing armor or using a shield to use this option. When using adaptable training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Once a skill has been selected, it cannot be changed and the fighter can immediately retrain all of his ranks in the selected skill at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to four times.

Armor Specialization (Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.

Armored Confidence (Ex): While wearing armor, the fighter gains a bonus on Intimidate checks based upon the type of armor he is wearing: +1 for light armor, +2 for medium armor, or +3 for heavy armor. This bonus increases by 1 at 7th level and every 5 fighter levels thereafter, to a maximum of +4 at 17th level. In addition, the fighter adds half his armored confidence bonus to the DC of Intimidate checks to demoralize him.

Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 2/—. At 6th level and every 6th level afterwards, the damage reduction increases by DR 2/—. The damage reduction gained is halved in light armor and increased by 50% in heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.

Armored Master: The fighter gains an armor mastery feat or a shield mastery feat as a bonus feat. He must meet all of the feat’s prerequisites.

Armored Sacrifice (Ex): When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, the fighter can instead direct the damage to a suit of armor that he is wearing or a shield he is using as an immediate action. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness. The fighter can use this option once per day, plus one additional time each day at 11th level and every 8 fighter levels thereafter, to a maximum of three times per day at 19th level.

Armored Sprint (Ex): The fighter gains Run as a bonus feat. If the fighter is proficient with heavy armor, he treats heavy armor as if it were one category lighter for the purpose of determining how fast he can move while running in armor.

Critical Deflection (Ex): While wearing armor or using a shield, the fighter gains a +2 bonus to his AC against attack rolls made to confirm a critical hit. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum of +6 at 19th level.

Master Armorer (Ex): The fighter can use his base attack bonus in place of his ranks in the Craft (armor) skill. The fighter need not be wearing armor or using a shield to use this option. The fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Additionally the fighter is treated as having the Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. The fighter does not need to meet these feats’ prerequisites.

Quick Donning (Ex): The fighter can don armor in a hurry without reducing its effectiveness, and remove it quickly when it becomes a hindrance. When the fighter dons or removes his armor or dons it hastily, the amount of time needed to do so is reduced, as noted on the table below. Other characters can still help the fighter don his armor as normal



Armor Type
Don
Don Hastily
Remove


Light
5 rounds
1 round
5 rounds


Medium
1 minute
5 rounds
1 minute


Heavy
2 minutes
1 minute
1d4 minutes



Additionally, when wearing hastily donned armor, the fighter can attempt a Strength or Dexterity check as a full-round action to remove the penalties associated with wearing hastily donned armor (DC = 10 + his armor’s unmodified armor bonus). If he succeeds at the check, he is treated as having properly donned his armor rather than having hastily donned it. The fighter can also remove his armor in the same amount of time that it takes him to don his armor hastily. He can even remove sections of armor to escape grapples and similar grasping hindrances. Whenever the fighter attempts a combat maneuver check, an Escape Artist check, or a Strength check to escape from an effect that reduces or restricts his ability to move or act, he can reduce the armor bonus of any armor that he is wearing by up to half his armor’s base armor bonus. If he does so, he gains a bonus on his check equal to the amount by which he reduced his armor’s armor bonus. Multiple uses of this ability cannot reduce the armor’s armor bonus below half its base armor bonus, and the reduction to the armor’s armor bonus lasts until the fighter recovers and dons the removed pieces of armor.

Steel Headbutt (Ex): While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to 1/2 the fighter’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.

Unmoving (Ex): Select one combat maneuver (except sunder). Whether using his armor as leverage against a grappling foe or using its weight to help him stop a bull rush, a fighter can use his armor to protect him from the chosen combat maneuver. While wearing armor or wielding a shield, the fighter gains a bonus to his CMD against the chosen combat maneuver. The bonus is +1 if he’s wearing light armor, +2 if he’s wearing medium armor, and +3 if he’s wearing heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum at 19th level of +5 for light armor, +6 for medium armor, and +7 for heavy armor. Mithral armor provides a bonus 1 lower than normal for armor of its type

Advanced Weapon Training

Highly skilled and experienced fighters can gain advanced weapon training, learning techniques and applications of the weapon training class feature that give them special benefits in exchange for specializing in a smaller number of fighter weapon groups.

Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature.

The fighter’s weapon training bonus still increases for weapons from all fighter weapon groups he previously selected with weapon training. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Some advance weapon training options can be selected only if the fighter meets the option’s prerequisites.

Advanced weapon training options function only when the fighter is wielding a weapon from the associated group, unless otherwise noted, and use his weapon training bonus for the associated weapon group. Any bonuses on attack rolls and damage rolls granted by advanced weapon training apply only on attack rolls and damage rolls from weapons in the associated group. A fighter with an archetype that replaces weapon training cannot select advanced weapon training options.


Abundant Tactics (Ex) The fighter adds his weapon training bonus to the number of times per day he can use a combat feat he has that allows a limited number of daily uses, such as the Stunning Fist feat.

Armed Bravery (Ex) The fighter applies the enchantment bonus from his equipped weapon to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases twice this amount.

Combat Competence (Ex) For any weapon in the associated weapon group with which the fighter is not proficient, the penalty on attack rolls taken as a result of not being proficient is reduced by an amount equal to the fighter’s weapon training bonus with that weapon group. Once the penalty is reduced to 0, the fighter becomes proficient with such weapons.

Combat Maneuver Defense (Ex) When the fighter is wielding weapons from the associated weapon group, his weapon training bonus applies to his CMD against all combat maneuvers attempted against him, instead of just against disarm and sunder combat maneuvers.

Dazzling Intimidation (Ex) The fighter applies his weapon training bonus to Intimidate checks and can attempt an Intimidate check to demoralize an opponent as a move action instead of a standard action. If he has the Dazzling Display feat, he can use it as a standard action instead of a full-round action.

Defensive Weapon Training (Ex) The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.

Effortless Dual-Wielding (Ex) The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.

Fighter’s Finesse (Ex) The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.

Fighter’s Reflexes (Ex) The fighter applies his weapon training bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his Dexterity bonus to AC.

Fighter’s Tactics (Ex) All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.

Focused Weapon (Ex) The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weapon class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.

Inspiring Confidence (Ex) A number of times per day equal to his highest weapon training bonus as a swift action, the fighter can allow one ally within 30 feet to attempt a new saving throw against an ongoing fear effect that causes the ally to cower or to become frightened, panicked, or shaken. If the ally succeeds at the save, the effect ends. A fighter can use this option even when not wielding a weapon from the associated weapon group.

Item Mastery: The fighter gains an item mastery feat as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat’s normal requirements. He must meet all of the feat’s prerequisites.

Trained Grace (Ex) When the fighter uses Weapon Finesse to make a melee attack with a weapon, using his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option.

Trained Initiative (Ex) As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.

Trained Throw (Ex) When the fighter makes a ranged attack with a thrown weapon and applies his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. Unless he has the Throw Anything feat, the fighter can choose only the thrown fighter weapon group with this option. If he has Throw Anything, the fighter can choose any fighter weapon group with this option and apply this option’s benefits to any weapon from that group that he throws.

Versatile Training (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use this option. When using versatile training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in these skills, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify those skills. Once the skills have been selected, they cannot be changed and the fighter can immediately retrain all of his skill ranks in the selected skills at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to two times. The Bluff and Intimidate skills are associated with all fighter weapon groups. The various fighter weapon groups also have the following associated skills: axes (Climb, Survival), bows (Knowledge [engineering], Perception), close (Sense Motive, Stealth), crossbows (Perception, Stealth), double (Acrobatics, Sense Motive), firearms (Perception, Sleight of Hand), flails (Acrobatics, Sleight of Hand), hammers (Diplomacy, Ride), heavy blades (Diplomacy, Ride), light blades (Diplomacy, Sleight of Hand), monk (Acrobatics, Escape Artist), natural (Climb, Fly, Swim), polearms (Diplomacy, Sense Motive), siege engines (Disable Device, Profession [driver]), spears (Handle Animal, Ride), and thrown (Acrobatics, Perception).

Warrior Spirit (Su) The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Weapon Mastery The fighter gains a weapon mastery feat as a bonus feat, even when not wielding a weapon from the appropriate weapon group. He must meet all of the feat’s prerequisites.

Weapon Sacrifice (Ex) When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, as a swift or immediate action the fighter can instead direct the damage to a weapon from the associated weapon group that he is wielding. The original target takes no damage, but the weapon receives only half its normal hardness. The fighter can use this option a number of times per day equal to the fighter’s weapon training bonus with the associated weapon group. He cannot use this option with unarmed attacks.

Weapon Specialist (Ex) The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.

Battle Awareness (Ex) Starting at 6th level the fighter gains a +2 bonus to Initiative, this increases by 1 every 6th level afterwards.

Rapid Attack (Ex) A fighter at 8th level can make a full attack as a standard action

Fortification (Ex) At 9th level a Fighter who is subject to a successful critical strike can make an opposed attack roll, if the resulting roll is higher than the roll of the critical strike, the critical is negated and is rendered as a regular attack.

Battle Inspiration(Ex) As a swift action once an encounter, a fighter can gives allies (not including himself) 1d4 temporary hit point per 2 fighter levels as well as +1 morale bonus to saves and weapon attack rolls.

Weapon Mastery (Ex)
At 17th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.


Combat Adroitness (Ex)
At 18th level the fighter gains the use of an additional swift action a round.

Armor Mastery (Ex)
At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.

Battle Mastery (Ex) The fighter at 20th level operates as if continuously under the effects of the Foresight spell. In addition whenever the fighter drops a foe, or if the foe is dropped in the same round the fighter dealt damage to it. He gains a +3 bonus to all his actions for the rest of the combat. This bonus does not stack with itself.

ngilop
2018-09-10, 10:18 AM
Combat talents

100 Blows (Ex)
The fighter gains the effect of a haste spell for 1 round per 2 fighter levels. The fighter can use this ability once a day plus a number of times equal to Constitution modifier

Abundant Tactics (Ex)
The fighter adds his weapon training bonus to the number of times per day he can use a combat feat he has that allows a limited number of daily uses, such as the Stunning Fist feat.

Aegis (Ex)
This talent give the fighter damage reduction against successful critical hits and sneak attacks equal to half the fighter’s level. This damage reduction stacks with and is applied first with all other damage reduction the fighter might have.

Agility (Ex)
The fighter can add his Dexterity modifier to his Attack and Damage rolls as well as CMB with a weapon for which he has weapon training, instead of his Strength modifier. The fighter does not gain bonus damage from wielding the weapon in two hands.

Armor Skills
The fighter can pick 2 armor skills. Each armor skill is usable once per combat encounter. The DC for saving throw is 10 +1/2 fighter level + Strength modifier.

Armored Sprint (Ex)
The fighter gains Run as a bonus feat. If the fighter is proficient with heavy armor, he treats heavy armor as if it were one category lighter for the purpose of determining how fast he can move while running in armor.

Arsenal (Ex)
The fighter may use the Weapon Expertise ability with only 10 minutes instead of the usual 1 hour.

Athlete (Ex)
A fighter adds half his fighter levels as a bonus to all Acrobatic skill checks.

Blurring Speed (Ex)
As a swift action the Fighter gains an extra move action this round.

Citadel (Ex)
This talent allows a Fighter to grant himself temporary hit points. The fighter must be conscious to gain this benefit. As a move action, the fighter gains 1d12 temporary hit points + 1 per fighter level. A fighter may do this a number of times per day equal to 3 + his Constitution modifier.

Clear Mind (Ex)
The fighter may reroll a failed Will save. This talent is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The fighter must take the second result, even if it is worse. This power can only be used once per encounter.

Critical Strike (Ex)
The fighter can choose to take a cumulative –4 penalty on all melee attack rolls and combat maneuver checks to gain a +1 bonus onto his critical threat range on all attacks with any weapon he has Improved Critical for to a maximum of +5. This bonus is applied after doubling the critical threat range of the weapon from the Improved Critical Feat.

Damage Reduction (Ex)
The fighter’s damage reduction increases by 1/—.He can select this talent multiple times. Its effects stack with itself and the fighter's armor mastery class ability.

Dazzling Intimidation (Ex)
The fighter applies half his weapon training bonus to Intimidate checks and can attempt an Intimidate check to demoralize an opponent as a move action instead of a standard action. If he has the Dazzling Display feat, he can use it as a standard action instead of a full-round action.

Deep Reserves (Ex)
The fighter gains an additional 3+ Wis modifier combat focus points.

Devastating Melee Smash (Ex)
Once per encounter, before making the fighter’s attack roll, he may choose to add his fighter levels to damage with a melee weapon. If he misses, this attempt is wasted. This talent may be selected multiple times, each time granting one additional attempt per encounter. A save at DC 10 +1/2 fighter level +Strength modifier must be passed or the target is dazed for 1 round.

Expert Weapon Qualities (Ex)
A fighter that selects this talent chooses a specific weapon they have the weapon focus feat for, such as the longsword, lance, or greatsword. One of the following weapon qualities may be added to the weapon:

Disarm: With this weapon, the fighter gets a +2 bonus on combat maneuvers made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Light: The fighter may choose this option only for a one-handed weapon. The weapon is now considered light for him. He may use the weapon in his off-hand without penalty, and he may use the Weapon Finesse feat with the weapon.
Mounted: The weapon deals double damage when used from the back of a charging mount. If the weapon is two-handed, the fighter may use it one-handed while mounted. This does not double the double damage while using a lance.
Set: The fighter may choose this option with a one- or two-handed weapon (but not a light weapon). If he uses a ready action to set his weapon against a charge, he deals double damage on a successful hit against a charging opponent. This does not double the double damage while using a lance.
Thrown: The fighter may throw the weapon. It gains a range increment of 10. If the weapon does piercing damage, it gains a range increment of 20.
Trip: The fighter can use the weapon to make trip combat maneuvers. If he is tripped during his own trip attempt, he can drop the weapon to avoid being tripped.

This talent may be taken multiple times.

Expert Weapon Reach (Ex)
A fighter that selects this talent chooses a two-handed weapon they have weapon training for, such as the greatsword, greataxe, or long spear. The fighter gains reach with the weapon. (Typically, this doubles his natural reach.) If the weapon already has reach, this talent allows him to attack adjacent foes.

Extreme Effort (Ex)
A fighter that selects this talent may perform feats of extreme physical effort. When making a strength check, the fighter doubles his strength bonus. At 9th level, the fighter may take 10 on any Strength checks.

Fast Movement (Ex)
A fighter that selects this talent increases his base speed by 10 ft.

Ferocity (Ex)
A Fighter with this talent upon first taking damage in a round deals an extra 1 point of damager per fighter level with all successful weapon attacks as well as increasing his weapons critical threat range by 1. this increase does not stack with and applies after any feats or abilities that increase critical threat range, such as Keen or improved critical. The fighter suffers a -4 penalty to AC. This lasts 4 rounds.

Hardened Fortitude (Ex)
A fighter only requires half as much sleep or meditation as normal and can survive twice as long without food and water before needing to make checks. In addition, the fighter gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold his breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. And the fighter may sleep in medium or heavy armor without becoming fatigued.

Hustle (Ex)
Whenever the fighter would be allowed to take a ‘5 ft. step’ he may take a ‘10 ft. step’ instead. Any ability, effect, feat, or rule that applies to a ‘5 ft. step’ now applies when he takes a ‘10 ft. step’.

Improved Uncanny Dodge (Ex)
The fighter can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more thief levels than the target does. If a character already has uncanny dodge (see below) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Indomitable (Ex)
This talent allows a fighter to add his Constitution modifier to his Will saving throws instead of his Wisdom.

Inspiring Confidence (Ex)
A number of times per day equal to his highest weapon training bonus as a swift action, the fighter can allow one ally within 30 feet to attempt a new saving throw against an ongoing fear or compulsion effect. If the ally succeeds at the save, the effect ends.

Intercept (Ex)
Once a round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the fighter can choose to have the weapon strike him instead of the intended target. The attack automatically hits the fighter, regardless his AC or any miss chance in effect, and he suffers the normal consequences of the attack.

Internal Fortitude (Ex)
While fighting defensively the fighter is immune to the sickened and nauseated conditions. When not fighting defensively, the fighter gains a +4 bonus to saves versus effects that would give him the sickened or nauseated conditions.

Item Mastery
The fighter gains an item mastery feat as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat’s normal requirements. He must meet all of the feat’s prerequisites.

Last Word (Ex)
A fighter can make one melee attack against an opponent within reach in response to an attack that would reduce him to negative hit points, knock him unconscious, or kill him. The fighter may use this ability even if the attack would otherwise kill him instantly Once the fighter’s attack is resolved, he suffers the normal effect of the attack that provoked this ability.

Martial Arts Master (Ex)
The fighter gains the unarmed strike damage of a monk whose level equals his fighter levels.

Martial Speed (Ex)
The Fighter gains an additional attack this at his highest attack bonus. This extra attack stacks with haste effects.

Melee Defense (Ex)
When wielding a melee weapon, a fighter gains a +1 competence bonus to his AC.. If fighting with two weapons, he gains a +2 competence bonus to his AC. At 7th level, this bonus increases to +2/+4 and at 14th level to +3/+6.

Mettle (Ex)
If a fighter makes a Will save or Fortitude save that has an effect on a successful save, he takes no effect on a successful save (i.e., ‘Will half’ & ‘Fortitude partial’ become ‘Will negate’ and ‘Fortitude’ negate). The Fighter must have a base will save of +3 to select this Combat Talent.

Parry (Ex)
The fighter can negate a melee attack by rolling an opposed attack roll, DC = the opponent’s attack roll. This uses one of the fighter’s attacks of opportunity (if he has more with Combat Reflexes) for the round in which it is used. He receives a –5 penalty to this attack roll. He must not be flat-footed.

Provoke (Ex)
A fighter that selects this talent adds half his fighter levels as a bonus to all Intimidate checks to taunt.

Rain of Attacks (Ex)
When wielding a ranged weapon that a fighter has weapon training with, he may, as a full attack action, make an extra melee attack at his highest BAB, but all such attacks receive a –2 penalty. This does not stack with anything that grants additional attacks (such as haste).

Reactionary (Ex)
This talent allows a fighter to add his Constitution modifier to his Reflex saving throws instead of his Dexterity.

Renewed Defense (Ex)
As an immediate action when the fighter negates a critical strike with his fortification ability, the fighter heals 1d8 points of damage + his Constitution modifier. For every four levels the fighter has attained above 2nd, this healing increases by 1d8, to a maximum of 5d8 at 18th level. This power can be used only once per day.

Resolute (Ex)
Whenever the fighter takes damage from a melee or ranged weapon attack, the fighter can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or elemental damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the fighter can convert increases by 1.

Riposte (Ex)
Once per encounter, as an immediate action, a fighter may make a melee attack against an opponent who successfully struck the fighter this round.

Riposte Mastery (Ex)
As per riposte, however, the fighter may make an additional number of ripostes for each point of dexterity modifier.

Second Wind (Ex)
Once per encounter, as a standard action, the fighter may regain a number of hit points equal to twice his fighter level plus his Constitution modifier, in addition this negates any fatigue effect the fighter may be suffering from, and reduces exhaustion to fatigue. Any hit points he would gain from this ability over his maximum total are lost.

Solid Frame (Ex)
A fighter that selects this talent lets him function in many ways as if he was one size category larger. Whenever he is subject to combat maneuvers, he is treated as one size larger if doing so is advantageous to him. The fighter is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. He can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. . This talent does not stack with Powerful Build racial trait.

Staredown (Ex)
The fighter may attempt the Demoralize action on all opponents within 30 ft. as a movement action.

Steel Headbutt (Ex)
While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to half the fighter’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack.

Storm of Attacks (Ex)
When wielding a weapon that the fighter has weapon training with, he may, as a full attack action, make two extra melee attacks at his highest BAB, but all such attacks receive a –2 penalty. This does not stack with anything that grants additional attacks (such as Haste) nor the Rain of attacks ability.

Strong Back (Ex)
A fighter that selects this talent adds +4 to his strength score to determine his carrying capacity. In addition, the fighter can wear medium armor without the reduced speed. At 11th level, a fighter can wear heavy armor without the reduced speed.

Take the Blow (Ex)
This fighter talent, as an immediate action, allows the fighter to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before his next turn, the fighter can take half this damage on himself. The target takes the other half as normal. The fighter can only absorb damage from melee and ranged weapon attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Uncanny Block (Ex)
This allows bestows the fighter's sheild bonus to AC to his touch AC.

Uncanny Dodge (Ex)
The fighter can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A fighter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Vigilant (Ex)
The fighter can stand his ground against all enemies, warding the spot where he made his stand to prevent foes from slipping past and attacking those he protects. The fighter adds half his fighter level as a bonus to the DC of opponents attempting to Bluff him and Acrobatics checks to pass by him without provoking an attack of opportunity for moving through spaces he threatens.

Walk on Water
Once per day the Fighter can traverse any horizontal liquid surface without actually touching it. This allows him to travel across the top of water, acid, lava or any other liquid unharmed. Once the character has entered the water, he may do nothing but double move or run each round, otherwise the ability fails and he falls into the liquid. Other than this restriction, the character can remain on the liquid for up to 2 rounds per level.

Weapon Power (Ex)
A fighter with this talent adds +2 to damage with all weapons. In addition at 10th level, the fighter may reroll 1s for damage with melee weapons.

Weapon Skills
The fighter can pick 3 weapon skills. Each weapon skill is usable once per combat encounter. The DC for saving throw is 10 +1/2 fighter level + Strength modifier.


Armor Skills
Ablative Armor (Ex)
As a swift action the fighter sacrifices his armor's AC bonus for temporary HP. This rate is 5 HP for every point of armor traded. This lasts 1 round.
Admonition (Ex)
The fighter uses this armor skill as an immediate action. A fighter makes an Intimidation check against an enemy who just missed an attack against the fighter.
Aegis (Ex)
As a swift action the fighter can use this armor skill. Negating any and all damage, spells, or harmful effects that would effect the fighter for 2 rounds. This armor skill requires the fighter already have the Steel Defense and Bulwark armor skills.
Bulwark (Ex)
The fighter can, as an immediate action use this armor skill. In response to a successful attack against him, the fighter rolls 1d8 plus his armor bonus gained from his armor and/or shield. If the amount is higher than the damage suffer the attack is negated.
Daunting Challenge (Ex)
This armor skill, used as a swift action, allows the fighter to call out opponents, striking fear into the hearts of his enemies. In this manner, the fighter separates the strong-minded from the weak-willed, allowing him to focus on opponents that are worthy foes. This ability affects all creatures within 100 feet of the fighter that have a CR equal to or lower than his fighter level plus 2. Targets must be able to hear him, speak or understand a language of some sort, and have an Intelligence score of 3 or more. All targets who meet these conditions must make Will saves (DC 10 + half of the fighter’s level + his Charisma modifier) or target the fighter with weapon attacks. Whether a creature fails or succeeds on its save against the fighter’s daunting challenge, it can only be targeted by this effect once per day.
Defense of Resilience (Ex)
The fighter can, as a swift action use this armor skill. A fighter can give adjacent allies total cover against ranged attacks and spells. This lasts 4 rounds
Deflect (Ex)
As an immediate action, the fighter can use this armor skill. Upon successfully passing a save against a spell that targets the fighter, the fighter deflects the spell back at the originating caster, with the caster being the focal point of the spell and only with spells that target the fighter, not an area.
Endure Destruction (Ex)
As an immediate action, the fight can use this armor skill. This stops all damage that would put the fighter under 1 HP or would instantly cause the fighter's death.
Erode Resolve (Ex)
The fighter can, as a swift action, use this armor skill. The fighter makes attacking him a battle of wills as much of physical might. Successful attacks against the fighter cause the attacker to become fatigued, unless the attacker succeeds on a Will save.
Exhausting Guard (Ex)
As a swift action the fighter imparts a -2 penalty to AC, Attacks, and Reflex saves to all enemies who miss an attack, this ability stacks with itself and last 4 rounds.
Fortify (Ex)
As a free action, in response to being threatened with a critical strike, the fighter gains a bonus to AC versus the confirmation roll. This bonus is equal to 1 for every 5th Base Attack bonus plus a set amount dependent on the type of armor; +1 for light, +2 for medium, and +3 for heavy.
Guard (Ex)
The fighter can use this armor skill as an immediate action. This allows a fighter to increase an allies AC by the fighter's armor or shield bonus (pick one when declaring the use of this armor skill).
Iron Skin (Ex)
The fighter can, as a swift action, use this armor skill. Gaining DR 2/- increasing by 2/- for every 5th base attack bonus. This stack with any existing damage reduction and lasts 4 rounds.
Perfect Defense (Ex)
As a swift action the fighter can use this armor skill. The fighter gains an insight bonus to his AC equal to half his base attack bonus and gains spell resistance against harmful and detrimental spells equal to 10 + his armor bonus to AC + his shield bonus to AC. This lasts 1 round. The Figher must be at least 14th level to select this armor skill
Protect the Meek (Ex)
The fighter can use this armor skill as an immediate action. This allows the fighter to take the damage of an adjacent ally that would otherwise be broughtt o 0 or below HP.
Redoubt (Ex)
The fighter can, as an immediate action, use this armor skill. Forcing one opponent who just successfully attacked him to reroll.
Stance of Avoidance (Ex)
A fighter, as a swift action can use this armor skill. Each attack that misses the fighter gives him a stacking +2 dodge bonus to AC. This lasts 4 rounds.
Steel Defense (Ex)
As an immediate action, the Fighter can give his equipped armor or shield the broken condition to negate any attack, or spell that deals damage or is a death effect.
Unbreakable (Ex)
The fighter, as a swift action, uses this armor skill. He becomes immune to Fear effects, as well as any items he weilds becomes immune to sunder. This lasts 4 rounds.
Vigilance (Ex)
As swift action, the fighter can use this armor skill. Treating all threatened squares as difficult terrain. This lasts 4 rounds.
Wall of Armor (Ex)
The fighter, as a swift action, can use this amor skill. He gains cover to all attacks for 4 rounds.
Ward (Ex)
As a swift action, the fighter gains the use of this armor skill. Gaining resistance 10 to an element. This lasts 4 rounds.
Weight of Defeat (Ex)
The fighter can, as a swift action, use this armor skill. Any attacker that successfully attacks the fighter twice or more in a round must make a Fortitude save or suffer a -4 penalty to attacks. If the attacker fails their fortitude save, they must immediately roll a Will save or be dazed for 1 round. This lasts 4 rounds.


Weapon Skills
Accessory Crush (Ex)
The fighter deals damage on a successful weapon attack to a single object of his choice in the creature’s possession. The object takes the same amount of damage as the creature.
Aiding Attack (Ex)
The fighter can use this weapon skill as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the fighter’s next turn gains a +2 circumstance bonus on that attack roll.
Battle Cry (Ex)
As a swift action, the fighter can give an inspiring cry to his allies. Giving all allies an additional attack at their highest base attack bonus. This last 1 round.
Deft Stand (Ex)
The fighter can spend a move action to stand up without provoking attacks of opportunity.
Crushing Blow (Ex)
The fighter can use this weapon skill as a free action when he hits with an attack. That creature is stunned for 1 round.
Colossus Strike
The fighter can use this attack as a free action when he makes an attack. If the attack hits, the target is knocked back 5 feet.
Daunting Strike
The fighter can use this attack as a free action when he makes an attack. If the attack hits, the target is frightened for 1d4 rounds. A successful Reflex save negates. The fighter must have rattling strike to select this weapon skill.
Dazing Strike
The fighter can use this attack as a free action when he makes an attack. If the attack hits, the target is dazed for 1d4 rounds. A successful Fortitude save negates.
Directing Strike (Ex)
The fighter can use this weapon skill as a free action when he hits a creature with an attack. For the next round any ally who makes an attack against the target creature gains a +2 circumstance bonus on that attack roll as well as deal an additional 2d4 points of damage. This extra damage is not multiplied on a crititical strike. The fighter must have the aiding attack to select this weapon skill.
Distracting Attack (Ex)
The fighter can use this weapon skill as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Foe Shatter (Ex)
The Fighter can use this weapon skill as a free action before he makes an attack. If the attack hits, the target losses damage reduction for 1 round.
Hammer Strike (Ex)
The Fighter can use this weapon skill as a free action before he makes an attack. If the attack hits, the target is immobilized for 1d4 rounds. A Successful Fortitude save negates.
Health Drain (Ex)
The fighter can use this weapon skill as a free action before he makes an attack. If the attack hits that creature takes 2 points of Constitution.
Hobbling Attack (Ex)
The fighter can use this weapon skill as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Iron Strike (EX)
The fighter can use this attack as a free action when he makes an attack. If the attack hits, the target loses its next move action. A successful Reflex save negates. A Fighter must have hobbling strike to select this weapon skill.
Lingering Strike (Ex)
A fighter can use this weapon skill as a free action before he makes an attack. If the attack hits the creature hit takes damage equal to your Strength modifier at the beginning of their turn for 1d4 rounds.
Mind Drain (Ex)
The fighter can use this weapon skill as a free action before he makes an attack. If the attack hits that creature takes 2 points of Intelligence damage, 2 points of Wisdom damage, or 2 points of Charisma damage (depending on the casting stat the target uses).
Mystic Sap (Ex)
The fighter can use this weapon skill as a free action before he makes an attack. If the attack hits that creature’s caster level is reduced by 1d4+1 for 2 minutes.
Nightmare Strike(Ex) As a free action the fighter rolls twice for an attack, taking the lower of the results. If it is still a successful attack, the fighter deals an additional 2 +1/level (max 22) damage. This damage is not multiplied on a critical strike.
Overhand Chop (Ex)
A fighter can use this weapon skill as a free action when he makes an attack. If the attack hits, the fighter adds double his Strength bonus on the damage roll.
Persistent Wound (Ex)
A fighter can use this weapon skill as a free action before he makes an attack. If the attack hits the creature hit takes weapon plus strength modifier damage at the beginning of their turn for 1d4 rounds. The fighter must have lingering strike to select this weapon skill.
Piledriver (Ex)
A fighter makes a single melee attack as a standard action. If the attack hits, he may make a bull rush or overrun combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. A bullrush staggers the target for a round and overrun deals 1d8 /+1 per fighter level additional damage.
Power Drain (Ex)
The fighter can use this weapon skill as a free action before he makes an attack. If the attack hits that creature takes 2 points of Strength damage.
Quickness Drain
The fighter can use this weapon skill as a free action before he makes an attack. If the attack hits that creature takes 2 points of Dexterity damage.
Rattling Strike (Ex)
The fighter can use this weapon skill as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds. A successful Will save negates.
Reliable Strike (Ex)
A fighter may reroll a missed attack roll. He must accept the second roll even if it is worse.
Retaliation (Ex)
A fighter can make a melee attack as an immediate action against an opponent who hits the fighter with a melee attack, so long as the attacking creature is within the fighter’s reach.
Speedsap (Ex)
The fighter can use this weapon skill as a free action before he makes an attack. If the attack hits that creature under the effect of slow for 1d4 rounds. A successful Fortitude save negates
Surge Strike
The fighter can use this attack as a free action when he makes an attack. If the attack hits, the fighter removes 1 negative condition. The fighter must have Second Wind to select this weapon skill.
Tactical Strike
The fighter can use this attack as a free action when he makes an attack. If the attack hits, the fighters allies gain a free 5 foot step they must take immediately.
Tangling Attack (Ex)
The fighter can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1d4 rounds. A successful Reflex save negates
Unstoppable Strike (Ex)
A fighter can take a standard action to make one attack with his chosen weapon as a touch attack that ignores damage reduction (or hardness, if attacking an object).
Upending Strike (Ex)
The fighter can use this weapon skill as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Vampiric Strike (Ex)
The Fighter can use this weapon skill as a free action when he makes an attack. If the attack hits, he heals HP equal to the damage dealt.
Vengeance Strike (Ex)
The fighter can use this weapon skill as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The fighter can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
War Cry (Ex)
As a swift action, a fighter can give a war cry to his allies, inspiring them to fight better. His allies (the fighter is unaffected) that can hear him gains a +2 competence bonus on attack rolls, saving throws, and to AC. The effect lasts for 4 rounds.

ngilop
2018-09-10, 11:08 AM
Feats

Battle Endurance (Combat)
You can push yourself to higher limits.
Prerequisite(s): Combat Focus
Benefit(s): Your combat focus increases by 2 points.

Self Inspiring (Combat)
You embolden yourself when inspiring others.
Prerequisite(s): Battle Inspiration
Benefit(s): You are able to benefit from your own Battle Inspiration

Martial Talent (Combat)
By studying the basics of combat and focusing you gain the use of a combat skill.
Prerequisites(s): Fighter level 3 OR base attack bonus +5
Benefit(s): You may select one armor skill or weapon skill to gain the use of.

exelsisxax
2018-09-11, 10:22 PM
1: that isn't how skill points work in pathfinder.
2: tell us what you are trying to do, what you are changing(eyeballing it you just seem to hand out more weapon and armor training and make bravery less bad) and explain why you think those alterations/additions accomplish the goal you described.

ngilop
2018-09-12, 08:48 AM
1: that isn't how skill points work in pathfinder.
2: tell us what you are trying to do, what you are changing(eyeballing it you just seem to hand out more weapon and armor training and make bravery less bad) and explain why you think those alterations/additions accomplish the goal you described.

1) thanks, so used to do 3rd ed homebrew I did not even notice ( actually had to look at it twice to find what you were referring to)

2)the base chassis of the Fighter is what I am hoping a quality of life improvement, not so much an addition of other new versatile and power upgrading abilities those are what the combat talents as well as weapon and armor skills.

I just read through my iron heroes book and though 'that is kind a nifty idea. I wonder if giving the poor fighter some of these would make him a bit more of an attractive option over the 30 or so other classes than do his job better currently.

aimlessPolymath
2018-09-12, 11:49 AM
Seconded that I'm not clear on the changes made.
-You should put a spoiler around the list of weapon groups.
-Were there any new/removed weapon/armor trainings?
-I see 2 more skill points and Acrobatics. Sense Motive, and Perception added to the fighter skills. Any other skill changes I missed?

-Battle Awareness, Rapid Attack, Fortification,Battle Inspiration,Combat Adroitness, Battle Mastery, and Combat Talent are all in the table, but not described in text.


I just read through my iron heroes book and though 'that is kind a nifty idea. I wonder if giving the poor fighter some of these would make him a bit more of an attractive option over the 30 or so other classes than do his job better currently.
IMO, the problem isn't so much that the fighter doesn't do his job that well, it's that he doesn't actually have a well-defined niche or toolkit beyond "can do any of the things these other classes can do, but not as well".

ngilop
2018-09-12, 01:29 PM
Oh, I know the fighter can roll a d20 to attack all day every day just as good as anybody else. But that is literally where the fighter stops.

I wanted to diversify what the fighter can do both in regards to in combat, as well as out of combat.

A lot on the class table has not been included, due to a) me not having time to complete this in 1 go and b) the aggravating GiTP board that auto logs me out after a randomly determined amount of time and then decided to only have a little bit of what I wrote as auto-restore. case in point: I had 10 actual abilities listed under combat focus, but got auto logged out and only 2 of them were restored.


talents and such are going to be in the third post when I am able to finish the rest.

ngilop
2018-09-18, 04:13 PM
I got combat talents and weapon skills in. Working on armor skills now.

ngilop
2018-09-18, 11:06 PM
And finished.

aimlessPolymath
2018-09-19, 12:40 AM
There's a whole lot here to unpack, so I'm going to try to hit some general points. It's also possible that I missed something due to the size of the document and the difficulty in scrolling around (consider spoilering some sections). I'm going to be mostly critical, but I do like a lot about this fighter, especially Combat Focus.

The good: It looks like there's a lot of content, and a lot of options. I particularly like Combat Focus, which looks like a cool "build-your-own-rage" ability with versatility. If I want, I can create a great deal of character builds and abilities, too. I see a number of abilities that work with any weapon you have weapon training with, which is a great intermediate between "one weapon only" and "any weapon at all"- I'm a huge fan of axes myself.

I also very much like the way Combat Focus builds on the feats you already have access to (though I think Focused Attack is overpriced).

The bad: Those abilities don't seem to be internally balanced. And there's a lot. I have to choose
-Up to 10 extra feats (sure)
-Up to 4 Advanced Weapon Trainings
-Up to 5 Advanced Armor Trainings
-Up to 7 Combat Talents, which include Armor Skills and Weapon Skills (which are, of course, distinct from Armor/Weapon trainings).
Also, all of these are gained at different rates- every 2, 4, or 5 levels, depending.

This is a lot to put onto the character sheet, and while there are only a few choices at any given level, the complexity of the character looks like it rapidly expands. That isn't a problem, as long as the space is usefully used. I'm not sure that it is.

Furthermore, I'm not sure that there's much internal balance between the abilities- there are too many of them for me to check individually, but the fact that Rain/Storm of Blows/Arrows is four different abilities blows my mind- four different talents doing slightly different versions of the same technique. Could someone know how to make two extra attacks without knowing how to make one? Another example is the Aegis armor skill, which blows Bulwark, Steel Defense, and Erode Destruction to shame. Second Wind and Resolute seem totally redundant. Staredown is basically Dazzling Display as a standard action- but Dazzling Intimidation interacts explicitly with Dazzling Display, making it awkward for a fighter as he levels up to select their options in order to avoid redundancy.

I also see signs of editing issues- the Aegis combat talent refers to doubling what seems to be nonexistent DR, Internal Fortitude refers to a nonexistent defensive stance. Vigilance is literally just bad for you. Fortify is redundant with Fortification.

Finally, a lot of what this gives is more numbers, and numbers are not what the Fighter needs- just from starting the encounter, a fighter is sitting on +3 to AC, +2 to attacks, and +1d8 to damage on every hit, which is absurd at low levels.

More generally, I'm going to quote another guy on the Fighter's problems (from another fix).


.
Your Battlemaster is undeniably impressive as far as numbers go, but numbers are not where the Fighter suffers.
The problem with fighters is that:
1. At high levels they keep playing with low level tools (feats).
2. As levels go up, they find it harder and harder to outrun their foes - both when they want to catch them and when they need to run away.
3. As levels go up, spellcasters have better tools of improving their action economy.
4. They can't do a lot vs. DR and incorporeal opponents without appropriate gear (which they themselves are incapable of crafting).

You may not feel the need to cover all of these factors, but they're important to be aware of.

ngilop
2018-09-19, 09:51 AM
I agree with Nonsi's points and keep similar things in my head when designing any fighter fix ( I have 3 3.5 fighter fixes here on GiTP)

And whoopsie. I forgot to add in prerequisites for some of the weapon/armor skills.

I ddn't want to just take my 3.5 fighter and slap on pathfinder style skills, because that is lazy. I wanted to come up with some new things. I like the idea of customizable classes. Caster get that inherently with spells. As I am sure you know that you can have a aprty of 6 clerics and every single one of them are different just by spell selection alone, not factoring in racial abilities or feats.

I want it so that fighters have a chance to be different as well from each other.

for combat focus, should it just be one point or should it still cost the same but last the rest of the combat? I am leaning more towards the former.

I can add in some more combat talents for some higher level abilities.


I also feel that ( mostly due to the fatc that GiTP keeps logging me out and I lose crap) I can add in some more combat focus abilities that are keyed off of feats. any suggestions on those?

aimlessPolymath
2018-09-19, 08:12 PM
Prerequisites help a lot, yeah.

On customization:
Clerics are an interesting example, because they don't get much actual customization- they can prepare new spells each day :P Sorcerers, yeah.

On complexity: A talent system is a solid way to differentiate characters! However, I don't think that it should be organized as it is; I think that at minimum, Armor/Weapon training should be rolled into talents. In addition, whenever you have multiple talents that do the same thing in different ways, I think that's a problem- because it's redundant, because it reduces flexibility when you can only do one mode out of several, and because it makes little sense to me that someone can know how to make two extra attacks without knowing how to make one.

Edit: Saw Martial Speed, which exists at the same time as Storm of Attacks. You have a real redundancy problem here.

For Combat Focus baseline effects: I would move Abundant Tactics from the Combat Talents and Weapon Trainings to here; 2 points for 1 use.
Also, 1 attack made for 1 cost sounds good to me. Also do the same thing for the various other "penalty to attack for bonus" feats.
I'd also look into the ability to make combat maneuvers- the ability to negate the attack of opportunity you provoke would be awesome for 1 point, and would open up a lot of flexibility. Maybe just the ability to cancel one attack of opportunity against you?
Amazing Dodge actually no longer works in Pathfinder- it's a global +1 AC bonus now anyway. I might change it to the ability to once per round, get a +2 to AC against one attack, or cut it entirely.
I would also heavily nerf most of the "whole combat" abilities in Combat Focus that give static bonuses to attack/damage/AC, since they're so huge as it is. This fighter will basically steamroll fights at low levels, which is not where most of their problems are. I would cut Sanguine Assault entirely; I think that "crit builds" should require specialization, and this is very swingy at low level.
I would change Battle Vigor to the ability to get level + 1 in temporary hit points. If they have the Toughness feat, 2x level + 1.
If you have Point-Blank Shot: Spend 1 point to ignore non-total concealment, cover, range penalties, and the penalty for being in melee for one turn against someone within 30 ft.
Spend 1 point to power up one aid another check, charge, or full defense; by +3-4 or so to the result?
Spend 1 point to gain temporary proficiency in a weapon- even an improvised one.
If you have Improved Initiative: Spend 1 point during initiative rolling to deal +1d6 damage during the first round to flat-footed enemies. Scales up with level a bit.
Spend 1 point to deal nonlethal damage with no penalty.
If you have Rapid Reload(heavy crossbow): Spend 1 point to reload a heavy crossbow as part of a move action made to move.

For getting logged off: Did you check the "remember me" setting when logging in? Also, double-check your browser settings for cookies.

ngilop
2018-09-19, 09:20 PM
I am allright with some redundancy. Also Martial SPeed stacks with Storm of Attacls. good suggestions on the additions to Combat Focus.

ngilop
2018-09-21, 12:51 AM
Ok added in some new combat focus things as well as about a dozen more weapon skills.

exelsisxax
2018-09-22, 07:40 AM
1) thanks, so used to do 3rd ed homebrew I did not even notice ( actually had to look at it twice to find what you were referring to)

2)the base chassis of the Fighter is what I am hoping a quality of life improvement, not so much an addition of other new versatile and power upgrading abilities those are what the combat talents as well as weapon and armor skills.

I just read through my iron heroes book and though 'that is kind a nifty idea. I wonder if giving the poor fighter some of these would make him a bit more of an attractive option over the 30 or so other classes than do his job better currently.

Then, honestly, you failed. You've made it far more complicated to build a fighter, far more complicated to play one, and none of their problems are fixed because you just made them better at the thing they can do anyway(deal damage in combat) by adding more numbers to everything. Fighters ARE NOT bad at their job - I think this is some leftover 3.5 stuff that people forget did not carry over. Fighters are very good at dealing damage. The problem with fighters is that that's basically it. That alone doesn't really make you useful once high level casters come into play. You haven't addressed that at all, just given fighters a giant pile of talents and number boosts to make them stupid at level 1.

ngilop
2018-09-22, 02:18 PM
Then, honestly, you failed. You've made it far more complicated to build a fighter, far more complicated to play one, and none of their problems are fixed because you just made them better at the thing they can do anyway(deal damage in combat) by adding more numbers to everything. Fighters ARE NOT bad at their job - I think this is some leftover 3.5 stuff that people forget did not carry over. Fighters are very good at dealing damage. The problem with fighters is that that's basically it. That alone doesn't really make you useful once high level casters come into play. You haven't addressed that at all, just given fighters a giant pile of talents and number boosts to make them stupid at level 1.

Thanks for the pointing out of my failures. Now, if you would be so kindly as to point out specific critques or helpful suggestions that would just be super.


I agree that I might have tossed in some 'get bigger numbers' abilities But that is far from the only thing I have done.



I gave fighters better inherent action economy; the have uses for swift actions, move actions, standard action, and immediate actions as well as extras to do in such action EXAMPLE: they now full attack as a standard action. and get an extra swift a round.

Fighter now do more than roll a d20 and then the appropriate die for damage. The can inflict statuses such as dazed, entangled etc etc. they also now affect more than just AC and HP. bein able to affect all 3 saves.


One thin I acquiesce on is I am short non combat focus abilities. Though I did give them more skills as well as more skill points The need other in class out of combat abilities.



again, any actual helpful suggestions, advice, or hints would be lovely.

nonsi
2018-09-24, 12:19 AM
.
Call it a nitpick, but I believe that rearranging the content of the Special column as follows would make it easier to track the class abilities.
Also, if you don't like the bolded part, you can undo it. I think it helps.


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Weapon Expertise, Combat Focus
2nd+2+3+0+0Bonus Feat, Combat Talent
3rd+3+3+1+1Battle Hardened +1
4th+4+4+1+1Bonus Feat, Armor Training
5th+5+4+1+1Combat Talent, Weapon Training
6th+6+5+2+2Bonus Feat, Battle Awareness
7th+7+5+2+2Battle Hardened +2
8th+8+6+2+2Bonus Feat, Armor Training, Rapid Attack, Combat Talent
9th+9+6+3+3Fortification
10th+10+7+3+3Bonus Feat, Weapon Training
11th+11+7+3+3Battle Hardened +3, Combat Talent
12th+12+8+4+4Bonus Feat, Armor Training
13th+13+8+4+4Battle Inspiration
14th+14+9+4+4Bonus Feat, Combat Talent
15th+15+9+5+5Battle Hardened +4, Weapon Training
16th+16+10+5+5Bonus Feat, Armor Training
17th+17+10+5+5Combat Talent, Weapon Mastery
18th+18+11+6+6Bonus Feat, Combat Adroitness
19th+19+11+6+6Battle Hardened +5, Armor Mastery
20th+20+12+6+6Bonus Feat, Armor Training, Battle Mastery, Combat Talent, Weapon Training