Grey Paladin
2008-12-12, 06:55 PM
Design Notes This class was balanced against the Wizard, and was not built for handling Damage Multipliers such as Leap Attack- understand these facts before dubbing it broken. This class is a part of an effort to rebalance all Core classes.
Description:
Conflict defines existence, and none know it better than the Fighter.
With iron will and flashing steel these elite warriors are the lords of battle, beneath their frigid gaze, might and magic wither. On the field of battle, entire armies may break beneath the force of a single demon such as this.
These brave souls spend their waking hours in the hell hole of the battle-field, cutting bloody swathes through those unlucky enough to be on the opposing front. But the unequivocal talent of the fighters is hard come by. Their waking hours, those where their skills are not being put to use, are filled with endless drills and workouts.
A fighter requires steady nerves and an iron will to manifest his potential. He marshals his movement so rigorously, that his feats of combat may often seem superhuman.
The fighter is a true paragon to the common brawler, facing down cavalry charges and rampaging dragons with equal restraint, his is not the work of the common man.
The fighter walks along the brink of death every day, the slightest error could send him toppling over into the void. Their rigid skills and discipline are the only things keeping them alive. A fighter who neglects his duties is not long for this life.
Hit Die: d10
Skill Points: 2+Int Modifier
Skills:The Fighter's class skills are: Climb (STR) Profession (WIS) *Jump (STR) Ride (DEX) Swim (STR) Knowledge: History, Religion, Nobility, Folklore, War, Engineering (INT) Bluff (CHA) Diplomacy (CHA) Intimidate (CHA) And Heal (WIS)
The Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Rookie, Force of Will, Bonus Feat
2nd|
+2|
+3|
+3|
+3|Bonus Feat
3rd|
+3|
+3|
+3|
+3|-
4th|
+4|
+4|
+4|
+4|Bonus Feat
5th|
+5|
+4|
+4|
+4|-
6th|
+6/+1|
+5|
+5|
+5|Warrior, Bonus Feat
7th|
+7/+2|
+5|
+5|
+5|-
8th|
+8/+3|
+6|
+6|
+6|Bonus Feat
9th|
+9/+4|
+6|
+6|
+6|-
10th|
+10/+5|
+7|
+7|
+7|Champion, Bonus Feat
11th|
+11/+6/+1|
+7|
+7|
+7|-
12th|
+12/+7/+2|
+8|
+8|
+8|Bonus Feat
13th|
+13/+8/+3|
+8|
+8|
+8|-
14th|
+14/+9/+4|
+9|
+9|
+9|Bonus Feat
15th|
+15/+10/+5|
+9|
+9|
+9|Avatar of Might
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Bonus Feat
17th|
+17/+12/+7/+2|
+10|
+10|
+10|-
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Bonus Feat
19th|
+19/+14/+9/+4|
+11|
+11|
+11|-
20th|
+20/+15/+10/+5|
+12|
+12|
+12|God of War ,Bonus Feat[/table]
NOTEDamage multipliers from any source except Critical Hits do not apply to attacks effected by or granted through a Fighter class feautre . All Fighter class feautres are Exceptional (Ex) unless stated otherwise
Force of Will:
Discipline is one’s life blood on the battle-field. By keeping their bodies and minds perfectly in check, fighters can spot and easily exploit the tiniest of openings in combat.
These feats of intense focus can be used more often as the fighter grows in experience. A fighter has as many uses of Force of Will as he has levels of Fighter, plus the Fighter's Wisdom modifier.
By expending a use of Force of Will as a Free Action, a fighter may turn one of his attack rolls or a saving throws into a natural twenty. Attacks must be able to confirm their status as Critical in order to hit automatically (or for Vorpal to trigger), otherwise they may still miss as any other attack.
This ability may not be used to Confirm criticals.
Rookie:
Every hero of legends started out at the bottom. These are the lowliest form of fighter. Their training is as of yet incomplete, and without practical experience they will never make it far. These hopefuls perish by the dozen every year, but those who naturally exhibit rigorous power and focus may be on their way to great things.
Through dint of long practice, a Rookie is proficient with all simple and martial weapons, as well as every sort of armor and shield.
Warrior:
These hardy individuals see more bloodshed in horror over the course of a week then many folk can expect to see in their lives. They can casually face down terrors that would leave a lesser man incapacitated. Highly trained professionals, they are the staple of any elite force.
During a battle, speed is as vital as power. After enough repetition on the battlefield, these fighters have learned speed’s importance, and can make full attacks as standard actions.
Champion:
Bastions of power on the battlefield, these steel clad beasts can easily turn the tides of battle. Figures of notoriety in their line of work, many have heard their names. Local rulers squabble over the right to retain these masterful fighters.
After so much time on the field of battle, fighters of this caliber have seen the wonders and ruinous power of magic, and have developed techniques to combat it. Champions may expend a Force of Will use in order to roll a saving throw against a spell or magical effect that doesn’t normally allow it. the Fighter ignores the spell's effect on a successful save. (the type of the save should be based on the spell and common sense- this ability can save someone from being trapped in a force cage, but not from a point-blank super-nova)
Avatar of Might:
Watching these living legends fight is a lesson in humility for the most powerful of men. Their mastery of bringing death is a thing of beauty and awe. Experienced soldiers break at the very sight of them, so well known is their reputation and face. The bards sing of their prowess, and generals dread to hear their names among those of the enemy.
After many years of fighting under the worst conditions known to man, an Avatar of Might has been subjected to most anything, and has learned how press on regardless.With long years of training, Avatar’s of Might can bounce back from even the most powerful displays of might and magic. By expending a Force of Will use, they may reroll their saving throw against any and all spells or ongoing effects affecting them (as long as they allowed a Saving Throw in the first place!) . They need not be aware of them or even conscious in order to do this.
The above ability may be used once per a round.
God of War:
Few men have reached this level of mastery. Whether for good or ill, their names will echo down the corridors of history for centuries. At this point, these fighters have transcended the ordinary rules of combat. Taking down armies and cleaving mountains, all this and more is well within the grasp of their awesome might. They have faced down rampaging divinities with an icy coolness, and have cut them down casually.
Death seems to avoid these paragons of willpower, or perhaps their skills have gone beyond the limits of their body. Reading the subtlest flows of battle, Fighters of this level may expend a Force of Will use as an Immediate Action in order to avoid any offensive action (Remember that super-nova?). This is a Supernatural (Su) ability.
As these warriors raise their weapon, the hourglass of time itself seems to shatter and their motions become a nauseating blurr- their attacks as numerous as the grains of sand hitting the tapestry of reality.
Gods of War may make a Full Attack as a Move Action.
Bonus Feats:
A small arsenal of skills is death against an experianced opponent. Expanding his personal repetoire is a vital part of any fighter's training.
The Fighter gains a bonus feat from the list below (and the list for the WotC Fighter in the d20SRD) at first level, and every even level afterwards.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
New&Revised Feats
All feats below can be taken as Fighter Bonus Feats.
Each feat replaces all earlier versions.
Power Attack
Power Attack [General]
Prerequisite
Str 13.
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or 5, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn.
Improved Power Attack [General]
Prerequisite
Str 15 , Power Attack ,Warrior Title or Level 10
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or 10, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn.
Greater Power Attack [General]
Prerequisite
Str 17 ,Improved Power Attack ,Champion Title or Level 15
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or 15, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn.
Supreme Power Attack [General]
Prerequisite
Str 19 ,Greater Power Attack ,Avatar of Might title or level 20
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Transcendent Power Attack [General]
Prerequisite
Str 21 ,Supreme Power Attack ,God of War title
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add twice that number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Cleave
Cleave [General]
Prerequisites
Str 13, Power Attack
Benefit
Whenever you drop a creature to 0 or less Hit Points, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Great Cleave [General]
Prerequisites
Str 17, Cleave, Warrior Title or level 10
Benefit
Whenever you drop a creature to 0 or less Hit Points, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.
Supreme Cleave [General]
Prerequisites
Str 21, Improved Cleave, Champion Title or level 15
Benefit
Whenever you drop a creature to 0 or less Hit Points, you get up to two immediate, extra melee attacks aimed at two other creatures within reach. You may take a 5-foot step before making these extra attacks. The extra attacks are made with the same weapon and at the same bonus as the attack that dropped the previous creature.
Combat Expertise
Combat Expertise [General]
Prerequisite
Int 13.
Benefit
When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Improved Combat Expertise [General]
Prerequisite
Int 15, Combat Expertise ,Warrior Title or Level 10
Benefit
When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -10 on your attack roll and add the same number (+10 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Greater Combat Expertise [General]
Prerequisite
Int 17, Improved Combat Expertise, Champion Title or Level 15
Benefit
When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -15 on your attack roll and add the same number (+15 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Supreme Combat Expertise [General]
Prerequisite
Int 19, Greater Combat Expertise, Avatar of Might Title or level 20
Benefit
When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -20 on your attack roll and add the same number (+20 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Transcendent Combat Expertise [General]
Prerequisite
Int 21, Supreme Combat Expertise,God of War Title
Benefit
When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as your level on your attack roll and add twice this number as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Combat Reflexes
Combat Reflexes [General]
Prerequisite
Dex 13
Benefit
You may make a number of additional attacks of opportunity equal to your Dexterity Modifier.
With this feat, you may also make attacks of opportunity while flat-footed
Improved Combat Reflexes [General]
Prerequisite
Dex 17, Combat Reflexes, Warrior Title or level 10
Benefit
You may make a number of additional attacks of opportunity equal to your Dexterity Modifier*2.
With this feat, you may also make attacks of opportunity while flat-footed
Supreme Combat Reflexes [General]
Prerequisite
Dex 21, Improved Combat Reflexes, Champion Title or level 15
Benefit
You may make a number of additional attacks of opportunity equal to your Dexterity Modifier*3.
With this feat, you may also make attacks of opportunity while flat-footed
Dodge
Dodge [General]
Prerequisite
Dex 13.
Benefit
During your action, you designate an opponent and receive a +1 Dodge Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses
Improved Dodge [General]
Prerequisite
Dex 15, Dodge, Warrior Title or Level 10.
Benefit
During your action, you designate up to two opponents and receive a +2 Dodge Armor Class against attacks from them. You can select new targets every action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses
Greater Dodge [General]
Prerequisite
Dex 17, Improved Dodge, Champion Title or Level 15.
Benefit
During your action, you designate up to four opponents and receive a +3 Dodge Armor Class against attacks from them. You can select new targets every action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses
Supreme Dodge [General]
Prerequisite
Dex 19, Greater Dodge, Avatar of Might Title or Level 20.
Benefit
During your action, you designate up to 8 opponents and receive a +4 Dodge Armor Class against attacks from them. You can select new targets every action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses
Transcendent Dodge [General]
Prerequisite
Dex 21, Supreme Dodge, God of War Title
Benefit
Gain a +5 Dodge bonus to AC.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses
Great Fortitude
Great Fortitude [General]
Prerequisite
None
Benefit
Gain a +2 bonus to all Fortitude Saving Throws
Improved Great Fortitude [General]
Prerequisite
Con 13 , Great Fortitude, Warrior Title or Level 10
Benefit
Gain a +4 bonus to all Fortitude Saving Throws
Supreme Fortitude [General]
Prerequisite
Con 15 , Improved Great Fortitude, Champion Title or Level 15
Benefit
Gain a +8 bonus to all Fortitude Saving Throws, and you do not automatically fail on a roll of one.
Lightning Reflexes
Lightning Reflexes [General]
Prerequisite
None
Benefit
Gain a +2 bonus to all Reflex Saving Throws
Improved Great Fortitude [General]
Prerequisite
Dex 13 , Lightning Reflexes, Warrior Title or Level 10
Benefit
Gain a +4 bonus to all Reflex Saving Throws
Supreme Fortitude [General]
Prerequisite
Dex 15 , Improved Great Fortitude, Champion Title or Level 15
Benefit
Gain a +8 bonus to all Reflex Saving Throws, and you do not automatically fail on a roll of one.
Iron Will
Iron Will [General]
Prerequisite
None
Benefit
Gain a +2 bonus to all Will Saving Throws
Improved Iron Will [General]
Prerequisite
Wis 13 , Iron Will, Warrior Title or Level 10
Benefit
Gain a +4 bonus to all Will Saving Throws
Supreme Will[General]
Prerequisite
Wis 15 , Improved Iron Will, Champion Title or Level 15
Benefit
Gain a +8 bonus to all Will Saving Throws, and you do not automatically fail on a roll of one.
More to come!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Eratta
Power Critical does no apply to attacks made under the influence of Force of Will.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Credits
Noble Savant: 90% of Fluff, Editing
Grey Paladin: 10% fluff, Mechanics, original concept
Special Thanks: Everyone who posted in the original thread so long ago and encouraged me to attempt again (Google Frontline Tactican).
P.S.: Long post is long.
Description:
Conflict defines existence, and none know it better than the Fighter.
With iron will and flashing steel these elite warriors are the lords of battle, beneath their frigid gaze, might and magic wither. On the field of battle, entire armies may break beneath the force of a single demon such as this.
These brave souls spend their waking hours in the hell hole of the battle-field, cutting bloody swathes through those unlucky enough to be on the opposing front. But the unequivocal talent of the fighters is hard come by. Their waking hours, those where their skills are not being put to use, are filled with endless drills and workouts.
A fighter requires steady nerves and an iron will to manifest his potential. He marshals his movement so rigorously, that his feats of combat may often seem superhuman.
The fighter is a true paragon to the common brawler, facing down cavalry charges and rampaging dragons with equal restraint, his is not the work of the common man.
The fighter walks along the brink of death every day, the slightest error could send him toppling over into the void. Their rigid skills and discipline are the only things keeping them alive. A fighter who neglects his duties is not long for this life.
Hit Die: d10
Skill Points: 2+Int Modifier
Skills:The Fighter's class skills are: Climb (STR) Profession (WIS) *Jump (STR) Ride (DEX) Swim (STR) Knowledge: History, Religion, Nobility, Folklore, War, Engineering (INT) Bluff (CHA) Diplomacy (CHA) Intimidate (CHA) And Heal (WIS)
The Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Rookie, Force of Will, Bonus Feat
2nd|
+2|
+3|
+3|
+3|Bonus Feat
3rd|
+3|
+3|
+3|
+3|-
4th|
+4|
+4|
+4|
+4|Bonus Feat
5th|
+5|
+4|
+4|
+4|-
6th|
+6/+1|
+5|
+5|
+5|Warrior, Bonus Feat
7th|
+7/+2|
+5|
+5|
+5|-
8th|
+8/+3|
+6|
+6|
+6|Bonus Feat
9th|
+9/+4|
+6|
+6|
+6|-
10th|
+10/+5|
+7|
+7|
+7|Champion, Bonus Feat
11th|
+11/+6/+1|
+7|
+7|
+7|-
12th|
+12/+7/+2|
+8|
+8|
+8|Bonus Feat
13th|
+13/+8/+3|
+8|
+8|
+8|-
14th|
+14/+9/+4|
+9|
+9|
+9|Bonus Feat
15th|
+15/+10/+5|
+9|
+9|
+9|Avatar of Might
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Bonus Feat
17th|
+17/+12/+7/+2|
+10|
+10|
+10|-
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Bonus Feat
19th|
+19/+14/+9/+4|
+11|
+11|
+11|-
20th|
+20/+15/+10/+5|
+12|
+12|
+12|God of War ,Bonus Feat[/table]
NOTEDamage multipliers from any source except Critical Hits do not apply to attacks effected by or granted through a Fighter class feautre . All Fighter class feautres are Exceptional (Ex) unless stated otherwise
Force of Will:
Discipline is one’s life blood on the battle-field. By keeping their bodies and minds perfectly in check, fighters can spot and easily exploit the tiniest of openings in combat.
These feats of intense focus can be used more often as the fighter grows in experience. A fighter has as many uses of Force of Will as he has levels of Fighter, plus the Fighter's Wisdom modifier.
By expending a use of Force of Will as a Free Action, a fighter may turn one of his attack rolls or a saving throws into a natural twenty. Attacks must be able to confirm their status as Critical in order to hit automatically (or for Vorpal to trigger), otherwise they may still miss as any other attack.
This ability may not be used to Confirm criticals.
Rookie:
Every hero of legends started out at the bottom. These are the lowliest form of fighter. Their training is as of yet incomplete, and without practical experience they will never make it far. These hopefuls perish by the dozen every year, but those who naturally exhibit rigorous power and focus may be on their way to great things.
Through dint of long practice, a Rookie is proficient with all simple and martial weapons, as well as every sort of armor and shield.
Warrior:
These hardy individuals see more bloodshed in horror over the course of a week then many folk can expect to see in their lives. They can casually face down terrors that would leave a lesser man incapacitated. Highly trained professionals, they are the staple of any elite force.
During a battle, speed is as vital as power. After enough repetition on the battlefield, these fighters have learned speed’s importance, and can make full attacks as standard actions.
Champion:
Bastions of power on the battlefield, these steel clad beasts can easily turn the tides of battle. Figures of notoriety in their line of work, many have heard their names. Local rulers squabble over the right to retain these masterful fighters.
After so much time on the field of battle, fighters of this caliber have seen the wonders and ruinous power of magic, and have developed techniques to combat it. Champions may expend a Force of Will use in order to roll a saving throw against a spell or magical effect that doesn’t normally allow it. the Fighter ignores the spell's effect on a successful save. (the type of the save should be based on the spell and common sense- this ability can save someone from being trapped in a force cage, but not from a point-blank super-nova)
Avatar of Might:
Watching these living legends fight is a lesson in humility for the most powerful of men. Their mastery of bringing death is a thing of beauty and awe. Experienced soldiers break at the very sight of them, so well known is their reputation and face. The bards sing of their prowess, and generals dread to hear their names among those of the enemy.
After many years of fighting under the worst conditions known to man, an Avatar of Might has been subjected to most anything, and has learned how press on regardless.With long years of training, Avatar’s of Might can bounce back from even the most powerful displays of might and magic. By expending a Force of Will use, they may reroll their saving throw against any and all spells or ongoing effects affecting them (as long as they allowed a Saving Throw in the first place!) . They need not be aware of them or even conscious in order to do this.
The above ability may be used once per a round.
God of War:
Few men have reached this level of mastery. Whether for good or ill, their names will echo down the corridors of history for centuries. At this point, these fighters have transcended the ordinary rules of combat. Taking down armies and cleaving mountains, all this and more is well within the grasp of their awesome might. They have faced down rampaging divinities with an icy coolness, and have cut them down casually.
Death seems to avoid these paragons of willpower, or perhaps their skills have gone beyond the limits of their body. Reading the subtlest flows of battle, Fighters of this level may expend a Force of Will use as an Immediate Action in order to avoid any offensive action (Remember that super-nova?). This is a Supernatural (Su) ability.
As these warriors raise their weapon, the hourglass of time itself seems to shatter and their motions become a nauseating blurr- their attacks as numerous as the grains of sand hitting the tapestry of reality.
Gods of War may make a Full Attack as a Move Action.
Bonus Feats:
A small arsenal of skills is death against an experianced opponent. Expanding his personal repetoire is a vital part of any fighter's training.
The Fighter gains a bonus feat from the list below (and the list for the WotC Fighter in the d20SRD) at first level, and every even level afterwards.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
New&Revised Feats
All feats below can be taken as Fighter Bonus Feats.
Each feat replaces all earlier versions.
Power Attack
Power Attack [General]
Prerequisite
Str 13.
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or 5, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn.
Improved Power Attack [General]
Prerequisite
Str 15 , Power Attack ,Warrior Title or Level 10
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or 10, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn.
Greater Power Attack [General]
Prerequisite
Str 17 ,Improved Power Attack ,Champion Title or Level 15
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or 15, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn.
Supreme Power Attack [General]
Prerequisite
Str 19 ,Greater Power Attack ,Avatar of Might title or level 20
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Transcendent Power Attack [General]
Prerequisite
Str 21 ,Supreme Power Attack ,God of War title
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add twice that number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Cleave
Cleave [General]
Prerequisites
Str 13, Power Attack
Benefit
Whenever you drop a creature to 0 or less Hit Points, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Great Cleave [General]
Prerequisites
Str 17, Cleave, Warrior Title or level 10
Benefit
Whenever you drop a creature to 0 or less Hit Points, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.
Supreme Cleave [General]
Prerequisites
Str 21, Improved Cleave, Champion Title or level 15
Benefit
Whenever you drop a creature to 0 or less Hit Points, you get up to two immediate, extra melee attacks aimed at two other creatures within reach. You may take a 5-foot step before making these extra attacks. The extra attacks are made with the same weapon and at the same bonus as the attack that dropped the previous creature.
Combat Expertise
Combat Expertise [General]
Prerequisite
Int 13.
Benefit
When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Improved Combat Expertise [General]
Prerequisite
Int 15, Combat Expertise ,Warrior Title or Level 10
Benefit
When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -10 on your attack roll and add the same number (+10 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Greater Combat Expertise [General]
Prerequisite
Int 17, Improved Combat Expertise, Champion Title or Level 15
Benefit
When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -15 on your attack roll and add the same number (+15 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Supreme Combat Expertise [General]
Prerequisite
Int 19, Greater Combat Expertise, Avatar of Might Title or level 20
Benefit
When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -20 on your attack roll and add the same number (+20 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Transcendent Combat Expertise [General]
Prerequisite
Int 21, Supreme Combat Expertise,God of War Title
Benefit
When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as your level on your attack roll and add twice this number as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Combat Reflexes
Combat Reflexes [General]
Prerequisite
Dex 13
Benefit
You may make a number of additional attacks of opportunity equal to your Dexterity Modifier.
With this feat, you may also make attacks of opportunity while flat-footed
Improved Combat Reflexes [General]
Prerequisite
Dex 17, Combat Reflexes, Warrior Title or level 10
Benefit
You may make a number of additional attacks of opportunity equal to your Dexterity Modifier*2.
With this feat, you may also make attacks of opportunity while flat-footed
Supreme Combat Reflexes [General]
Prerequisite
Dex 21, Improved Combat Reflexes, Champion Title or level 15
Benefit
You may make a number of additional attacks of opportunity equal to your Dexterity Modifier*3.
With this feat, you may also make attacks of opportunity while flat-footed
Dodge
Dodge [General]
Prerequisite
Dex 13.
Benefit
During your action, you designate an opponent and receive a +1 Dodge Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses
Improved Dodge [General]
Prerequisite
Dex 15, Dodge, Warrior Title or Level 10.
Benefit
During your action, you designate up to two opponents and receive a +2 Dodge Armor Class against attacks from them. You can select new targets every action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses
Greater Dodge [General]
Prerequisite
Dex 17, Improved Dodge, Champion Title or Level 15.
Benefit
During your action, you designate up to four opponents and receive a +3 Dodge Armor Class against attacks from them. You can select new targets every action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses
Supreme Dodge [General]
Prerequisite
Dex 19, Greater Dodge, Avatar of Might Title or Level 20.
Benefit
During your action, you designate up to 8 opponents and receive a +4 Dodge Armor Class against attacks from them. You can select new targets every action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses
Transcendent Dodge [General]
Prerequisite
Dex 21, Supreme Dodge, God of War Title
Benefit
Gain a +5 Dodge bonus to AC.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses
Great Fortitude
Great Fortitude [General]
Prerequisite
None
Benefit
Gain a +2 bonus to all Fortitude Saving Throws
Improved Great Fortitude [General]
Prerequisite
Con 13 , Great Fortitude, Warrior Title or Level 10
Benefit
Gain a +4 bonus to all Fortitude Saving Throws
Supreme Fortitude [General]
Prerequisite
Con 15 , Improved Great Fortitude, Champion Title or Level 15
Benefit
Gain a +8 bonus to all Fortitude Saving Throws, and you do not automatically fail on a roll of one.
Lightning Reflexes
Lightning Reflexes [General]
Prerequisite
None
Benefit
Gain a +2 bonus to all Reflex Saving Throws
Improved Great Fortitude [General]
Prerequisite
Dex 13 , Lightning Reflexes, Warrior Title or Level 10
Benefit
Gain a +4 bonus to all Reflex Saving Throws
Supreme Fortitude [General]
Prerequisite
Dex 15 , Improved Great Fortitude, Champion Title or Level 15
Benefit
Gain a +8 bonus to all Reflex Saving Throws, and you do not automatically fail on a roll of one.
Iron Will
Iron Will [General]
Prerequisite
None
Benefit
Gain a +2 bonus to all Will Saving Throws
Improved Iron Will [General]
Prerequisite
Wis 13 , Iron Will, Warrior Title or Level 10
Benefit
Gain a +4 bonus to all Will Saving Throws
Supreme Will[General]
Prerequisite
Wis 15 , Improved Iron Will, Champion Title or Level 15
Benefit
Gain a +8 bonus to all Will Saving Throws, and you do not automatically fail on a roll of one.
More to come!
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Eratta
Power Critical does no apply to attacks made under the influence of Force of Will.
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Credits
Noble Savant: 90% of Fluff, Editing
Grey Paladin: 10% fluff, Mechanics, original concept
Special Thanks: Everyone who posted in the original thread so long ago and encouraged me to attempt again (Google Frontline Tactican).
P.S.: Long post is long.