3/5/7/9/11/13/15/17/19 Physical Prowess:
Starting at 3rd level, a fighter gets a bonus to some aspect of his ability checks that makes him a better warrior. The fighter gains an additional bonus at 5th level and every two fighter levels thereafter (7th, 9th, 11th, 13th, 15th, 17th, and 19th). The bonus must be drawn from the following list.
3 Otto Art of War (Ex):
Spoiler: Physical Prowess effects
Applied Force (Ex): A fighter can administer force to the weakest points of inanimate objects effectively, giving the character a +1 bonus on Strength checks to break or burst items.
Combat Bearing (Ex): A fighter can steady himself to fight in precarious situations, giving the character a +1 bonus on Dexterity checks to avoid falling when damaged while balancing or moving quickly across difficult surfaces.
Stamina Reserve (Ex): A fighter can push his body more than normal, giving the character a +1 bonus on Constitution checks to continue running and to avoid nonlethal damage from a forced march.
Beginning at 3rd level the fighter begins to really learn the Art of War. He may choose one of the options described below.
3 Instant Reaction (Ex):
Spoiler: Otto Art of War effects
Pillar of Might: A foe that charges the fighter gains no special bonuses from doing so, but still takes a -2 penalty to Armor Class.
Riposte: If a foe misses the fighter with all its attacks, the fighter may make an attack of opportunity against that foe. If he chooses to attempt a Disarm with this attack of opportunity, his Height of Battle bonus to Disarming Strike increases by +2 for one round.
Sidestep: When the fighter is targeted by a Bull Rush attempt and loses the opposed check, he may instead make a Reflex saving throw to sidestep the attempt to remain where he is, allowing his foe to move past him. The DC for this reflex save equals his opponent's Bull Rush check.
Close Quarters Fighting: When a foe attempts to initiate a grapple against the fighter, the fighter gains an attack of opportunity even if that foe has an ability that normally excludes an attack of opportunity. If the attack of opportunity hits, the fighter gains a +8 bonus to resist the grapple attempt.
Weapon Block: If the fighterís weapon is targeted for a Sunder attempt, he may divert any amount of damage from the weapon to himself.
Dizzying Display: If the fighter successfully Feints his foe then hits with the attack against which the foe is flat-footed, his next attack receives a +2 circumstance bonus
A 3rd level fighter is always wary of trouble brewing. If a fighter is not surprised, he may take a full-round action in that surprise round. If he does so, he does not gain his Height of Battle bonus until after the end of his turn.
3 Jaronkís Art of war(Ex):
Fighters train extensively in the basic arts of combat. Add 1/3 your Fighter class level to all opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks.
3 Weapon Bond (Ex): At 3rd level, a fighter bonds his chosen weapon to his soul, granting it a +1 enhancement bonus. From now on, he can only change his chosen weapon when he gains a level. However, if his chosen weapon is lost or destroyed, he may recreate it at his side by meditating for 1 hour. Similarly, his chosen weapon crumbles to dust if separated from him for more than 1 hour. He may also use the following abilities:
3 Defensive Training (Ex):
Spoiler: Weapon Bond effects
Invest Life Energy: A fighter of 6th level or lower may invest a portion of his life force into his chosen weapon, receiving bonus XP in return. These XP are actually part of the weapon, however, so if the weapon is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well. When a fighter chooses to invest his life energy into his chosen weapon, his current XP total and all future XP awards increase by 10%. However, if the fighter loses the weapon, he loses all bonus XP gained, plus an additional 200 XP per character level. These penalties last until he recreates the weapon.
Invest Skill Ranks: Whenever a fighter gains skill points, he may choose to put some or all of those skill points into his chosen weapon. He assigns the skill points normally, but notes that they now reside in the chosen weapon. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks. If the fighter loses his chosen weapon or if the chosen weapon is destroyed, these skill points and the bonuses related to them are lost until he recreates it.
Invest Spell Slots: Only fighter with levels in a spellcasting class may choose to use this option. A fighter may choose to invest a single spell slot in his weapon and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the character gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that. If he does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option. As with all other investiture options, if the chosen weapon is lost or destroyed, so are both spell slots.
At 3rd level the fighter chooses a specific defensive style with which he will assume throughout his career between Armor Usage, Insightful Guidance, or Deflective Parry.
3 Canny Defense (Ex):
Spoiler: Defensive Training effects
Armor Usage- A fighter that chooses Armor Usage gains a bonus to his AC while wearing any type of armor equal to +1 at 3rd level and an additional +1 every four levels thereafter. Further, when a fighter wears armor he gains Damage Reduction depending on the Armor Type. Heavy Armor grants DR 3/--, Medium DR 2/--, and Light DR 1/--. This DR stacks with any existing DR you possess of the same type. Finally, while wearing armor a fighter reduces the armor check penalty by 1 and increases an armor's max Dex bonus by 1 for each +1 to AC he would normally gain from this ability.
Insightful Guidance - A fighter that chooses Insightful Guidance doesn't rely on armor quite so much as his fellows. These fighter gain an insight bonus to AC equal to +1 at 3rd level and an additional +1 every four levels thereafter. All allies who can hear the fighter gain 1/2 this bonus (rounded down) as the fighter offers defensive advice. Double these bonuses (going from 0 to 1) for any character while he or she fights defensively (this includes the bonuses granted to allies).
Deflective Parry - A fighter that chooses Deflective Parry hardly relies on armor at all, but defends himself with his weapon. These fighter gain a deflection bonus to AC equal to +1 at 3rd level and an additional +1 every four levels thereafter. Double this bonus during any round in which the fighter attacks with two weapons. While fighting defensively a fighter may parry any ranged attack targeting himself as the Deflect Arrows feat (though the fighter needs not have an open hand).
A 3rd level fighter adds her intelligence modifier to her armor class. Any effect that would negate her dexterity bonus to AC also negates this ability.
3 Exemplar Aptitude (Ex):
At 3rd level, a fighter's Weapon Aptitude improves. He is automatically proficient with any weapon he wields, regardless of normal limitations, and can wield weapons as if he was one size larger than he actually is (though this does not change his reach).
3/6/9/12/15/18 Combat Ability (Ex): At 3rd level and every 3 levels thereafter, the fighter can choose a combat ability from the list below. The abilities are divided into four tiers of mastery: Adept (1st level), Expert (6th level), Master (11th level), and Grandmaster (16th level); the fighter gains access to a new tier at the level listed. He must also fulfill any prerequisites listed for the ability to choose it.
3 Dungeon Crasher (Ex):
Spoiler: Combat Abilities
Adept (1st level)
Crushing Blow: If the fighter makes an attack against a helpless opponent or an unattended object, he automatically deals double damage on a successful strike. If he makes a critical hit, the crit is applied first, then the damage is doubled. This ability can be used as many times per round as the fighter has attacks, and can be used in conjunction with Power Attack.
Dazing Blow: If the fighter uses Power Attack to strike a foe and scores a hit, the target must make a Fort save (DC 10 + 1/2 damage) or be dazed for one round. This ability can be used once per round.
Dual Strike: If the fighter is wielding two weapons, he can make a simultaneous attack with both weapons against the same target using the same attack roll. If the attack hits, it deals damage from both weapons. If the attack is a critical hit, use only the weapon that deals more damage - the other weapon deals normal damage only. If the fighter can make sneak attacks, this damage can also be applied to the roll. This ability cannot be used in combination with Rapid Strike.
This attack takes the place of one iterative for both weapons - for example, if the fighter had three attacks with both weapons and made a dual strike with the first iterative, he could make only two further attacks with each weapon individually, or two more dual strikes with both weapons combined.
Rage: The fighter can enter a state commonly called a "rage" or "battlerage" where he gains incredible strength and endurance, but at the cost of personal defense and the ability to think clearly. While raging, he temporarily gains a +4 bonus to Strength and Constitution and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases his hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, the fighter cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the fighter's (newly improved) Constitution modifier.
Shield Rush: When using a shield and performing a bull rush, the fighter gains a bonus to his opposed Strength check to push his opponent back: +4 for a light shield, +6 for a heavy shield, or +10 for a tower shield. Bucklers cannot be used in conjunction with a shield rush.
Weapon Prowess: As a full-round action, the character can perform a dazzling display of weapon prowess, spinning and whirling his weapon(s) around him. Opponents within 20 feet who see this display must make a Will save (DC 10 + 1/2 fighter's class level + Dex mod) or be shaken (-2 to attacks, saves, and skill and ability checks) for 1d6 rounds. In addition, the character gains a +4 bonus to Intimidate checks when dealing with those who failed their saves, as they are awed by the character's skill. The character cannot perform this ability while in combat.
Expert (6th level)
Blinding Strike: Once per combat, before initiative is rolled, the fighter can take a combat stride and make a single attack. This attack is exclusive of his normal number of attacks for the round.
Bulette Charge: If the fighter makes a shield bash and the attack hits, the opponent must make a Fort save (DC 10 + 1/2 fighter's level + Str mod) or be dazed for 1d4 rounds. This ability can be used once per round; multiple dazing effects overlap (i.e., the duration is extended only if the result is higher than the time remaining). Prerequisites: Improved Shield Bash.
Bulwark: A fighter using a light, heavy, or tower shield can grant his shield bonus to an adjacent ally of his choice as a dodge bonus. Once chosen, the ally retains the bonus until they are no longer adjacent to each other, or until the fighter switches to protect a new ally. Prerequisite: Shield Focus.
Finishing Blow: Once per combat, the fighter can kill an opponent in such a way that it has a demoralizing effect on the opponent's allies. The fighter can declare his use of this ability when he learns if he has killed the opponent in question; in this case, he forfeits further attacks for that round to finish the target off. All the target's allies within 20 feet who can see the fighter must make a Will save (DC = 10 + 1/2 fighter's class level + fighter's Str mod) or become shaken (-2 to attacks, saves, and skill and ability checks) for the remainder of the combat. If the creature in question was a lieutenant or leader, the allies suffer a -2 or -4 penalty, respectively. Resistance or immunity to fear also applies to this Will save.
Pain Resistance: The fighter gains DR 2/-. He can choose this ability multiple times; each time, it grants 2 more points of damage reduction. This stacks with DR gained from other classes or abilities (including the Damage Reduction feat), but not spells or magic items. Prerequisite: Con 13.
Pounding Strike: Once per round, the character can attempt to knock an opponent of up to one size larger back 5 feet, or knock it prone, with a melee attack made with the Power Attack feat. He must declare his intent beforehand (it can be any of the attacks made that round); if it hits, treat it as a trip attack, with the fighter's result for the opposed check being the damage dealt. Prerequisites: Str 15, Power Attack.
Master (11th level)
Crippling Strike: Once per round, when striking with a light or one-handed weapon, the fighter can strike an opponent's weak spot such that it deals 2 points of Strength or Dex damage (fighter's choice). Ability points lost to damage return at the rate of 1 point per day of rest. He can use this ability while grappling. Prerequisites: Improved Unarmed Combat.
Repulse Attack: If an opponent makes a melee attack against the fighter and misses, the fighter can make an immediate shield bash attack against that opponent as an attack of opportunity; if the attack hits and the target fails a Fort save (DC 10 + 1/2 fighter's level + Str mod), it is staggered (can only take a move or standard action) for 1 round. If the fighter rolls a critical hit, the target is stunned on a failed save instead. Prerequisites: Improved Shield Bash, Shield Focus, Shield Proficiency.
Greater Rage: The bonuses to the character's Strength and Constitution while raging increase to +6, and the morale bonus on Will saves increases to +3. The penalty to AC remains at -2. Prerequisites: Con 15, Rage.
Spell Deflection: The fighter adds his shield bonus to his touch AC vs. ranged touch and touch spells, and to his Reflex save against any spell or effect that allows one. Prerequisites: Shield Focus.
Spell Parry: Once per round, the fighter can use one of his attacks of opportunity to attempt to parry a ranged touch or projectile spell targeting him. To do so, he must not be flat-footed and must be aware of the attack. He makes an attack against AC 10 + the spell's level + 4 (the spell is considered to be a Diminutive target). If the attack hits, he has deflected the spell in a direction of his choice. He can aim toward a target in his sight; if it is in range, use the spell's attack roll with a -4 penalty to determine success or failure. The disintegrate spell cannot be parried. Prerequisites: Dex 15, Combat Reflexes.
Talons of the Beast: If the fighter makes a successful attack with a light or one-handed piercing weapon, he can make an immediate grapple check at no penalty. All bonuses he normally gains apply to this check. Prerequisites: Improved Unarmed Combat, Improved Unarmed Strike.
Grandmaster (16th level)
Greater Blinding Strike: At the beginning of combat, before initiative is rolled, the fighter can take a combat stride and take a full attack action. Feats or abilities that grant extra attacks, like Cleave or Great Cleave, cannot be used in conjunction with this ability. Prerequisites: Dex 19, Blinding Strike, Rapid Strike.
Killing Blow: If the fighter is grappling an opponent and has it pinned, he can attempt to instantly kill it. In order to do so, he must have it pinned for at least one full round; on the next round, the fighter makes the attempt as a standard action. The opponent must make a Fort save (DC 10 + 1/2 fighter's class level + fighter's Str mod) or die.
Creatures that aren't living or that have no discernable anatomy, incorporeal creatures, and plants are immune to this ability. All other creatures are vulnerable, even if they are resistant or immune to critical hits or death from massive damage, or if they have damage reduction. Prerequisites: Close Quarters Combat, Improved Unarmed Combat, Improved Unarmed Strike.
Quick Riposte: Each time an opponent makes a melee attack against the fighter and misses, the fighter can make an attack of opportunity against that opponent, provided he has any available. Additionally, he gains one extra attack of opportunity per 5 points of BAB. Prerequisites: Dex 17, Combat Reflexes, Improved Parry, Rapid Strike.
Rapid Strike: The fighter can make an extra melee attack at his highest base attack bonus as part of his normal attack routine, but all attacks made that round suffer a -2 penalty. If he is using two weapons, he gains the extra attack with his main hand only. Spells or abilities that grant extra attacks, like haste, work normally with this ability. Prerequisites: Dex 15, Blinding Strike.
Shield Wall: The area the fighter threatens is considered to be difficult terrain (movement costs double, can't run or charge through it), and it also blocks line of effect for spells. Prerequisites: Shield Focus, Bulwark, Spell Deflection.
Stunning Blow: If the fighter uses Power Attack to strike a foe and scores a hit, the target must make a Fort save (DC 10+1/2 damage) or be stunned for one round. This ability can be used once per round. Also, if he has the Dazing Blow ability, he can use it any number of times per round. Multiple dazing blows against the same opponent do not increase the duration, however. Prerequisites: Str 17, Power Attack, Staggering Strike.
You excel at overwhelming traps, smashing through doors, and pushing aside your enemies. At 3rd level, you gain a +2 competence bonus on saves and to your Armor Class when attacked by traps. You also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.
In addition, you gain a special benefit when making a bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your Strength bonus (if any).
3 Brawn over Brains:
Where others rely on fancy tutelage and natural talent, a Fighter compensates the lack of those things with hard work. At 3rd level the Fighter may ignore any skill points or ability score requisites on feats he picks. If a feat's effect would be based on a skill or ability score, the fighter may replace it by another skill or ability score of his choice.
3 Guardian (Ex):
At 3rd level, any ally adjacent to the fighter may use the fighter's AC and saving throws in place of its own if better. Whenever it would make a Tumble check it can choose for the fighter to make a Tumble check instead and use his result in place of its own.
3 Master of Many Seerow Styles (Ex):
Most warriors are required to specialize, mastering a single Seerow style of combat. The Fighter suffers no such limitations. The Fighter's first Seerow combat style is made up of his Fighter bonus feats. Starting at 3rd level, he gains a second Seerow combat style. For every bonus feat gained from his Fighter levels, choose one additional [Fighter] feat. This set of feats becomes the Fighter's second Seerow combat style. When gaining new feats, the Fighter may not use feats from one Seerow combat style to qualify for a feat in a different combat style. (For example, you cannot take Dodge in your first Seerow style, then use that Dodge to qualify for Mobility in your second Seerow style. But you can still take Mobility in the first style as normal). If a Fighter uses a Seerow combat style feat to qualify for a prestige class or a non-Seerow style feat, he only gains the benefit while using the Seerow combat style that qualifies him for the Class or Feat.
The Fighter may switch between his two Seerow combat styles as a swift action at will. When he switches Seerow combat styles, all feats for that Seerow style are changed, he may not pick and choose which feats from the style are swapped out. When you retrain a feat at level up, you also may retrain 1 feat per combat Seerow style.
The Fighter masters additional Seerow Combat Styles as his level increases. At level 9 and 15, the Fighter gains one additional Seerow combat style.
4 Flexible feats (Ex):
At 4th level and every four levels thereafter, a fighter gains a flexible feat. These feats function as his normal bonus feats, but he may change them with 10 minutes of practice.
4 Ever Vigilant (Ex):
While benefiting from Bkdubs Combat Focus, a fighterof 4th level or higher gains a competence bonus to Listen and Spot checks made to oppose the Hide or Move Silently checks of his enemies equal to 5 or 1/2 his fighter Levels (rounded up) +2 (whichever is higher). Further, he does not suffer the penalties of Blindness (or Deafness) against any foe he has detected through his Listen or Spot skills, nor is he flat-footed against Invisible foes he has detected through Listen. Such foes do not gain any bonus to attack rolls against the fighter either.
4 Weapon Specialization (Ex):
At 4th level, a Fighter gains the Weapon Specialization feat.
4/8/12/16 Mastery of Arms (Ex):
At 4th level, the fighter can choose to apply the Weapon Focus or Weapon Specialization feats to all weapons from that group for free. In order to apply Weapon Specialization, he must have first have gotten Weapon Focus with that group, however.
At 8th, 12th, and 16th levels, he can choose another weapon group as above, or he can choose a single weapon. If he chooses a single weapon, he can apply the Weapon Mastery or Weapon Grandmastery feats to it provided he fulfills the prerequisites. These feats cannot be applied to weapon groups.
For example: Janus is 8th level. He is proficient with Bows, Heavy Blades, Light Blades, and Maces and Clubs. He chose to gain Weapon Focus in Heavy Blades at 4th level, and now chooses to take Weapon Specialization in that group. At 12th level, he takes Weapon Mastery with the greatsword (a heavy blade). At 16th, he can take grandmastery with the greatsword, mastery with another heavy blade, or advance his skills in a general weapon group.
Beginning at 4th level, whenever a fighter gains a bonus feat, they may choose to swap out one of their previous bonus feats and take a new one as well as get their new bonus feat. So, for example, at 4th level, a fighter that took Weapon Focus (longswords) at 2nd level can Ďretrainí and take Dodge instead. He must still meet any prerequisites for the feat he is retraining in.
A fighter cannot choose to retrain a feat that is a prerequisite for a feat, prestige class, or other ability that they possess.
4 Born to Have Magic Weapon and Magic Armor (Ex):
A fighter always have the nicest tools of the trade. He gain listed amount of gold per level additionally to any gold he receives. He can spend this bonus gold only on magic weapons and armors.
4 Disrupt (Ex):
Spoiler: Gold per level
At 4th level a fighter can manipulate the battlefield as a move action so that one enemy must spend their next action on a move action made to move their speed. There is no saving throw to negate this effect, and their movement is subject to Restrict Movement as normal. At 8th level the fighter can use this ability as a swift action. At 12th level he may take a move action to affect a number of enemies equal to his Int modifier; at 16th level this can also be used as a swift action. At 20th level he may affect the enemies' next 2 actions.
4/8/12/16/20 Improved Reaction (Ex):
A fighter receives a +1 bonus on initiative checks for every four class levels.
5 Tactical Training (Ex):
While in his Height of Battle, a 5th level fighter that uses an immediate action no longer counts as expending his next swift action. He is still limited to using a single immediate action each round.
5/10/15/20 Adaptable Feat(Ex):
Fighters train to be adaptable to the situation. A 5th level Fighter may chose one feat from the Fighter Bonus feats list or any skill boosting feat that he qualifies for, but this feat is special. It may not be used as a prerequisite for any PrCs, nor may it be used as a prerequisite for any other feat except for other Adaptable Feats. At any time, a Fighter may spend one hour practicing and meditating. At the end of this time, he may change his Adapable Feat to any other Fighter or Skill Boosting feat he qualifies for. The Fighter gains a second Adaptable Feat at level 10, a third at 15, and a fourth at 20.
5 Weapon Ability (Ex):
At 5th level and every two levels thereafter, a fighter may increase his chosen weapon's enhancement bonus by 1, or add a special quality equivalent to a +1 bonus. These abilities function only for him. He may also choose one of the following options:
Spoiler: Weapon Abilities
Cantrips/Orisons: A weapon empowered with this special ability can cast 0-level spells. The weapon may cast any spell invested in it as a standard action (or longer, as defined by the spellís casting time) as long as the spell does not have an expensive material component or an XP component. The weapon need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the masterís choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the masterís character level (though the master does not have to be a spellcaster). The weapon uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its masterís order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as ďIf I fall unconscious, cast cure minor wounds on meĒ) equal to one more than his Charisma modifier (minimum one).
Improved Senses: A weapon empowered with this special ability gains darkvision out to 60 feet.
Greater Senses: A weapon empowered with this special ability gains blindsense out to 30 feet. The weapon must already have the improved senses special ability.
Increased Sapience: A weapon empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The weapon can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A weaponmaster may select this special ability multiple times, each time improving all three of the itemís ability scores and increasing the number of languages it can speak, read, and understand.
Spell Use: A weapon empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spellís duration) as long as it does not have an expensive material component or an XP component. The weapon need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The weapon must meet the ability score prerequisites for the spell but casts the spell at the masterís level. The weapon may cast the spell only on the masterís order (as described in Cantrips/ Orisons, above). If a weapon casts an invested spell, it is as if the master cast it for purposes of spells per day and preparation. To select this ability, the weapon must have an invested spell slot of the appropriate spell level, and the master must have the ability to cast 3rd-level spells.
Other abilities: A weaponmaster may add other effects to his weapon, as long as the new cost of his total enchantments does not exceed that of a weapon with an effective enhancement bonus equal to the number of weapon abilities he possess.
For instance, coating a dagger with pandemoniac silver (CW) adds +9,000gp to the item's cost. A 5th-level weaponmaster could not add this property to his weapon, as his chosen weapon has an effective +2 bonus (cost 8,000gp-2,000gp=6,000gp). At 7th level, he increases the cost of his weapon from 8,000gp to 18,000gp, allowing him to add the property with 1,000gp to spare.
Adding enchantments to a weapon follows the normal enchantment rules with the following exceptions. A weaponmaster does not need to meet any of the prerequisites for an enchantment (except caster level, for which he uses his weaponmaster level). He also ignores the cost increase for adding multiple abilities to the same item, and for adding abilities to an uncustomary item type. He may not give his weapon an enchantment which requires charges (unless the charges return after 24 hours). The chosen weapon may gain the benefits of being constructed from multiple materials (payed for separately).
A weaponmaster may change his weapon's abilities when he gains a new level, allowing him to gain enchantments which require +2 bonuses or higher. These enchantments overlap (do not stack) with any effects his weapon has gained through standard methods
5 Tricky Dodge (Ex):
A 5th level fighter can attempt to dodge one attack per round by rolling a feint check against her opponent's attack roll. This expends an attack of opportunity.
5 Downcasting Rebuke (Ex):
When a 5th or higher-level fighter is struck for damage, so long as he is still conscious after the blow is resolved, any attack that he successfully scores against the first foe who struck him has a chance of knocking the enemy down. After the attack is resolved, the fighter may choose to initiate a trip attempt. The attempt is rolled as normal, but the fighter cannot be tripped in retaliation if he fails to trip his target.
5 RobbyPants Battlefield Recon (Ex):
Fighters battle against a great many foes, and learn to identify them quickly. A fighter of 5th level or higher may add his class level to all Knowledge checks to identify creatures and to gain Strategic Advantage in planning for a large battle (Heroes of Battle). The fighter always counts as trained in any such Knowledge check.
5 Fighting Styles (Ex):
Many fighters devote themselves not to a single weapon, but to a particular style of fighting. At 5th level a Fighter gains the benefit of a fighting style. The Fighter must meet certain prerequisites to gain the benefits of a fighting style. If these requirements are met, a fighter can apply any feat that affects a weapon useable by his fighting style to all weapons useable by his fighting style. A Fighter may only gain the benefits of one fighting style at a time, but as long as he meets the prerequisites, can switch his fighting style with weapon aptitude.
5 Elusive Attack (Ex):
Spoiler: Fighting Styles
Heavy Weapon Fighting: This fighting style focuses on large, heavy weapons and massive damage over multiple, quick attacks.
Prerequisites: Power Attack, 8 ranks in Intimidate
Benefits: You gain the following benefits at the indicated fighter level when you wield a non-reach two-handed weapon.
Frightening Power: Starting at 5th level, you may make a single intimidate attempt against any single opponent you attack in a round as a free action with a bonus equal to your strength modifier.
Devastating Attack: Starting at 7th level, if you choose to forfeit one of your attacks for the turn, you gain a bonus on attack and damage rolls equal to the forfeited attackís attack bonus (but not any bonus it might have otherwise received from sacrificing another attack to Devastating Attack) until your next turn. You can forfeit multiple attacks each round this way.
Sundering Critical: At 9th level, whenever you threaten a critical strike (even if the target is normally immune to them), your targetís AC is reduced by twice the critical damage multiplier of your weapon until the start of your next turn. If multiple critical threats occur in the same round, the penalties to your targetís AC stack, however, this penalty can never exceed the bonus provided by your target's armor and natural armor.
Crushing Blows: Beginning at 11th level, when you make two or more attacks against the same target in a round, each attack after the first receives additional damage equal to the base attack bonus of your first successful attack.
Massive Attack: Beginning at 13th level, when you use Power Attack and take at least a -3 penalty, your attacks cause half the damage they deal to your target to all enemies adjacent to your target.
Double Weapon Fighting: This fighting style focuses on using both ends of the same weapon to attack multiple times or against multiple enemies.
Prerequisites: Two-weapon Fighting, 8 ranks in Balance
Benefits: You gain the following benefits at the indicated fighter level when you wield a non-reach double weapon.
Roundabout Swing: Starting at 5th level, if you choose to forfeit one of your off-hand attacks for the turn, you may make your next main-hand attack as if your reach was doubled. If this attack is successful, you gain double your strength bonus on the damage roll. You can forfeit multiple off-hand attacks each round this way.
Rebound Attack: Beginning at 7th level, each time you attack a target that flanks you, you may make an additional attack at the same base attack bonus against any other target that also flanks you. This extra attack suffers a -2 penalty to hit and receives no bonus damage.
Tripping Swing: Starting at 9th level, you can make a trip attack with any non-reach double weapon you wield, using the attack bonus of the touch attack that initiates the trip attempt in place of a strength check. If your trip attempt is successful, you may immediately make an additional attack as if you had the Improved Trip feat. If it is not, your opponent cannot attempt to trip you in return.
Whirl of Steel: Beginning at 11th level, each time you make a full attack, you may make one additional attack with each end of your weapon at your highest attack bonus. These attacks and all others made until the start of your next turn suffer a -2 penalty.
Strike of Thunder: Beginning at 13th level, each time you threaten a critical hit with either end of your weapon, the critical threat range and the critical attack multiplier of the other end increases by 1 until the start of your next turn. If multiple critical threats occur in the same round, this bonus stacks with itself.
Shield Fighting: This fighting style focuses on using two shields to wear down an opponent and control their actions in combat.
Prerequisites: Combat Expertise, 8 ranks in Concentration
Benefits: You gain the following benefits at the indicated fighter level when you wield two shields in the place of other weapons.
Secondary Cover: Starting at 5th level, any ally (other than yourself) occupying a square you threaten adds half your shield bonus to AC as a dodge bonus to their AC.
Tiring Defense: Starting at 5th level, whenever you use the combat expertise, fighting defensively, or total defense actions, any attacker that misses you or an ally protected by your Secondary Cover still rolls damage as normal. However, instead of dealing this damage to you or your ally, the attacker takes this amount in subdual damage.
Dual Defense: Starting at 7th level, you may add the shield bonus of both your shields to your armor class when using the combat expertise, fighting defensively, or total defense actions. Additionally, you may add your total shield AC to all trip, overrun, bull rush, disarm, and feint checks, as well as checks to resist or escape a grapple.
Wide Strike: At 9th level you learn to strike effectively at enemies with even the edges of your shields. When making shield bash attacks, you treat your shields as reach weapons which can still strike opponents within your normal reach.
Bullete Charge: Starting at 11th level, whenever you charge an opponent you may attack with both shields. If both attacks are successful, or if either attack is a successful critical hit, the opponent must make a fortitude save (DC 15 + Ĺ character level + damage dealt) or be dazed for a number of rounds equal to your strength bonus.
Shield Wall: Starting at 13th level, your enemies treat all squares you threaten as if they block line of sight and are difficult terrain.
Two Weapon Focus: This fighting style focuses on using two separate weapons both offensively and defensively.
Prerequisites: Two Weapon Fighting, 8 ranks in Tumble
Benefits: You gain the following benefits at the indicated fighter level when you wield two separate weapons.
Off-Hand Defense: Beginning at 5th level, as an immediate action, when you are attacked you can forfeit one of the off-hand attacks you would get on your next turn to add a bonus to your armor class equal to the base attack bonus of the lost attack. This bonus is effective only against the attack that triggered it. You must make this decision before damage has been rolled, but you may make it after the result of the attack roll is known.
Dodge to Strike: At 7th level, when an opponentís melee attack fails to hit you, your next successful attack within 5 rounds automatically threatens a critical strike.
Strike to Dodge: At 9th level, for each successful attack you make, you gain a +1 dodge bonus against all attacks until the start of your next turn.
Echoing Strike: At 11th level, each time you threaten a critical strike; you may make an additional attack with both weapons at the same attack bonus. Doing this, however, forfeits the ability to confirm the critical attack.
Steel Weave: Starting at 13th level, you can, as a swift action, designate one enemy you threaten to weave your weapons around as you attack other targets. As long as you do not otherwise deal damage to the designated enemy, it takes half of all the damage you do to other targets until the start of your next turn.
Single Weapon Fighting: This fighting style focuses on fighting by flourishing a single weapon and confusing your opponent.
Prerequisites: Weapon Finesse, 8 ranks in Bluff
Benefits: You gain the following benefits at the indicated fighter level when you wield a one-handed weapon in one hand and nothing in your off-hand.
Stiff Parry: At 5th level you may add your strength bonus in addition to your dexterity bonus to your armor class. The maximum dexterity modifier of the armor you wear limits the maximum bonus to your armor class from strength as well, but you can benefit from both dexterity and strength to armor at once (a fighter wearing armor with a +3 max dex, for example, could have +3 from dex and str, for a total of +6).
Quick Riposte: At 7th level, each time an opponentís melee attack fails to hit you, you may immediately make an attack of opportunity against that opponent provided you have an attack of opportunity to use. Additionally, you gain a number of attacks of opportunity equal to your BAB.
Lure: At 9th level, you may waste an attack in a deliberate flourish to make it seem as if you have over stepped your balance. Sacrifice an attack and make a bluff check with a bonus equal to the attack bonus of the lost attack; each opponent that fails a sense motive against the result automatically misses the first attack they make against you in the next five rounds.
Buckling the Swash: At 11th level, whenever you use the full attack action you may make additional attacks at your full attack bonus at the cost of accuracy. For each additional attack made, you suffer a cumulative -1 penalty to all attacks (including the extra attacks granted by this ability) until your next turn. This penalty may not exceed your base attack bonus.
Through the Eye: Starting at 13th level, your first attack in each round against a particular opponent is treated as a touch attack.
Polearm Fighting: This fighting style focuses on using distance and movement to overcome enemies.
Prerequisites: Combat Reflexes, 8 ranks in Jump
Benefits: You gain the following benefits at the indicated fighter level whenever you wield a reach weapon that cannot be used against adjacent foes.
Lunging Thrust: At 5th level you may, once per round, make a jump check as part of an attack you make. If the attack is successful, you may choose to either do extra damage equal to half the result of your jump check, or you may attempt a special bull rush attempt using your jump check in place of a strength check. You do not have to move with your opponent if you use the bull rush option, however, no matter which option you use and regardless of if the initial attack is successful, you must move 5í closer to your target.
Advancing Sweep: At 7th level, whenever an opponent provokes an attack of opportunity for moving through a square you threaten, you may take a five-foot step before making your attack, even if you have already made one such adjustment. This five-foot step need not be towards your opponent.
Overreach: At 9th level, you may, as a free action, double the reach of your weapon for one round at the cost of accuracy. When doing so, you suffer a -2 penalty to all attacks until the beginning of your next turn.
Piercing Strike: At 11th level, when striking an opponent, you may choose for your attacks to also affect any other opponent adjacent to your target, even if the adjacent opponent is not in a square you could normally attack.
Halt the Charge: At 13th level, each time you successfully attack an opponent with an attack of opportunity because they moved through a square you threaten, the attack deals an extra 1d6 damage for every 5' they moved before entering the threatened square and immediately stops their movement.
Ranged Fighting: This fighting style focuses on attacking from a distance without making oneself vulnerable in close combat.
Prerequisites: Point Blank Shot, 8 ranks in Spot
Benefits: You gain the following benefits at the indicated fighter level whenever you wield a projectile weapon.
Close Quarters Archery: At 5th level, you threaten with your attacks as if wielding a reach weapon which cannot be used against adjacent foes, allowing you to make AoOs and benefit from Whirlwind Strikes when it becomes available. You also no longer provoke AoOs for making ranged attacks.
Manyshot: Starting at 7th level, you may make extra attacks as part of an attack action. You may make up to as many attacks as your BAB allows you to make iterative attacks, all at your highest attack bonus, but all suffer a -1 penalty for each extra attack made and all must be made against the same target.
Ricochet Shot: At 9th level, you can choose to take a -2 penalty for the round and attempt to bounce your attacks off their first target and onto other targets. The projectile can bounce only once for every 6 points of BAB you possess, and the total distance travelled cannot exceed it's maximum range increment. Each time it bounces, make a new attack roll and calculate the range penalty based on the total distance travelled. If the hit is successful, it deals half the base damage of the last hit made, but may deal your sneak attack damage as well if appropriate; if it misses the intended target, it cannot bounce further. This allows for attacking around corners or other obstacles, but all cover and concealment is calculated from your own square.
Rain of Arrows: Starting at 11th level, you may, as a full attack action, choose to rain arrows down on a specific circle, which can be no more than 5' across per Fighter level, within 5 range increments. Make an attack roll and roll for damage of a single attack. All creatures in the circle, with the exception of the Fighter himself if he is within it, take this damage unless making a Reflex save with a DC equal to the attack roll made. You can choose to half the diameter of the circle to double the damage and add 5 to the DC of the reflex save. You cannot use Ricochet Shot with this ability.
Deadeye: At 13th level, you ignore cover (but not total cover), reduce all miss chances by 30%, and no longer suffer penalties to your attack roll for attacking past the range increment of your weapon, though you are still limited by the maximum range increment of the weapon. Additionally, the reach you threaten with your weapon is doubled.
At 5th level, you master a technique of combining offense and defense. As a full-round action, make one attack at your highest base attack bonus. Until the start of your next turn, attacks against you have a 20% miss chance. This miss chance improves to 40% at 11th level and to 60% at 17th level.
5 Grit (Ex):
Beginning at 5th level, a fighter can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping fighter does not gain the benefit of mettle.
5/9/11/15/17 Protect (Ex):
At 5th level a fighter can interpose himself between his allies and attacks. A number of times per round equal to his Int modifier, whenever an adjacent ally takes damage 25% is transferred to him (before applying DR, energy resistance, etc.).
At 9th level the range of this ability improves to 10ft.
At 11th level he may absorb 50% of the damage.
At 15th level the range of this ability improves to 15ft.
At 17th level he may absorb 75% of the damage.
5/10/15/20 Warrior's Expertise (Ex):
The Fighter's mastery of the the fundamentals of combat allow him to pick up new tricks with less investment. For every 5 Fighter levels possessed, the Fighter may ignore one prerequisite of a [Fighter] feat he wishes to take. The Fighter also adds his Fighter level to his attributes for the purpose of qualifying for all feats (including non-Fighter feats).