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Thread: Breaking the Fighter

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    Default Re: Breaking the Fighter

    Spoiler: lvl 6-20
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    6 Tide of Battle (Ex): A fighter of 6th level or higher may spend an immediate action to voluntarily end his Bkdubs Combat Focus and take a move action.

    6 Combat Vigor (Ex): Starting at 6th level, a fighter has become so familiar with the tide of battle that he finds it restful and renewing. Simply being in battle, even if attacked or making attacks, never causes a fighter to suffer a penalty to skill checks due to distraction. Additionally, each round in which a fighter uses an ability granted by his combat style, or makes a Sneak Attack, he heals a number of hit points equal to his level.

    6 Divert (Ex): At 6th level a fighter can force one enemy to target him exclusively with its attacks and offensive abilities as a move action; in the case of area effects the fighter must be included in the area. Abilities which target the user are unaffected. This effect can be negated by a Will save (DC = 10 + half your fighter level + your Cha modifier) and lasts for 1 round. At 10th level the fighter can use this ability as a swift action. At 14th level he may take a move action to affect a number of enemies equal to his Int modifier; at 18th level this can also be used as a swift action.

    7 Otto Improved Art of War (Ex): The fighter's knowledge of the Art of War improves upon reaching 7th level. He may choose one of the options described below.
    Spoiler: Otto Improved Art of War effects
    Show
    Counter Grapple: When the fighter is grappled and attempts to escape the grapple, he may use either his own grapple check or an Acrobatics check to escape the grapple, as normal. However, if he fails the chosen check, he may attempt the other check as a swift action.
    Defensive Strike: When a foe misses, the fighter can shove that foe off balance. By expending an attack of opportunity, the fighter may make an opposed trip attempt against that foe. The fighter may only attempt this once per round.
    Crushing Embrace: When the fighter wins an opposed grapple check while receiving a bonus to grapple checks from Height of Battle, he deals an additional 2d12 points of damage to that foe.
    Advancing Blows: The round after the fighter makes a successful Bull Rush attempt against a foe, the fighter gains a +1 circumstance bonus to all melee attack rolls against that foe for each 5 ft. square that the foe was moved.
    Sundering Cleave: When the fighter makes a successful sunder attempt against a foe's weapon or shield, or an object held or carried by a foe, the fighter carries through and hits the foe, dealing an additional 2d6+Str damage, regardless of the damage normally done by the sundering weapon. This damage occurs even if the weapon, shield, or object is not destroyed.
    Directed Bull Rush: As the fighter Bull Rushes a foe, he may also push the foe one 5 ft. square to the right or left for each 5 ft. square the foe is pushed back
    .

    7 Grin and Bear It (Ex): Upon reaching 7th level, the fighter chooses one saving throw each time he enters his Height of Battle. Any time he succeeds on that saving throw against a spell or effect with a partial result, he instead suffers none of the effects. The fighter may choose to lose his Height of Battle bonus for 2 of his turns to gain a bonus equal to his level to a single saving throw. His Height of Battle bonus returns immediately following the 2nd turn he did not have the bonus available.

    7 Battlefield Recon (Ex): Fighters battle against a great many foes, and learn to identify them quickly. A Fighter of 7th level or higher may add his class level to all Knowledge checks to identify creatures, and always counts as trained in any such knowledge check.

    7 Weapon Sapience (Ex): At 7th level, a fighter's chosen weapon gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or GM’s choice) are 10 and one is 12. The weapon can also see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item. While carried by its master, it can also communicate with him using basic emotions or feelings. The item familiar also gains an Ego score. This last score should not come into play very often - the weapon is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.

    7 Shake it Off (Ex): At 7th level, the fighter gains the ability to shake off various impeding effects. As a full round action, a fighter can attempt remove one of the following effects: blind, confused, dazzled, deaf, exhausted, fatigued, shaken, or sickened. To remove the effect, the fighter is allowed to roll another saving throw, at the original DC of the effect.
    If the effect was caused by a spell that did not allow a saving throw, the fighter may attempt a Fort save against a normal DC for a spell or spell-like ability of that level. Any other condition that does not allow a save cannot be removed with this ability.

    7 Foil (Ex): At level 7, a fighter can attempt to foil an opponent's action, causing it to fail, as an immediate action against an adjacent opponent. A fighter may foil another attack, a spell (even if cast defenisvely), or a skill check. To resolve the foil, the fighter makes an opposed attack roll using his full base attack bonus and all modifiers he'd normally add. If the fighter wins this opposed roll, the action fails.
    If foiling an attack, the opponents opposes the fighter with his attack roll. If foiling a spell, the caster opposes the fighter with a Concentration check. If foiling a skill check, the opponent opposes the fighter with the appropriate skill check.

    7 Improved Dungeon Crasher (Ex): At 7th level, the bonuses when dealing with traps from your Dungeon Crasher ability increase to +4, and the bonus on Strength checks to break objects increases to +10. The damage you deal when bull rushing an opponent into a wall increases to 8d6 points + three times your Strength bonus.

    7 Improvise: A fighter can quickly adapt to any situation. At 7th level as an immediate action, they may gain any feat for wich they meet the requisites. This feat lasts for 1 round.

    7/13/19 Extended Reach (Ex): At 7th level the fighter's reach increases by +5ft, and an additional +5ft at every 6th level thereafter (13th, 19th). If the fighter is wielding a weapon which does not normally threaten squares (such as a whip or a longbow), he now threatens a range equal to the range increase and may make attacks of opportunity with that weapon.

    7 Martial Adaptation(Ex): The Fighter gains one floating feat at level 7, which may be changed at any time to a feat he qualifies for as a swift action. This feat need not be a [Fighter] bonus feat. The Fighter may not use this Floating feat to qualify for any other feats or prestige classes. An levels 13 and 19 he gains one additional floating bonus feat, changing each of these feats requires separate actions.

    8 Tremulous Steps (Ex): Starting at 8th level, while benefiting from Bkdubs Combat Focus, a fighter gains Tremorsense out to 30ft.

    8/12 Tough Defense (Ex): Beginning at 8th level, the fighter is able to use sheer physical toughness and pigheadedness to overcome many challenges. A number of times per day equal to half his or her fighter level, the fighter can choose to make a Fortitude save in the place of a Reflex save.

    Beginning at 12th level, the fighter gains the additional ability to make Fortitude saves in the place of Will saves. Either usage of Tough Defense is still drawn from the same limit of one-half the fighter’s total level.

    The usage of Tough Defense works with the fighter abilities Grit and Greater Grit, as applicable.

    8 Featster (Ex): After eight hours of uninterrupted training, a fighter can change all his feats gained from fighter class. New feats must be still drawn from must be drawn from the feats noted as fighter bonus feats and fighter must meet all requirements.

    8 Bodybuilding (Ex): A fighter becomes extremely well build. Actually, his beautiful musculature is more appealing than the force of his personality. He adds his strength modifier on all Charisma-based checks (including obviously use magic device, because it's obvious that bullied magic items works better).

    9 Immediate Step (Ex): While in his Height of Battle, a 9th level fighter may take a 5 ft. step as an immediate action, even if he has already taken other forms of movement during his turn, even another 5 ft. step. The fighter may choose to lose his Height of Battle bonus for 2 of his turns to move up to his base speed as an immediate action. His Height of Battle bonus returns immediately following the 2nd turn he did not have the bonus available.

    9 One for Flinching (Ex): Once a round, when a 9th or higher level fighter is attacked, she may make a feint attempt to fake out her opponent. If she succeeds, she may spend one of her attacks of opportunity to strike the foe back. This does not stop the first hit from striking if the attacker would have hit normally.

    9 Mighty Assault (Ex): At 9th level, a fighter becomes able to initiate a bullrush attempt after a successful hit with a charge, or after forgoing a full-attack in favor of a single successful hit. The bullrush is rolled as normal, but the fighter does not follow his opponent no matter how far he is pushed back. This ability may be combined with Downcasting Rebuke, Maiming Strike (see below) and/or Show of Force (see below).

    9 RobbyPants True Grit (Ex): Fighters must learn to tough it out under fire. A fighter of 9th level or higher may add his constitution bonus to any Reflex or Will save he has to make.

    9 Improved Uncanny Dodge (Ex): As the Rogue ability.

    9 Counterattack (Ex): At 9th level, you learn to hold back some of your offensive prowess to enable a potent counterattack. As a standard action, make one melee attack at your highest base attack bonus. At any time before the start of your next turn, you can use an immediate action to make a melee attack (using your highest base attack bonus) against an enemy that attacks you in melee.

    9 Feat Chainer: At 9th level, whenever the Fighter gains a feat that has another feat as requisite, he gains one extra feat. That extra feat cannot have other feats as requisites. This is ability is retroactive, so the Fighter gains the bonus for feats with other feats as requisites that he had already gained. This bonus doesn't apply to temporary feats like the ones gained from the heroics spell and Improvise, neither to retrained feats.
    In addition, when using his Sixth Sense ability, the fighter may remove two feats from his oponent, and he can now remove any feat that is given as a bonus by any other class or prestige class. Plus the feats are nullified for 4 rounds instead of 1. Multiple uses of this ability on one oponent stack. The clause for not being able to use abilities that relied on the removed feats still applies, wich includes nullifying magic items crafted by the oponent if you removed the respective item creation feat. Spells prepared with metamagic can't be cast either.

    10 Shellshock (Ex): As a swift action, a fighterof 10th level or higher can voluntarily end his Bkdubs Combat Focus to cause his next attack to damage his foe's armor or natural armor. When he makes an attack this way he reduces his foe's armor bonus by 1 point per 10 points of damage his attack inflicted. Manufactured armor damaged this way is destroyed if its armor bonus is reduced to 0 (armor bonus includes magical enhancements). Natural armor damaged this way can be restored by any means that restores ability damage, and in equal amount (includes natural healing).

    11 Otto Greater Art of War (Ex): The fighter's knowledge of the Art of War improves upon reaching 11th level. He may choose one of the options described below.
    Spoiler: Otto Greater Art of War
    Show
    Iron Thews: The fighter’s bonus to resist Bull Rush, Grapple, and Trip all increase by +2.
    Parry: When an attack is made against the fighter, he may use an attack roll of his own as his AC. Doing so uses up an Attack of Opportunity.
    Razor’s Edge: The critical multiplier of any weapon wielded by the fighter is increased by 1.
    Sleeper Lock: If the fighter pins his opponent in a grapple and maintains that pin for 1 full round without suffering hit point damage or failing a save against any effect, the opponent must make a Fortitude saving throw (DC 10 + ½ level + Str) or fall unconscious for 1d3 rounds. The foe must have a discernible anatomy for this to work.
    Climb Aboard: When the fighter uses the Grab On feature of grapples, the creature grabbed onto suffers a -4 penalty to attack rolls, damage rolls, opposed ability checks and skill checks against the fighter.
    Domino Rush: The fighter can attempt to Bull Rush one foe into another. If he does this, the fighter may make a free Trip attempt against both foes at the same time. If this check fails, neither foe may attempt to trip the fighter in return, and the initial Bull Rushed foe ends up in a 5 ft. space adjacent to the fighter and the second foe (chosen by the DM).
    Weapon Flurry: When facing multiple foes, the fighter can make a Feint check against each adjacent foe and use the best result against all adjacent foes.
    Overwhelming Disarm: When the fighter Disarms a foe, he may choose to have the disarmed weapon fall into any 5 ft. space within 10 ft. of himself. Alternatively, he may catch the weapon if he has a free hand capable of wielding the weapon. He may instead aim the disarmed weapon at a target in range, rolling a ranged attack to hit, treating the disarmed weapon as an improvised weapon. If the fighter hits with this ranged attack he may choose to either deal damage or allow the disarmed weapon to be caught.


    11 Dancing Blade (Ex): An 11th level fighter that is in his Height of Battle adds 5 ft. to the reach of any of his weapons during his turn. The fighter may choose to lose his Height of Battle bonus for 1 of his turns to increase the reach of any weapons he wields even when it is not his turn. His Height of Battle bonus returns immediately following the turn he did not have the bonus available.

    11 JaronK True Grit (Ex): Fighters must learn to tough it out under fire. A fighter of 11th level or higher may add his constitution bonus to any save he has to make.

    11 Array of Stunts (Ex): At 11th level the fighter gains an extra swift action each round. This extra action can also be used as an immediate action.

    11/17/20 Whirlwind Strikes: A fighter of 11th level or higher can, as a free action once per encounter and one additional time per encounter every two levels thereafter, become a whirling machine of death on the battlefield for a round. During this time, he can, with only a standard action, make a single attack against all opponents he threatens, and until the start of his next turn, he treats his natural reach as if it was 5' greater. At level 17, he treats his natural reach as if it was 10' greater instead. At 20th level, he can make a full attack against all opponents he threatens instead of only a single attack.

    11 Impossible Feat: At 11th level, if some ability would specifically stop a fighter feat from doing anything at all in a situation it should, then it works normally instead.

    Examples:
    -An oponent has freedom of movement, a fighter with improved grapple can still grapple them just fine.
    -An oponent casts wind wall, a fighter with archery feats can shoot arrows trough it just fine.
    -An oponent uses an ability that inflicts a status whitout save. If the fighter has any save-boosting ability, he may roll a save to prevent the effect anyay. If he has boosts to diferent saves, he may choose wich one to use.
    -An oponent is immune to fear. The fighter can still demoralize/shaken them if he has intimidate-boosting feats.

    11 Battlefield Mobility (Ex): At level 11 the Fighter gains a 10ft bonus to his Movement Speed for every 5 Fighter levels possessed (round down). As a swift action you can choose to move up to half your movement speed without provoking attacks of opportunity, or double your movement speed for 1 round.

    12 Through the Haze (Ex): While benefiting from Bkdubs Combat Focus, a fighter of 12th level or higher can see through illusions, always succeeds Will disbelief saves, and can see invisible creatures. Invisible creatures still benefit from total concealment, the fighter can merely see where they are.

    12 Dual Styles: Starting at 12th level, a fighter is no longer bound to a single fighting style. As long as he meets the prerequisites for each, he can choose multiple fighting styles instead of just one, though each still only applies to the appropriate weapons. For example, if choosing the Two Weapon Focus and Single Weapon fighting styles, he could wield two weapons and gain the benefits of Two Weapon Fighting, then immediately gain the benefits of Single Weapon Fighting if he were disarmed. He can know any number of fighting styles you meet the prerequisites for.

    12 Toughness (Ex): At 12th level, a Fighter receives mettle as hexblade. Moreover, he gains damage reduction 10/-, which stack with any other kind of damage reduction. Also the fighter becomes so tough, that even earth can't stand him. He gains fly speed 30 ft. with perfect maneuverability.

    13 Combat Master (Ex): 13th level fighters are able to use their combat options with a moment's notice. If the fighter is able to make an attack of opportunity against a foe due to that foe's movement and attempts any combat option for which he gains a bonus from Height of Battle bonus for, he can cause that foe to halt its movement if the use of the option is successful.

    13 Brace for Impact (Ex): Fighters learn to shrug off incredible injuries. Once per encounter, a fighter of 13th level or greater may, as an immediate action, gain a number of temporary hitpoints equal to his fighter level times his constitution score. These hitpoints last until the end of his next turn.

    13 Rapid Counter (Ex): In a round when a 13th or higher level fighter has not used any of her other attack of opportunity-oriented special abilities, she may attack twice on an attack off opportunity, instead of once as normal.

    13 Show of Force (Ex): A 13th or higher level fighter can attempt to demoralize any one opponent within ten feet of him after a successful strike on a foe, if this attack is the only attack he has made this turn. This ability may be combined with Mighty Assault, Downcasting Rebuke and/or Maiming Strike (see below).

    13 Improved Shake it Off (Ex): At 13th level, a fighter can use shake it off to remove one of the following effects: cowering, dazed, fascinated, frightened, nauseated, panicked, paralyzed, and stunned. A fighter may use this ability despite the condition preventing him from using full round actions.

    13 Greater Grit (Ex): At 13th level, you gain Greater Grit. This functions like Grit, except that even on a failed saving throw the character takes only half the effect of the attack or spells (such as half damage)

    13 Combat Experience: At 13th level, when using his Sixth Sense ability, the fighter may remove three feats from his oponent, and he can now remove any feats, plus the feats are nullified for 1 minute. Multiple uses of this ability on one oponent stack. The clause for not being able to use abilities that relied on the removed feats still applies.

    14 True Threat (Ex): As a swift action, a fighterof 14th level or higher can voluntarily end his Bkdubs Combat Focus to automatically confirm a critical hit, or to cause a foe that he has just confirmed a critical hit on to make a Fort save (DC 10+1/2 Warlord Levels+fighter's Constitution modifier +his weapon's threat range) or die.

    14 Paragon Aptitude: Starting at 14th level, the Fighter can apply his training to any weapons he wields. Any weapon he wields counts as the designated weapon of any feat he has that allows him to choose a particular weapon to which it applies. The new weapon must meet all the requirements of the feat.

    15 Otto Superior Art of War (Ex): The fighter's knowledge of the Art of War improves upon reaching 15th level. He may choose one of the options described below.
    Spoiler: Otto Superior Art of War effects
    Show
    Opportune Opening: Each time a foe misses him, the fighter may move 5 ft. as a non action. He may not move more than his base speed each round due to this ability.
    Pressing Assault: The fighter ignores the difficult terrain penalty when making 5 ft. steps.
    Trample: The fighter may trample his foe in place of Bull Rushing. When the fighter makes a Bull Rush check, he deals 1d6 points of damage for each 5 ft. the foe would have been moved. This replaces the movement the foe would have suffered due to the Bull Rush check. The foe is then knocked prone unless it succeeds an Acrobatics check (DC equals damage dealt).
    Death Grip: If the fighter pins his opponent in a grapple and maintains the pin for a second consecutive round, the opponent must make a Fortitude saving throw (DC 10 + ½ level + Wis) or die. The foe must have a discernible anatomy for this to work.
    Throw Opponent: If the fighter successfully initiates a Grapple, he may also make a Bull Rush check against that foe, who suffers a -4 penalty to resist the Bull Rush. The foe is then thrown the distance indicated by the Bull Rush check and suffers 1d6 damage for every 5 feet the foe was thrown, plus the fighter's Strength modifier in damage. The fighter remains where he is.
    Opportune Attack: Whenever an adjacent foe drops, the fighter may take an attack of opportunity. The fighter does not need to be the one to drop the foe.


    Overpowering Attack (Ex): At 15th level, you can focus your attention in combat to deliver a single deadly attack. As a standard action, make one attack at your highest base attack bonus. That attack deals double damage, as do any other attacks you make before the start of your next turn. The double damage from making an Overpowering Attack is multiplied before any critical multipliers are performed.

    15 Fighter’s Resilience: The 15th level fighter can spend a swift action each round to ignore the following status effects on himself that do not have a duration of instantaneous: blinded, confused, cowering, dazed, dazzled, deafened, diseased, exhausted, fatigued, fascinated, frightened, nauseated, panicked, paralyzed, petrified, poisoned, shaken, sickened, stunned. He can choose which effects to ignore and which effects not to ignore. The fighter may choose to lose his Height of Battle bonus for 1 of his turns to dispel one of the above listed status effects on himself. His Height of Battle bonus returns immediately following the turn he did not have the bonus available.

    If multiple targets are included in an effect, this only works to suppress or dispel the effect for the fighter and in no way changes the effect for the other targets.


    15 Redirect Charge (Ex): Upon reaching 15th level, a fighter can use her trickery to send one enemy careening into another. When charged, a fighter may make a feint attempt. If the she succeeds, she may redirect the attacking creature's course up to ninety degrees. The affected creature must finish half of its total charge movement, though it may use any applicable special ability it possesses to turn during this charge, or stop and attack the first unit it collides with. This expends an attack of opportunity.

    15 Maiming Strike (Ex): Upon reaching 15th level, a fighter strikes become so powerful that they have a chance of maiming foes. After a successful hit with a charge attack, or after forgoing a full-attack in favor of a successful hit, a fighter may choose to attempt maiming his foe in addition to dealing normal damage. The target must make a fortitude save (DC=fighter level+strength modifier) or suffer one of the following effects at the option of the fighter:
    1. 2 damage to a physical or mental stat.*
    2. Movement cut to one-half normal until healed.
    3. Nauseated for 1d3 rounds.

    *(Physical stat damage from this effect does apply to corporeal undead and constructs, as it so badly damages the walking corpse/machine that it imposes an additional degree of ineptitude upon the undead or artificial creature. Obviously one cannot damage an undead creature's constitution score, as it is non-existant.)

    15 Improved Foil (Ex): At 15th level, the fighter can use his foil ability at a greater range with a melee or ranged weapon. If using a melee weapon, the fighter can use foil against any opponent within his reach. If using a ranged weapon, the fighter can use foil with 30 feet or the weapon's first range increment, whichever is greater. All range penalties (if any) apply to the opposed roll.

    15 Expanded Feats: At 15th level, the fighter can count himself as having all the class abilities of a member of other class of same level as the fighter for purposes of qualifying for feats. So a fighter would count as having full Iniator level for Martial Study and meeting other maneuver requisites. He could learn warlock invocations with the Extra Invocation feat.

    If he learns a metamagic feat, he may apply them to his attacks by taking a penalty on to-hit rolls equals equal to double the metamagic modifier. So a fighter with Still Spell could attack whitout moving by taking a -2 penalty to attacks for example.

    16 Action Without Thought (Ex): While benefiting from Bkdubs Combat Focus, if a fighterof 16th level or higher would be subject to a Mind-Afflicting effect, he ignores its effects until his Bkdubs Combat Focus expires or is expended (if the duration of the effect continues after his Bkdubs Combat Focus it begins to effect him once the Bkdubs Focus has run out).

    16 Master Dungeon Crasher (Ex): At 16th level, the bonuses when dealing with traps from your Dungeon Crasher ability increase to +8, and the bonus on Strength checks to break objects increases to +20. The damage you deal when bull rushing an opponent into a wall increases to 12d6 points + four times your Strength bonus.

    17 Battle Superiority (Ex): Any time a 17th level fighter makes a full attack, all his attack rolls are made at his highest attack bonus -2. The fighter may choose to lose his Height of Battle bonus for 3 of his turns to instead make all his attack rolls at his highest attack bonus +2. His Height of Battle bonus returns immediately following the 3rd turn he did not have the bonus available.

    17 Improved Array of Stunts (Ex): At 17th level the fighter gains an extra swift action each round, which is in addition to the extra swift action he gains from Array of Stunts. This extra action can also be used as an immediate action.

    17 Combat Master: At 17th level, when using his Sixth Sense ability, the Fighter may nullify four feats, plus he may target a number of creatures up to his fighter level and the feats are nullified for 1 hour. Multiple uses of this ability on one oponent stack. The clause for not being able to use abilities that relied on the removed feats still applies
    In addition, when using improvise, the Fighter now gains four extra feats instead of two.

    17 Disciplined Soldier(Ex): Starting at level 17, the Fighter has perfected the art of acting reliably under extreme pressure. If there is a surprise round, the Fighter may act in it, even if caught unaware. Additionally, the Fighter may choose 3 skills that he has at least 1 rank in. He may always take 10 on these skills even in combat.

    Additionally, at the start of each round you may choose between the ability to take 10 on all attack rolls or gain a +5 dodge bonus to AC. After selecting one or the other, it remains in effect until the Fighter chooses to change it as a free action at the start of another round.

    18 Battleshaper (Ex): As a swift or immediate action, a fighter of 18th level or higher can voluntarily end his Bkdubs Combat Focus to take a standard or full round action. If he takes a standard action in this way he loses his move action during his next turn. If he takes a full round action this way he is dazed during his next turn. Warlords can only use this ability once each encounter.

    19 Otto Perfect Art of War (Ex): The fighter's knowledge of the Art of War improves upon reaching 19th level. He may choose one of the options described below.
    Spoiler: Otto Perfect Art of War effects
    Show
    Fortified: The fighter is immune to critical hits and gains an additional +4 bonus to resist Bull Rush or Trip attempts.
    Unstoppable Assault: The fighter may make a free action 5 ft. step each time he hits a foe. This does not count as movement of any sort, and it even occurs when it is not his turn, such as with attacks of opportunity. Difficult terrain does not hinder this ability. If the fighter uses this free 5 ft. step to enter an occupied space he is allowed a free Bull Rush attempt to push the occupants out of the way.
    Perfect Height of Battle: The fighter gains several benefits tied to his Height of Battle. Weapons he wields cannot be Sundered (cannot be reduced below 1 hit point), he automatically succeeds the opposed check when a foe attempts to Feint him, he cannot be Disarmed (he never loses his grip on his weapon or shield involuntarily), and he automatically escapes any Grapple he wishes to as a swift action.
    Legendary Wrestler: The fighter can maintain a Grapple against one foe as a swift action and continue to take his other normal actions as if he were not grappled.


    19 Masterful Attack (Ex): Any critical threats a 19th level fighter rolls are automatically confirmed.

    19 Fearless (Ex): A high level Fighter has seen it all. At 19th level, the Fighter is immune to fear.

    19 Greater Shake it Off (Ex): At 19th level a fighter may use Shake it Off and Improved Shake if Off as a move action.

    Sacrifice Feat: At 19th level, the Fighter may supress any feat on himself for 1 minute as a free action to re-roll a 1d20 he just rolled after knowing the result. This ability can be used even on others turns, and multiple times in a single turn, while the fighter has un-supressed feats.

    20 Perfect Self (Ex): At 20th level, a fighter becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the fighter's creature type was) for the purpose of spells and magical effects. Additionally, the fighter gains damage reduction 10/epic, which allows him to ignore the first 10 points of damage from any attack made by a weapon with an enhancement bonus of +5 or less or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the weaponmaster can still be brought back from the dead as if he were a member of his previous creature type.

    20 Defensive Mastery (Ex): At 20th level a Warlord has reached the pinnacle of his protective proficiency (say that three times fast!). He gains stupendous benefits from his choice in Defensive Training.
    Spoiler: Defensive Training effects
    Show
    Armor Usage - The Damage Reduction granted by your armor increases to DR 9/-- for Heavy Armor, DR 6/-- for Medium and DR 3/-- for light. Additionally you ignore all speed restrictions of the armor you wear.

    Insightful Guidance - You are ready for anything. You add the bonus to your AC from your training to your Initiative as well, and all allies that can hear you gain 1/2 this bonus (rounded down). Any character who fights defensively adds this bonus to a single saving throw.

    Deflective Parry - You push away attacks with ease. Increase the deflection bonus granted by your Defensive Training by +2. Further, whenever a foe attacks you or an adjacent ally, if you're fighting defensively, you may substitute the target's AC for an attack roll made at your highest bonus. Each time you do this you forfeit an attack of opportunity for the round.


    20 Lord of War (Ex): As long as a fighter of 20th level or higher has a higher attack bonus than any foe he threatens, those creatures cannot make attacks of opportunity against the fighter. Further, once per encounter if the fighter would voluntarily end his Combat Focus he may regain it as a free action.

    20 Deceptive Defense (Ex): When a 20th level fighter is adjacent to at least one foe, any attacks against her have a 25% chance of missing, and instead being rolled against one of the adjacent foes. If there is only one enemy adjacent the the fighter, its attack rolls are made without the miss chance, but any incoming attacks still have a chance of targeting it instead of her.

    20 Strike of Immeasurable Power (Ex): A 20th level fighter can unleash an immensely powerful attack once per encounter, possibly killing or knocking a foe unconscious in one fell swoop. Unlike with his other abilities, a fighter must declare that he is using this ability before he strikes. This attack must also be the only attack during his turn. If he hits, the target must succeed a fortitude save (DC=fighter level+strength mod) or be killed instantly or knocked unconscious at the fighter option. Even if the target does succeed, he takes damage as if the fighter had charged, and the fighter may still add any of his applicable abilities.

    20 Supreme Reach (Ex): At 20th level, a fighter's melee reach increases by five feet. All range increments for ranged weapons are doubled. The fighter may use Foil with a ranged weapon at a distance of up to 60 feet.

    20 Weapon Mastery (Ex): At 20th 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.

    20 Warmaster (Ex): The Fighter's skill and flexibility in combat is unparalleled. The Fighter gains an extra swift action per round. Additionally, all Martial Adaptation feats may now be changed as a part of the same swift action.


    Spoiler: New Feats
    Show
    Rapid Recreation [General, Fighter]
    Prerequistes: Weapon bond class feature
    Benefit: As a move action, you may cause your chosen weapon to crumble to dust and reform in your hand. If your weapon has been destroyed, it reforms in your hand.
    Normal: A weaponmaster requires 1 hour of meditation to recreate his weapon.

    Rapid Training [General, Fighter]
    Prerequistes: Flexible feat
    Benefit: You may change your flexible feats as a full-round action.
    Normal: A weaponmaster requires 10 minutes to change his flexible feats.
    Shield Flurry: You can use a pair of shields with the same grace as you could two normal weapons.
    Prerequisite: Dual Styles, Two Weapon Focus, Shield Fighting
    Benefit: When fighting with a pair of shields, you gain the benefits of your Two Weapon Focus fighting style in addition to your Shield Fighting fighting style.

    Double Weapon Focus: You can use a pair of weapons or a double weapon interchangeably.
    Prerequisite: Dual Styles, Two Weapon Focus, Double Weapon Fighting
    Benefit: When fighting with a double weapon or a pair of weapons, you gain the benefits of both your Two Weapon Focus fighting style and your Double Weapon Fighting fighting style.

    Backswing: You can use the haft of a polearm to make blows, treating it as a double weapon.
    Prerequisite: Dual Styles, Polearm Fighting, Double Weapon Fighting
    Benefit: When fighting with a polearm, you treat it as a double weapon, with the second end dealing damage appropriate for a quarterstaff of your size and able to attack adjacent targets. Additionally, you gain the benefits of your Double Weapon Fighting fighting style in addition to your Polearm Fighting fighting style (even though your weapon can now attack adjacent targets with one end).

    Terrifying Grace: You can use a one-handed weapon as you would a two-handed, though with less power.
    Prerequisite: Dual Styles, Heavy Weapon Fighting, Single Weapon Fighting
    Benefit: When fighting with a one-handed weapon in one hand and nothing in your off-hand, you gain the benefits of your Heavy Weapon Fighting fighting style in addition to your Single Weapon fighting style (even though your weapon is not two-handed).

    Forceful Archery: You can fire your projectile weapon with devastating force at close range.
    Prerequisite: Dual Styles, Polearm Fighting, Ranged Fighting
    Benefit: When fighting with a projectile weapon and making attacks within the reach provided by your Ranged Fighting style, you also gain the benefits of your Polearm Fighting style.

    Follow Through: You can follow up parrying an opponent's attack by making one of your own.
    Prerequisite: Two Weapon Focus
    Benefit: When successfully stopping an enemy's attack with your Off-Hand Defense ability, you can use an attack of opportunity to immediately make an offhand attack against that opponent. This attack suffers a -2 penalty, but otherwise is made with the same attack bonus as the attack sacrificed in order to use Off-hand Defense.

    Terrifying Power: You drive fear into the hearts of your enemies with each swing.
    Prerequisite: Heavy Weapon Fighting
    Benefit: Each time you make an attack, you may use your Frightening Power ability. Multiple attacks against the same target increase the DC by 2, but intimidating a target multiple times has no increased benefit.

    Backhand Swipe: You are adept at preserving the momentum of all your actions.
    Prerequisite: Double Weapon Fighting
    Benefit: If you use your Roundabout Swing ability and miss with your mainhand attack, you do not forfeit the offhand attack.

    Deadly Defense: You block your opponents' blows in ways that not only tire them but that also cause physical harm.
    Prerequisite: Shield Fighting
    Benefit: Half of the damage caused by your Tiring Defense ability is actual damage instead of subdual.

    Hulking Parry: You can throw your full weight behind blocking your opponent's weapon, even if hindered by armor.
    Prerequisite: Single Weapon Fighting
    Benefit: The amount of your strength bonus you can add to your armor class when using your Stiff Parry ability is not limited by the maximum dexterity bonus of the armor you wear.

    Driving Thrust: You can use the force of your thrusts to drive your weapon deep into an enemy and throw them away from you with one motion.
    Prerequisite: Polearm Fighting
    Benefit: When using your Lunging Thrust ability, you do not have to choose between the two options; you can use both simultaneously or either option independently.

    Close Quarters Impact: You unleash your attacks as if shooting for maximum distance even when your opponent is only an arms length away.
    Prerequisite: Ranged Fighting
    Benefit: When using your Close Quarters Fighting, you add 1.5 times your strength bonus to the damage you deal. If you have a projectile weapon which already allows you to add your strength modifier to damage, this bonus does not stack.
    Special: If you are using a projectile weapon in only one hand, you only add your normal strength bonus or half your strength bonus if wielding it in an off-hand.

    Armor Aptitude: You learn to use and change armors with the same natural talent others of your ilk do weapons.
    Prerequisite: Weapon Aptitude
    Benefit: The benefits of your Weapon Aptitude ability (and it's improvements) is also applied to all armors you wear.
    Special: Armor made for larger size creatures applies no additional benefit and incurs double the standard armor check penalty.

    Deep Vigor: Sinking into the flow of battle provides you with a ritual calm and washes away the dangers of your fight.
    Prerequisite: Combat Vigor
    Benefit: Each consecutive round you gain the benefits of Combat Vigor, your Combat Vigor heals an additional hit point.
    Last edited by qazzquimby; 2015-03-12 at 10:48 PM.