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    Barbarian in the Playground
     
    qazzquimby's Avatar

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    Sep 2011
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    Vancouver Canada
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    Default Breaking the Fighter

    For reasons I cannot comprehend, I have begun gestalting the fighter and every fighter fix I can find into a single class, of great complexity and incredible might.

    The trend is interesting. The more a class is broken, the more its fixed, and by gestalting those fixes you can make an inversion of the original breakage. A more or less balanced class will have few if any fixes, and will stay put, while fighters and wizards are fixed all over the place, transforming them respectively into an unstoppable titan and a sniveling child with a twig.

    I've been working off this.

    Are there any other sources people can point me to?
    And is anyone at all interested in this, or am I just insane?

    WIP
    Overflowed at level 5, see here and here for the rest of the class.

    Spoiler: Levels 1-2
    Show
    HD: d12

    Skill Points: 4+Int per level

    The Fighter
    Level Base Attack Bonus Fort Save Ref Save Will Save Special CF I CF II CF III CF IV Maneuvers Known Maneuvers Readied Stances Known
    1st +1 +2 +0 +0 Warlord's Knowledge, Find Weakness, Eardatch Ability, Shifting Tactics, Kerrick Combat Focus, Improved Unarmed Strike, Weapon Focus, Ruthless Charge, Cheap shot, True aptitude, Combat feats, Chosen weapon, Height of battle, Bonus feat x9 2 0 0 0 3 3 1
    2nd +2 +3 +0 +0 Restrict Movement, DR 1/-, Warcraft +2 (damage)Path of the Warrior, Bravery, Uncanny Dodge, Sneak Attack +1d6, Bkdubs Combat focus, Bonus feat x12 2 0 0 0 4 3 1
    3rd +3 +3 +1 +1 Master of Many Styles (2nd Seerow Combat Style), Guardian, Brawn over Brains, Dungeon Crasher, Combat Ability, Exemplar Aptitude, RobbyPants Art of War, Canny defense, Defensive training, Weapon bond, JaronK’s art of war, Instant reaction, Otto Art of war, Physical prowess 3 0 0 0 5 3 1
    4th +4 +4 +1 +1 Disrupt (Move action), Improved reaction +1, Born to Have Magic Weapon and Magic Armor, Path of the Warrior, Retraining, Mastery of Arms, Weapon Specialization, Ever Vigilant (Maintain), Flexible feat, Bonus feat x12 3 0 0 0 5 4 2
    5th +5 +4 +1 +1 Warror's Expertise, Protect (5ft, 25%), Sixth Sense, Elusive Attack+2, Grit, Combat Style Focus, Fighting Style, First Fighting Style Benefit, Sneat Attack +2d6, RobbyPants Battlefield Recon, Surprise Lunge, Downcasting Rebuke, Tricky dodge, Weapon ability, Adaptable feat, Tactical training, Height of battle, physical prowess 3 1 0 0 6 4 2
    6th +6 +5 +2 +2 Divert (Move action), DR 3/- Warcraft +4 (skills), Path of the Warrior, Bravery +2, Combat Ability, Improved Uncanny Dodge, Combat Vigor, Tide of Battle (Expend), Bonus feat x12 3 1 0 0 6 4 2
    7th +7 +5 +2 +2 Martial Adaptation (1feat), Extended reach +5ft, Improvise, Improved Dungeon Crasher, Iron Mind, Second Fighting Style Benefit, Shake it Off, Foil, Weapon ability, Weapon sapience, Battlefield Recon, Grin and bear it, Otto Improved art of war, physical prowess 4 1 0 0 7 4 2
    8th +8 +6 +2 +2 Disrupt (Swift), Improved Reaction +2, Featster, Bodybuilding, Path of the Warrior, Tough Defence, Mastery of Arms, Tremulous Steps (Maintain), Flexible feat, Bonus feat x13 4 1 0 0 7 4 2
    9th +9 +6 +3 +3 Master of Many Styles (3rd Seerow Combat Style), Protect (10ft), Feat Chainer, Counterattack, Combat Ability, Third Fighting Style Benefit, RobbyPants True Grit, Mighty Assault, One for Flinching, Weapon ability, immediate step, height of battle, physical prowess, 4 2 0 0 8 4 2
    10th +10 +7 +3 +3 Divert (Swift action), DR 6/-, Warcraft +6 (AC) Path of the Warrior, Bravery +3, Sneak Attack +3d6, Shellshock (Expend), Adaptable feat, Bonus feat x13 4 2 1 0 8 5 3
    11th +11 +7 +3 +3 Battlefield Mobility, Protect (50%), Impossible Feat, Elusive attack +4, Combat Style Focus, Whirlwind Strikes 1/encounter, +5’ reach with Whirlwind Strikes, Fourth Fighting Style Benefit, Array of Stunts, Weapon ability, JaronK True Grit, Otto greater art of war, dancing blade, physical prowess 5 2 1 0 9 5 3
    12th +12 +8 +4 +4 Mass disrupt (Move Action), Improved Reaction +3, Toughness, Path of the Warrior, Tough Defense (Will), Combat Ability, Master of Arms, Dual Styles, Show of Force, Through the Haze (Maintain), Flexible feat, Bonus feat x14 5 2 1 0 9 5 3
    13th +13 +8 +4 +4 Martial Adaptation (2 feats), Extended Reach +10ft, Combat Experience, Greater Grit, Combat Awareness, Whirlwind Strikes 2/Encounter, Fifth Fighting Style Benefit, Improved Shake it Off, Rapid Counter, Weapon ability, Brace for impact, combat master, physical prowess 5 3 1 0 10 5 3
    14th +14 +9 +4 +4 Mass Divert (Move Action), DR 10/-, Warcraft +9 (Saves), Path of the Warrior, Bravery +4, Paragon Aptitude, True Threat (Expend), Bonus feat x15 5 2 2 0 10 5 3
    15th +15 +9 +5 +5 Master of Many Styles (4th Seerow Combat Style), Protect (15ft), Expand Feats, Overpowering Attack, Combat Ability, Whirlwind Strikes 3/Encounter, Sneak Attack 4d6, Improved Foil, Maiming Strike, Redirect Charge, Weapon ability, Adaptable feat, Otto superior art of war, fighter’s resilience, physical prowess 6 3 2 1 11 6 3
    16th +16 +10 +5 +5 Mass Disrupt (Swift Action), Improved Reaction +4, Path of the Warrior, Master Dungeon Crawler, Force of Will, Mastery of Arms, Action Without Thought (Maintain), Flexible feat, Bonus feat x15 6 3 2 1 11 6 4
    17th +17 +10 +5 +5 Disciplined Soldier, Protect 75%, Combat Master, Elusive attack +6, Combat Style Focus, Whirlwind Strikes 4/Encounter, Improved Array of Stunts, Weapon ability, Battle superiority, physical prowess 6 4 2 1 12 6 4
    18th +18 +11 +6 +6 Mass Divert (Swift Action), DR 15/-, Warcraft +12 (Strength) Path of the Warrior, Bravery +5, Combat Ability, Battleshaper (Expend), Bonus feat x16 6 4 3 1 12 6 4
    19th +19 +11 +6 +6 Martial Adaptation (3 feats), Extended Reach +15ft, Sacrifice Feat, Lord of Battle, Whirlwind Strikes 5/Encounter, +10’ reach with Whirlwind Strikes, Greater Shake it Off, Weapon ability, Fearless, Otto perfect art of war, masterful attack, physical prowess 7 4 3 2 13 6 4
    20th +20 +12 +6 +6 Warmaster, Mass Disrupt (Double, Improved Reaction +5, Path of the Warrior, Weapon Mastery, Mastery of Arms, Full Attack with Whirlwind Strikes, Sneak attack +5d6, Supreme Reach, Strike of Immeasurable Power, Deceptive Defense, Defensive Mastery, Lord of War Flexible feat, Perfect self, Adaptable feat, Bonus feat x10 7 4 3 2 13 7 4

    Class Features

    Weapon Groups and Armor Proficiency: Fighters have proficiency with Basic Weapons Group and four other weapon groups of their choice. They are proficient with all armor and all shields.

    1/5/9/13/17 Height of Battle (Ex): A fighter is at his best when the chaos of battle is swirling around him. If the fighter is in a stressful and/or dangerous enough situation that he would normally be unable to “take 10” on skill checks, he enters into a Height of Battle. This occurs even when the fighter is caught off-guard, regardless if he can spend an action or not. When he first enters this Height of Battle, a fighter may choose one of the following options:
    Spoiler: Height of Battle effects
    Show
    Raging Bull: The fighter gains a +2 bonus on all Bull Rush checks.
    Disarming Strike: The fighter gains a +2 bonus on all Disarm checks.
    Wily Swordsman: The fighter gains a +2 bonus on all Feint checks.
    Serpent's Grip: The fighter gains a +2 bonus on all Grapple checks.
    Sunder-wraith: The fighter gains a +2 bonus on all Sunder checks.
    Fighter's Footwork: The fighter gains a +2 bonus on all Trip checks.

    At 5th level, and every 4 levels thereafter (9th, 13th, and 17th), the fighter may choose an extra option from the above list when first entering his Height of Battle and gains the given bonus on checks for all the chosen options. In addition, at 5th level and every 4 levels thereafter, the bonus increases by +1 (+3 total at 5th level, +4 total at 9th level, and so forth). When initiating any of the chosen options, the fighter does not provoke an attack of opportunity.
    The fighter has several class features that require him to lose this bonus in order to affect a greater outcome. Each class feature that allows this mechanism describes for how many rounds he will lose this bonus.
    As soon as the fighter would normally be able to “take 10” on skill checks, he loses his Height of Battle bonus. The fighter may enter a new Height of Battle as a move-equivalent action, which does not provoke an attack of opportunity. Doing so allows him to change his Height of Battle bonus to focus.

    1/2/4/6/8/10/12/14/16/18/20 Bonus Feats: At 1st level, a fighter gets a number of bonus combat-oriented feats equal to the multiplier in the class table in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains additional bonus feats this way at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including base attack bonus minimums. He may ignore any stat based prerequisites of Fighter feats he selects.
    These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
    Starting at 5th level, and every even numbered level after that, you may retrain one Bonus Feat you gained from this feature to another feat you qualify for.

    1 Chosen weapon (Ex): At 1st level, a fighter chooses one weapon in his possession. He receives the Weapon Focus feat with that type of weapon. Until 3rd level, the fighter may change his chosen weapon by training with a new weapon for 24 hours.

    1 Combat Feats (Ex): Fighters make extensive use of feats, and master powerful techniques other warriors would never dream of. In a manner similar to how a Wizard prepares spells, fighters prepare themselves for the day, drawing on a wide breadth of combat experience and proficiency. Fighters prepare feats instead of spells, drawn from the fighter's list of Combat Feats (given below), his feats divided into tiers much like a spellcaster's spells are divided into levels. Fighters begin play knowing 3 Tier I feats, but can only prepare 2 as indicated on the table above (can prepare 7 Tier I feats at 20th level). A fighter can prepare a lower Tier feat he knows into a higher Tier "slot" when he prepares his feats. At each level, a fighter learns a new feat, and can learn any feats of Tiers that are available to him. At 5th, 10th, and 15th level a fighter learns an additional feat of any Tier available to him (25 total known feats at 20th level). When a fighter learns a feat that says it can be taken multiple times he may ready that feat multiple times, but only needs to learn it once.

    Tier I feats include all fighter feats whose prerequisites require BAB no greater than +4, skill ranks no greater than 7, and ability scores no greater than 15. Tier II feats include all fighter feats whose prerequisites require BAB no greater than +9, skill ranks no greater than 12, and ability scores no greater than 17. Tier III feats include all fighter feats whose prerequisites require BAB no greater than +14, skill ranks no greater than 17, ability scores no greater than 19, and Epic fighter feats.
    Tier IV feats include all fighter feats whose prerequisites require BAB 15 or higher, skill ranks 18 or higher, ability scores 20+, and Epic fighter feats.

    Any feat which has another feat as a prerequisite is always the same Tier as that feat or higher. To learn a feat a fighter must still qualify for it as normal. To prepare a feat that requires other feats as prerequisites those feats must be prepared first. Fighter can "empty" their "feat slots" and reprepare feats with 5 minutes rest for each slot emptied this way.

    "Retraining Feats" - At 5th, 10th, 15th, and 20th levels a fighter can lose combat feats he's learned throughout his career to learn other ones in their place. At 5th level he can replace any Tier I feat he knows with any other Tier I feat he meets the prerequisites for. At 10th he can replace another Tier I feat, but can also replace a Tier II feat. At 15th level he can replace another Tier I feat, another Tier II feat, and can also replace a Tier III feat. At 20th level he can replace a feat of each Tier available to him if he chooses.

    1 True Aptitude (Ex): That little thing that Warblades do is cute and all, trying so hard to emulate what comes so naturally to a fighter. A fighter with Weapon Focus, Weapon Specialization, or any other feats of that nature (any feat with benefits that apply to a specific weapon) can switch the weapon to which those feats applies as a swift action.

    1 Cheap Shot (Ex): A fighter deals extra damage equal to her fighter level when she strikes a flatfooted or flanked foe.

    1 Ruthless Charge (Ex): Anytime a fighter charges, he adds his level to the damage of his attack.

    1 RobbyPants Art of War (Ex): Fighters train extensively in the basic arts of combat. At 3rd level the fighter gains a +1 bonus to opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks. This bonus increases by +1 every three fighter levels thereafter.

    1 Improved Unarmed Strike (Ex): At 1st level, a fighter gains the Improved Unarmed Strike feat even if he does not meet the prerequisites.

    1 Weapon Focus (Ex): At 1st level, a Fighter gains the Weapon Focus feat.

    1/11 Kerrick Combat Focus (Ex): At the beginning of combat, the fighter enters a heightened state of awareness called combat focus. While in this state, the fighter gains a +2 bonus to Reflex saves and and +2 dodge bonus to Armor Class, as he can see threats coming and react more quickly. These bonuses don't apply against any attack that would deny the fighter his Dex bonus to AC. If the fighter is dazed, stunned, or knocked unconscious, he loses his combat focus and cannot regain it until he rests for 5 minutes. The focus otherwise lasts for the duration of the encounter.
    At 11th level, the fighter does not lose combat focus from being dazed or stunned, and needs to rest for only 1 minute before he can regain his focus.

    1 Initiator Level (Ex): Your initator level is equal to your fighter level.

    1 Maneuvers Readied (Ex): You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

    1 Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

    1 Shifting Tactics (Ex): Your training with a wide range of armor, weaponry and tactics gives you great skill with particular weapons. You have the flexibility to adjust your training. Once per day, after resting for at least 8 hours (these hours do not need to be consecutive), you can spend 1 hour in practice to change any [fighter] feat you possess with another [fighter] feat. You must meet all prerequisites of the new feat. You cannot lose a feat that is the prerequisite for any other feats or abilities you have.

    1 Eardatch Ability (Ex): Gain an ability off the following list at every odd level, and gain two at 20th level. You may choose from any lists of your level or less. Each ability can be taken once.
    Spoiler: Eardatch Abilities
    Show
    First level
    Battle Clarity: as the warblade ability plus, use int mod in place of dex mod for reflex saves and this bonus if it would more better, whether flatfooted or not.
    b Gain +10' of movement. This is reduced to +5' in medium armor or while carrying a medium load and is eliminated in heavy armor or while carrying a heavy load. You may take this ability a second time if you have +6 or higher BAB, a third if you have +11 or higher, and a fourth if you have +16 or higher.
    Steely Resolve 5: as the crusader ability plus furious counter-strike.
    Swift Kick: requires improved unarmed strike: as a swift action, make a single unarmed strike at your highest base attack bonus. This attack suffers a -2 penalty to hit.
    Tower Shield Mastery: Eliminate the penalty to hit for wielding a tower shield and you may make attacks of opportunity without penalty while gaining total cover from a tower shield.

    Third level
    Armored Stability:
    Treat armor check penalty as a bonus instead of a penalty to balance checks made to stay standing of prevent being moved. Also add half this penalty, but no more than half your BAB, as a bonus to resist trip, overrun, bull-rush, and grapple attempts, and as a bonus on bull-rush and overrun attempts to initiate such maneuvers.
    Battle Ardor: As the warblade ability, also, a successful critical hit imposes a penalty to the target's AC equal to your int bonus for a number of rounds based on your critical multiplier: 2 rounds for x2, 4 rounds for x3, and 6 rounds for x4.
    Shield Parry: with any shield you can bash with, you may parry an attack as an immediate action by rolling an attack with the shield. The opponent must reroll the attack roll and misses if it's roll does not exceed your roll. You declare a parry after being hit but before damage is rolled.
    Stance: Choose any stance from the following list, regardless of prerequisites except for initiator level. Treat your initiator level as equal to your BAB - 2 for the purpose of this selection. Iron Guard's Glare, Stance of Clarity, Punishing Stance, Island of Blades, Stonefoot Stance, Blood in the Water, Bolstering Voice, Leading the Charge, Thicket of Blades, Pearl of Black Doubt, Absolute Steel Stance, Giant Killing Style, Crushing Weight of the Mountain, Roots of the Mountain, Leaping Dragon Stance, Wolverine Stance, Tactics of the Wolf, Hearing the Air, Dancing Blade Form, Shifting Defense, Giant's Stance, Press the Advantage, Immortal Fortitude, Supreme Blade Parry, Strength of Stone, Wolf Pack Tactics, Swarm Tactics. You may take this ability more than once, each time choosing a new stance to learn, though you may still be in only one stance at a time.
    Uncanny Dodge: as the Barbarian ability of the same name.

    Fifth level
    Armor Expertise: You may move in medium armor as though it were light, and in heavy armor as though it were medium. At 9th level this improves so that you may move in heavy armor as though it was light.
    Insightful Reflexes: requires combat reflexes. You may add either your int bonus or your wis bonus to the total number of attacks of opportunity you can make in a round in addition to your dex bonus.
    Martial Purge: As a standard action you may make a second saving throw to end a spell, power, or effect affecting you (or at least end it with respect to you if it affects an area or multiple targets), or, if the effect did not allow a save, by making a level check against DC 11 + the caster level/manifester level/etc. or the effect, or Hit Dice, if there is none. You may only attempt this ability against a particular effect once in a 24 hour period. If you are prevented from taking standard actions by the effect you wish to end you may attempt to use this ability anyway. Similarly, you cannot be compelled by an effect to not attempt to use this ability against such an effect (this includes effects that dominate)
    Sneak Attack: +2d6

    Seventh level
    Battle Cunning: As the warblade ability.
    Improved Uncanny Dodge: as the Barbarian Ability.
    Maneuver Mastery: Requires Improved Bull-rush, Disarm, Grapple, Overrun, Sunder, or Trip. For each of these combat maneuvers for which you have the corresponding "improved" feat for, you may take 10 on the opposed roll.

    Ninth level
    Evasion: Requires lightning reflexes
    Mettle: Requires Iron Will
    Steely Resolve 15: Requires Steely resolve 5.

    Eleventh level
    Battle Skill: As warblade ability
    Combat Fortune: once each encounter, as an immediate action, you may re-roll any save, attack roll, ability check, or force the re-roll of an attack against you.
    Sneak Attack: +4d6 total, requires Sneak Attack +2d6.

    Thirteenth level
    Armor Mastery: If an attack that hits you would miss you if your armor bonus was twice what is currently is, you have DR x/- against that attack, where x is your Base Attack Bonus.
    Improved Ready Action: You may ready move, swift, and full-round actions by spending the same action on your turn.
    Spell Parry: By reading an attack you may counter a spell (or power) as if casting dispel magic. You must threaten a square that the spell's line of effect passes through, be the target of the spell, or threaten the caster to use this ability. Use your BAB in place of caster level for the check (no maximum) and add 2 to the check for each of the following feats you possess: Mage slayer, pierce magical protection, pierce magical concealment.

    Fifteenth level
    Battle Mastery: As the warblade ability.
    Impetuous Endurance: As the (17th level) Knight ability (don't automatically fail saves on a natural 1)

    Seventeenth level
    Certain Strike: Once each round you may take 10 on an attack roll
    Controlled threat: Up to once each round you may declare a successful hit a critical threat. You may not use this ability if you have used this ability as many times or more this day than twice the threat range of the weapon you are attacking with (eg: with a 19-20 threat range weapon, you could not use the ability if you have used it 4 or more times this day already.)
    Sneak Attack: +6d6 total. requires sneak attack +4d6.
    Steely Resolve 30: requires Steely resolve 15.

    Nineteenth level
    Perfected Form: Once each day you may treat any attack roll, saving throw, or ability check as if you rolled a natural 20.
    Spell Blade: Requires Spell parry. If you would counter a spell with the spell parry ability, you may instead reflect it back on the caster as with spell turning, except that the caster is entitled to a DC 10 + spell level +1/2 your BAB reflex save to avoid the rebounding spell. If you parry a spell with an empty spell storing weapon, you may instead absorb the spell into the weapon, even if it is higher than 3rd level. If you start your action with a spell of 4th level or higher in your spell storing weapon, you must make a will save against the Spell's save DC or be forced to release the spell as a standard action to any legitimate target within range.


    1 Find Weakness (Ex): Fighters learn to recognise new abilities and adapt to them. A fighter can make skill checks to identify spells, creatures, etc. as if he had a number of ranks in the relevant skill equal to his fighter level +3. A fighter can only learn information on his target's game stats with this ability - for instance, when identifying a troll he could learn of its regeneration and how to overcome it, but not that it is called a troll or how common trolls are in the area. However, if he has ranks in the relevant skill he can still learn this information with a normal check.

    1 Warlord's Knowledge (Ex): The Fighter can make a special knowledge check with a bonus equal to his Fighter class level in place of any knowledge check involving battle on a small or large scale. This may be used to identify creatures, gain information about battle formations, draw out a siege plan, and so on. 5 ranks of Knowledge(History) provides a +2 synergy bonus with Warlord's Knowledge.

    2 Bkdubs Combat Focus (Ex): Fighters are expected to be alert, ready to take advantage of the flow of the field in an instant. By spending a move action, a fighter of 2nd level and higher can enter a focused state of mind. This state lasts for a number of rounds equal to 5 or 1/2 fighter level +2 (whichever is higher), and during the focus the fighter gains a +2 bonus to a single saving throw. As a swift or immediate action the fighter can voluntarily end his focus to reroll a single d20 roll. Fighters cannot gain or maintain Combat Focus outside of battle for the state of mind and body needed to achieve this simply doesn't exist except in those conditions.

    2 Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear effects. This bonus increases by +1 for every four fighter levels the fighter possesses.

    2/5/10/15/20 Sneak Attack: A Fighter gains the ability to make sneak attacks as a Rogue. At 2nd level a Fighter gains an extra 1d6 damage on all sneak attacks. This increases to 2d6 at 5th level and by an additional 1d6 every five levels thereafter.

    2 Uncanny Dodge(Ex): As the Rogue ability.

    2 Path of the Warrior: At 2nd level, and every 2 levels thereafter, a fighter gains a special ability of his choice from among the following options.
    Spoiler: Path of the Warrior effects
    Show
    Adaptation (Ex): For every round a fighter is engaged in combat with an opponent, or observes that opponent fighting, he gains a cumulative +1 bonus on attack rolls, damage rolls, armor class, saving throws and sense motive checks against that opponent until the end of the encounter. These bonuses cannot exceed +5.

    Armor Compatibility (Ex): The fighter gains a +1 armor bonus to his armor class when wearing any type of armor he is proficient with. This stacks with the armor bonus granted by the equipped armor. When wearing that armor, his maximum dexterity bonus and his armor check penalty are both improved by one. While wearing heavy armor, he can be used as cover by his allies. He treats any heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. Furthermore, he reduces any falling damage by his armor bonus to AC.

    Battle Prowess (Ex): The fighter suffers only a -3 penalty on all iterative attacks, instead of -5. This does not allow the fighter to gain extra attacks at lower levels, he gains them normally.

    Counterstrike (Ex): Every creature which attacks and misses the fighter with melee or ranged weapon and is threatened by him provokes an attack of opportunity from the fighter. The fighter may use this ability a number of times each round equal to his dexterity modifier (minimum 1), but this does not allow him to make additional attacks of oppurtunity on a single creature multiple times. If the fighter is fighting defensively, he gains a +4 bonus on attacks of opportunity made using this ability.

    Counter-Tactics: Brutes (Ex): The fighter knows how to fight melee opponents who rely on brute force. He gains a +3 bonus against attempts to bull-rush, overrun, or sunder him or items in his possession. These bonuses increase by +2 if the fighter possesses Tactical Genius.

    Counter-Tactics: Flyers (Ex): The fighter knows how to fight flying creatures. He gains a +3 dodge bonus to AC against flying opponents, and against opponents attacking from higher ground or horseback. This bonus increases by +2 if the fighter possesses Tactical Genius.

    Counter-Tactics: Giants (Ex): The fighter can undergo training against large creatures. He gains a +2 dodge bonus to AC against a creature for every size category larger it is then himself. The overall bonus to AC increase by +2 if the fighter possesses Tactical Genius.

    Counter-Tactics: Leaders (Ex): The fighter knows how to fight opponents who command their troops. As a standard action that does not provoke attacks of opportunity, a fighter may make an Intimidate check to demoralize opponents within 30 feet of him with an Intelligence score of 3 or higher. Every opponent that becomes demoralized loses all morale bonuses to abilities, attack rolls, damage rolls, and skills (this includes bonuses from spells and spell-like effects), for a number of rounds equal to 3 + fighter's Charisma modifier. The fighter gains a +4 bonus on his Intimidate check used in this fashion if he possesses Tactical Genius.

    Counter-Tactics: Manipulators (Ex): The fighter gains a +3 bonus on saving throws against all mind affecting spells and effects. This bonus increases by +2 if he possesses Tactical Genius.

    Counter-Tactics: Mobs (Ex): The fighter knows well how to defend himself from multiple opponents at the same time. He gains a +2 dodge bonus to AC and Damage Reduction 5 against attacks made by all opponents after the first one in any given round. The fighter gains Uncanny Dodge as a class feature in addition to this bonus if he possesses Tactical Genius. The fighters levels stack with rogue levels to determine uncanny dodge effectiveness, and if he already possesses or later gains uncanny dodge, he gains improved uncanny dodge instead.

    Counter-Tactics: Opportunists (Ex): The fighter knows how to fight melee opponents who use opportunity to deliver deadly blows. He gains +3 dodge bonus to AC against attacks of opportunity and gains Damage Reduction equal to half his fighter level against precision damage (such as Sneak Attack). He gains an additional +2 dodge bonus to AC against attacks of opportunity and damage reduction equal to his fighter level against precision damage if he possesses Tactical Genius.

    Counter-Tactics: Ranged (Ex): The fighter knows how to defend himself from projectiles and thrown weapons. He gains a +3 dodge bonus to AC against all ranged attacks. This bonus increases by +2 if the fighter possesses Tactical Genius.

    Counter-Tactics: Snatchers (Ex): The fighter knows how to fight grasping creatures. He gains +3 dodge bonus against grapple attempts and bite attacks. He also gains Damage Reduction equal to half his fighter level (rounded down) against bite attacks, constriction, and crushing damage when swallowed whole. He gains an additional +3 dodge bonus to AC against grapple attempts and bite attacks, and gains Damage Reduction equal to his fighter level against bite attacks, constriction, and crushing damage when swallowed whole if he possesses Tactical Genius.

    Counter-Tactics: Spellcasters (Ex): The fighter knows how to fight spellcasters. He gains +3 dodge bonus to Armor Class and a +3 bonus on Reflex saving throws against spells and spell-like effects. In addition, he can use his Constitution modifier in place of his Wisdom modifier when making Will saves against spells and spell-like abilities. His bonus to Armor Class and Reflex saving throws increases by +2 and gains a +2 bonus on Will saving throws if he possesses Tactical Genius.

    Counter-Tactics: Tactical (Ex): The fighter knows how to fight melee opponents who use various skillful tactics. He gains +3 bonus against attempts to disarm, feint, or trip him. These bonuses increase by +2 if the fighter possesses Tactical Genius.

    Resilience (Ex): If a fighter makes a successful Fortitude or Will saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability. In addition, the fighter no longer automatically fails a Fortitude or Will saving throw on a result of 1. He still fails if the roll result is to low, however.

    Shield Compatibility (Ex): The fighter gains a +1 shield bonus to his armor class when using any type of shield he is proficient with. This stacks with the shield bonus granted by the equipped shield. When using that shield, his armor check penalty is improved by one. In addition, as an swift action he may apply his shield bonus as a bonus to his reflex saving throws and to reduce the damage he takes from fire, acid and cold effects for one round.

    Skills of War (Ex): A fighter has invested in learning skills that are not about killing others, but are still essential on the battlefield. He gains a +2 bonus on all Craft checks to make armor, weapons, items and vehicles related to war, on Heal checks, on Bluff checks to perform feint in combat, on Knowledge skills to determine enemies' abilities and weaknesses, and on Survival checks. He gains Bluff and Survival skills as class skills, if he did not already have them as such.

    Swift Tactics (Ex): A fighter has learned to cover more distance in combat easily. As a swift action, the fighter may move 10 feet. This does not provoke attacks of opportunity, and the fighter may still make a 5 foot move this round before or after making a full attack action. The fighter cannot use this ability when fatigued or exhuasted or when wearing heavy armor or carrying a heavy load. The fighter may opt to use this ability when it is not his turn as an immediate action when being struck by an attack of opportunity to gain a +4 dodge bonus to armor class against that attack (thus making him unable to use the swift version of this ability during his following turn).

    Tactical Genius (Ex): The fighter gains additional benefits with counter-tactic ability's. Read each individual effect to see the benefits. In addition, he increases the bonuses granted by the below feats by +1 (bonus types stay unchanged). The feats are: Dodge, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, and Trample.

    Warrior Prodigy (Ex): The fighter treats his ability scores, base attack bonuses, base saving throw bonuses and skill ranks as 2 points higher for the purpose of meeting the prerequisites of feats with the 'fighter' descriptor or for entering prestige classes.

    Weapon Compatibility (Ex): The fighter gains a +1 bonus to all attack rolls when using a weapon he is proficient with. He also gains a +2 bonus on all disarm and trip checks with that weapon. The weilded weapon's hardness is treated as doubled in the fighters hands, and gains a +2 bonus on saving throws made against any effect that specifically targets the weapon. In addition, the weapon's base damage dice is increased by one.


    2 Warcraft (Ex): A fighter is master of numbers. He can do everything and he is good at it. At 2nd level, he can add his Warcraft modifier to all damage rolls. At 6th level, a fighter can add his Warcraft modifier to skill checks, provided the skill is on his fighter class list. At 10th level, he can add his Warcraft modifier to his Armor class as dodge bonus. At 14th level, a fighter can add his halved (round down) Warcraft modifier to his saves as resistance bonus. At 18th level, he can add his halved Warcraft modifier to Strength score as inherent bonus.

    2 Damage Reduction (Ex): A fighter gains damage reduction at the levels indicated on the class table.

    2 Restrict Movement (Ex): At 2nd level a fighter excels in controlling the battlefield. Any enemy to whom he has line of sight and line of effect must spend the first 10ft of its movement each round moving towards the fighter (Reflex half, DC = 10 + half your character level + your Int modifier). This ability improves by +5ft at every additional fighter level. For every point of Charisma bonus you may treat your position as 5ft away from your actual position for the purposes of this ability. If another fighter with this ability is in range, you may choose to reduce the range of his Restrict Movement by that of your own. This ability does not function while the fighter is flat-footed or helpless, and he may choose not to use this ability or to use it below full strength. You may count levels in dwarven defender as fighter levels for determining the strength of this ability.
    Last edited by qazzquimby; 2015-03-12 at 10:28 PM.

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    Default Re: Breaking the Fighter

    I've got a fighter fix and a wizard fix in my extended sig. Tried for Tier IV with my fighter fix and keep intending to go back to it and tweak it a bit.

    >>
    And arguably Simic Initiate is a fighter fix since I started off just tacking grafts on a fighter.
    <<

    Edit: Also Seerow has one here. It comes to mind since I keep intending to steal the Master of Many Styles feature. Actually when I say tweak it about mine what I mean is steal said feature and bolt in on wholesale.

    Edit 2: Not quite a fighter fix but a compilation of small fighter fixes Fighter Fix Class Feature Compendium and apparently Realms of Chaos had a few fighter fixes I stopped after four.

    Gonna post this monster when you're done?
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    Default Re: Breaking the Fighter

    If you want to go down that rabbit hole, the Disciple Apparent in my sig was designed as a fighter fix of a kind. Trouble is that it's only 10 levels, but you can take one of the PrCs (Paragon Militant?) for the other 10 I guess?

    And if you really want to go down the rabbit hole? The Champion.
    Last edited by Jormengand; 2015-03-12 at 02:18 PM.

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    Default Re: Breaking the Fighter

    The problem is two-fold. Firstly, complexity tends to be a bad design trend: most players have trouble tracking more than a few sub-systems (maneuvers, spells, massive feat options, and so forth) at once. A multi-Gestalt fight will have HUGE complexity, and players will almost always feel like they have too many options as too much to remember.

    Secondly, Gestalting doesn't really solve the problem: every single Tier 4+ class combined is probably a Tier 3 class. It's about not just options, but power AND options AND the EFFICIENCY of those options.

    I fear that, at the end of the day, you'll end up with a severely overloaded class that can be easily broken through ability interactions, but still doesn't have much more flexibility than the average Tome of Battle class.

    Ingredients

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    Default Re: Breaking the Fighter

    Quote Originally Posted by Djinn_in_Tonic View Post
    Secondly, Gestalting doesn't really solve the problem: every single Tier 4+ class combined is probably a Tier 3 class. It's about not just options, but power AND options AND the EFFICIENCY of those options.
    We worked this out ages back, and by screwing around with Healer, Truenamer, and a few others, we managed to get it up to 2-going-on-1.

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    Default Re: Breaking the Fighter

    I fear that, at the end of the day, you'll end up with a severely overloaded class that can be easily broken through ability interactions, but still doesn't have much more flexibility than the average Tome of Battle class.
    I know. This is not a fighter fix, it is breaking the fighter harder, using fixes, for what I believe are known as "lulz."

    It will also be an interesting experiment, especially comparing it to the culmination of all wizard nerfs.

    Spoiler: Level 3-5
    Show
    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.
    Spoiler: Physical Prowess effects
    Show
    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.


    3 Otto Art of War (Ex): Beginning at 3rd level the fighter begins to really learn the Art of War. He may choose one of the options described below.
    Spoiler: Otto Art of War effects
    Show
    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 fighter’s 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


    3 Instant Reaction (Ex): 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 Jaronk’s 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:
    Spoiler: Weapon Bond effects
    Show
    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.


    3 Defensive Training (Ex): 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.
    Spoiler: Defensive Training effects
    Show
    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).


    3 Canny Defense (Ex): 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.
    Spoiler: Combat Abilities
    Show
    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.


    3 Dungeon Crasher (Ex): 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.

    Retraining: 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 ‘retrain’ 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.
    Spoiler: Gold per level
    Show
    4 2700
    5 4500
    6 6500
    7 9500
    8 13500
    9 18000
    10 24500
    11 33000
    12 44000
    13 55000
    14 75000
    15 100000
    16 130000
    17 170000
    18 220000
    19 290000
    20 380000


    4 Disrupt (Ex): 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
    Show
    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 spell’s 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 master’s 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 master’s 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 master’s 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 “If I fall unconscious, cast cure minor wounds on me”) 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 item’s 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 spell’s 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 master’s level. The weapon may cast the spell only on the master’s 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.

    Spoiler: Fighting Styles
    Show
    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 attack’s 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 target’s 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 target’s 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 + ½ 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 opponent’s 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 opponent’s 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 5’ 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.


    5 Elusive Attack (Ex): 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).
    Last edited by qazzquimby; 2015-03-12 at 10:43 PM.

  7. - Top - End - #7
    Bugbear in the Playground
     
    Kobold

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    Default Re: Breaking the Fighter

    I feel for us to truly explore how ridiculous this is really is, some brave soul needs to make an instance or two of such a character.
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  8. - Top - End - #8
    Barbarian in the Playground
     
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    Default Re: Breaking the Fighter

    And make them fight, for the playground's amusement.

    Before weeding out redundancy, level one was interesting. Nearly every fix had some way of changing what group of weapons your feats like weapon focus applied to, but given how many bonus feats your getting, you could easily take it separately for everything anyway.
    Last edited by qazzquimby; 2015-03-12 at 04:48 PM.

  9. - Top - End - #9
    Firbolg in the Playground
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    Default Re: Breaking the Fighter

    Honestly all you have to do is find enough fighter fixes out there to gestalt until you have NI feats, find some fighter fix that turns fighter bonus feats into standard bonus feats, and laugh as you start using all of the abuses from The Bonus Feat
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  10. - Top - End - #10
    Barbarian in the Playground
     
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    Default Re: Breaking the Fighter

    Spoiler: lvl 6-20
    Show
    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.

  11. - Top - End - #11
    Barbarian in the Playground
     
    qazzquimby's Avatar

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    Default Re: Breaking the Fighter

    Reserving, because I'll need it.

    There's a fun combo between whirlwind strike, that hits everyone you threaten, and other classes that boost your reach, culminating at full attacking everything within 30ft at 20th level.

  12. - Top - End - #12
    Orc in the Playground
     
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    Default Re: Breaking the Fighter

    Quote Originally Posted by Seerow View Post
    Honestly all you have to do is find enough fighter fixes out there to gestalt until you have NI feats, find some fighter fix that turns fighter bonus feats into standard bonus feats, and laugh as you start using all of the abuses from The Bonus Feat
    Did someone say The Bonus Feat?

    Also, that +9 Will save will help.

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