Seerow
2010-12-03, 08:57 PM
This is a repost of a homebrew resulting from months of debate on the old WotC forums several years back. It was a collaborative effort between many of us, including myself, Eyeless Blonde, Otto the Bugbear, OW4Angel, Lord Pendragon, and many others. I know at the time I stopped updating it, there was some stuff I wanted to revise, and looking back at it now, there's some things I may have redone differently, but for now I'm going to post it as it was.
Disclaimer: If you think the Fighter is perfect as is, don't bother with this topic, it's not for you. This is built on the assumption that the Fighter is lacking in something, and how best to fix what it is lacking.
The redone class is all made with the intention of giving the Fighter access to new, unique, and fun tools, and giving them more versatility and power. The Fighter is the master of many disciplines, able to switch between many different fighting styles, while being proficient in all of them in a way that no other character can be.
Fighter
The Fighter is a true savant of the field of battle. Rather than concentrating on brute strength as the barbarians do, the violent survivalist aspects of nature as a ranger, or the pursuit of higher goals as the paladins, a fighter concentrates on--and excells at--one thing: battle. A consummate master of the field, a fighter has come to understand a number of different styles of combat, each explored to a depth that no other class, even those who are considered to be first-class warriors in their own right, can hope to match.
Alignment- Any.
Hit Die- d10.
Class Skills
The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate(Cha), Jump (Str), Knowledge (geography) (Int), (Int), Knowledge (history) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level- (4 + Int modifier) ×4.
Skill Points at Each Additional Level- 4 + Int modifier.
Table: Fighter
Level BAB Fort Ref Will Stances Special
1st +1 +2 +0 +0 0 Bonus feat
2nd +2 +3 +0 +0 0 Bonus feat
3rd +3 +3 +1 +1 0 Warrior's Focus (5 round recovery)
4th +4 +4 +1 +1 0 Combat Style (2 styles)
Style feat
5th +5 +4 +1 +1 1 Learning Ease, Warrior's Focus(4 Round Recovery)
6th +6 +5 +2 +2 1 Style feat
7th +7 +5 +2 +2 1 Warrior's Focus Ability
8th +8 +6 +2 +2 1 Style feat
9th +9 +6 +3 +3 1 Warrior's Focus Ability
10th +10 +7 +3 +3 1 Combat Style Mastery(4 styles), Warrior's Focus(3 round recovery)
Style feat
11th +11 +7 +3 +3 2 Style Fluidity
12th +12 +8 +4 +4 2 Style feat
13th +13 +8 +4 +4 2 Warrior's Focus Ability
14th +14 +9 +4 +4 2 Style feat
15th +15 +9 +5 +5 2 Warrior's Focus Ability, Warrior's Focus(2 Round Recovery)
16th +16 +10 +5 +5 2 Style feat
17th +17 +10 +5 +5 3 Greater Style Fluidity
18th +18 +11 +6 +6 3 Style feat
19th +19 +11 +6 +6 3 Warrior's Focus Ability
20th +20 +12 +6 +6 3 Style feat, Warrior's Focus(1 Round Recovery)
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency- A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats- At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level. 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 ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. Any feat a fighter takes as a bonus feat must be specified as a Fighter Bonus Feat in the feat description.
Warrior's Focus (Ex)-At third level, a fighter in combat enters a focused mental state called the Warrior's Focus. If the Fighter is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a Swift Action to enter the Warrior's Focus. A Fighter may end this state as a non-action to mentally rebalance himself, adding a bonus equal to 1/2 his Fighter level any single saving throw he makes. If not ended voluntarily the fighter leaves the Warrior's Focus whenever the stressful situation ends. Once ouf of the Warrior's Focus, he may not regain it for 5 rounds. At 5th level, he can reenter the Warrior's Focus after 4 rounds, after 3 rounds at 10th level, after 2 rounds at 15th level, after 1 round at 20th level.
Combat Style(2 Styles) (Ex)- At level 4, the Fighter developes two distinct fighting styles, 1 and 2. Every Fighter's combat styles will be different from another Fighter's, as they persue different paths. At every level the Fighter obtains a style feat (level 4 and every 2 levels after) the Fighter gains one feat for each of his styles. The Fighter must still meet all prerequisites for a style feat he gains, including ability score and base attack bonus minimums. Previous style feats can be used to meet these requirements, but it must be from the same style. (You can not use a style 2 feat to qualify you for a feat in style 1). Additionally, the Fighter may qualify for prestige classes with style feats, however, he can only use abilities from that prestige class while using the style that contains the feat used to meet the class prerequisite.
At any given time, the Fighter will be using one, and only one, of his combat styles. The Fighter may never have feats from two different combat styles at the same time. The Fighter may switch between combat styles as a move action.
Combat Styles Chart
Feats are represented by the number of the level they are gained at.
All Styles
1
|
2
Style 1 ^ Style 2
/ \
4 4
| |
6 6
| |
8 8
Learning Ease (Ex)- At 5th level, the Fighter's training shows itself, and his dedication allows him to gain access to abilities that would normally be beyond the scope of one with his attributes. The Fighter chooses one ability score, and adds one half of his Fighter level to that ability score for the purpose of qualifying for feats. Additionally, he uses this higher effective ability score when determining his skill bonus.
The Fighter's ease of learning new tactics and tricks makes him adaptable. With a day of rigorous training, he may exchange any feat he has gained as a Fighter Bonus Feat, or Style Feat. Many Fighters take advantage of this to finely tune their combat styles to meet any foreseeable adversary.
At 10th level, the Fighter may choose another ability score, and add one fourth of his Fighter level to that ability score for the purpose of qualifying for feats.
Stances-At 5th level, and every 6 levels therafter (11th and 17th), the Fighter gains a Stance he may take. He may choose either from the list of Fighter Stances, or from any of the Martial Adept Disciplines. If he choses a Martial Adept discipline, normal restrictions of initiator level and any other prerequisites still apply. He is considered to have a full initiator level for the Fighter specific stances, but is still considered 1/2 his level for any other Discipline.
Warrior's Focus Special Ability - At 7th, 9th, 13th, 15th, and 19th level, the Fighter gains a Warrior's Focus Special Ability. These special abilities allow the Fighter to use his Warrior's Focus state in new ways, described in the abilities below.
All Warrior's Focus abilities have two parts. A focus benefit, and an expend benefit. The Fighter gains access to all focus benefits from all warrior's focus abilities that he has while under the effects of his warrior's focus. The expend part of the abilities are gained only when the Fighter expends his warrior's focus to gain use of that ability. Expending combat focus takes a swift action unless otherwise noted in the power.
Style Fluidity(Ex) - At 9th level, the Fighter's ability to shift between his combat styles improves, allowing him to switch between styles as a swift action rather than a move action. The Fighter may still switch styles as a Move Action if he wishes.
Combat Style Mastery(4 Styles) (Ex)- At level 10, the Fighter's styles become more distinct, each one diverging into two more separate styles: 1a, 1b, 2a, and 2b. At 10th level, and every 2 levels thereafter, the Fighter gains a bonus feat for each of his four Combat Styles. Each of these styles is considered to be a part of the related style. (Style1 is considered to be a part of both Style1a and Style1b for all purposes. Style2 is considered to be a part of both Style2a and Style2b for all purposes) For Clarity, the previous table has been extended to show this.
The same restrictions here apply that applied to having two combat styles. The Fighter can only use feats from the same style as prerequisites for future feats. If any feats from the styles are used to qualify for a prestige class, the Fighter must be in the style with the prerequisite feat to use any class abilities from that class.
Combat Styles Chart
Feats are represented by the level they are gained at.
All Styles
1
|
2
Style 1 / \ Style 2
/ \
4 4
| |
6 6
| |
8 8
/| |\
/ | | \
10 10 10 10
Style 1a | | | | Style 2b
12 12 12 12
| | | |
14 14 14 14
| | | |
16 16 16 16
| | | |
18 18 18 18
| | | |
20 20 20 20
| |
Style 1b Style 2a
Greater Style Fluidity(Ex)- At 17th level, the Fighter's mastery of his combat styles peaks. He gains the ability to switch between styles as a free action on his turn, and may choose to change it as an immediate action otherwise.
Fighter Stances
Air Parry
Fighter (Stance)
Level: Fighter2
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While it is active, you can deflect any missile fire directed at him, or passing through his threatened space, by making an attack roll opposing the roll of the missile. You have a stacking -5 penalty to deflect a missile per missile deflected this round. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Arrow Mind
Level: Fighter2
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While this stance is in effect, you do not provoke attacks of opportunity for using ranged weapons. In addition, you are considered to threaten your normal area (5 ft if you're small or medium, 10 ft if large), and may make attacks as normal against enemies provoking within that area with your ranged weapon.
Perfect Reflexes
Level: Fighter4
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, the fighter may make a number of extra attacks of opportunity per round equal to his initiator level.
Peerless Sniper
Level: Fighter4
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, all penalties for Range Increments are halved, as are spot penalties for distance. Additionally, you may fire any ranged weapon 5 increments further than normal. Additionally, you are able to find the weak points in most objects. When use a ranged weapon against an object, you may ignore 2 points of hardness per initiator level of an object, and deal full damage even if you're using a piercing weapon.
Weapon Versatility
Level: Fighter4
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, the fighter may apply his Weapon Focus, Weapon Specialization, and Weapon Supremacy Feats to any weapon he is proficient with
Dreadnaught Fortress
Level: Fighter6
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
With this stance the initiator becomes a true master of his surrounding terrain. As long as he maintains this stance, his reach increases as if he were one size larger. In addition, the area within his reach becomes difficult terrain for all his enemies. This ability affects all enemies the fighter is capable of reliably affecting: it even effects flying creatures and incorporeal creatures (if the fighter has a Ghost Touch weapon).
Master of Precision
Level: Fighter6
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, you add your dexterity to damage with all ranged weapons within one range increment, and all melee weapons held in one hand. Additionally, any time an enemy has an ability that would negate your Damage (cover, deflect arrows, Starmantle Cloak, etc) the target must make a reflex save DC10+1/2Initiator Level+Dexterity Modifier, or be affected normally.
Arcarnum Wall
Level: Fighter8
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While using this stance, you can block any lines of effect that pass through his space or threatened space(effects can still target him directly however). Any spells blocked in this way affect the Fighter as if they were targeted at him instead. The Tactical Fighter cannot use this ability if he is unable to make attacks of opportunity.
Target to the Center
Fighter (Stance)
Level: Fighter8
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, every time you miss a ranged attack because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
In addition, you automatically know the location (the correct square) of every enemy within one range increment, provided you have spotted them at least once in the current encounter. This Stance by itself does not negate cover or concealment, including the benefits of total cover or the 50% miss chance for any target who has total concealment.
Finally, any time you attack a target who has total cover or concealment relative to you, they are caught flat-footed by your attacks.
Warrior's Focus Special Abilities
Active Assault
Focus: With this ability a fighter can flawlessly place himself where he is most needed in combat. So long as he maintains his Warrior's Focus, he may take a 5-foot step as an immediate action. This is in addition to any other movement he takes during his turn, even another 5-foot step.
Expend: You may expend your focus as an immediate action to take a full move action.
Adapt to Opponent
Focus: The Fighter chooses one opponent, for each round a fighter is engaged in combat with an opponent, or observes an opponent fighting, he gains cumulative +1 circumstance bonus on attack rolls, damage rolls, and AC against that opponent until the end of encounter. This bonus cannot exceed +1 per 3 fighter levels.
Expend: Double the bonus against the target for the next 3 rounds.
Blitzkrieg
Focus: The Fighter can use his ranged attacks to distract an enemy from an approaching melee attacker. While maintaining his Warrior's Focus, whenever you hit an enemy with a ranged attack, that enemy is considered flanked by you for the purpose of adjudicating your allies' melee attacks. This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first.
Expend: The Fighter can expend his Focus as part of an attack action, if the attack hits, the target is treated as staggered for 1d6 rounds.
Charging Assault
Benefit: While maintaining his Warrior's Focus, the Fighter can charge or run over difficult terrain, and can make up to one 90-degree turn during a charge or run action.
Expend: The Fighter can expend his focus as a free action while charging to make a full attack at the end of the charge.
Clip His Wings
Focus: The Fighter can aim his ranged weapon at a flying creature in an attempt to force it to land. This allows the Fighter to make a ranged Trip attack against any flying creatures with less than perfect maneuverability. If the attack is successful, the creature must make a Ref save instead of a Str check, with a DC equal to the attack roll. The creature receives a +4 to this save for every step his maneuverability is above Clumsy. Failure means the creature plunges downward a number of feet equal to double his speed, falling damage applied as normal.
Expend: The fighter may attempt to trip even a target with perfect maneuverability, and the target falls at 3 times their normal speed.
Climb the Mountain
Prerequisite: BAB +15
Focus: The Fighter has become especially good at grappling large opponents. While maintaining his Warrior's Focus, any creature using Crush, Snatch, or any other ability that automatically does damage to a grappled creature does not automatically damage the Fighter. Instead they must win an opposed Grapple check to do the damage. The action type for the damaging ability is unchanged. The Fighter in this state is an especially distracting opponent; any creature who grapples the Fighter while attempting to be treated as not being in a grapple with the Fighter--for instance, with the Improved Grab or Swallow Whole feats--takes a -2 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls so long as he continues to grapple the Fighter.
Expend: The Fighter eliminates both his and a single opponent's size modifiers in any opposed grapple checks against that opponent for the next 3 turns.
Combat Foil
Focus: An enemy attacked by the Fighter takes a -5 penalty to all concentration checks per successful attack until the start of the Fighter's next turn.
Expend: The Fighter attempts to foil an enemy's action, as an immediate action. To foil, a fighter must hit with a melee touch attack or, providing he has a ranged weapon available, ranged touch attack within the ranged weapon's first range increment. A Fighter may not foil a move or charge action that began out of range.
If the touch attack is successful, the target is entitled to either a Ref save or a Concentration check, whichever he chooses, with a DC equal to the fighter's attack roll. If the check fails, the foiled action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended.
Cover Fire
Focus: While maintaining his Warrior's Focus the Fighter gains the ability to use ranged attacks to keep his foes pinned down and use cover to it's maximum advantage. Any foe the Fighter attacks with a ranged weapon this round counts the Fighter as being in cover, if the Fighter is already in cover he counts as being in improved cover, and if the fighter is already in improved cover he counts as having total cover.
Expend: The Fighter can expend his Focus to give the defensive benefits of this ability to all allies within 30' until the beginning of his next turn
Dance of the Weave
Prerequisite: BAB+19, Master of Arms
Focus: The Fighter may make an attack of opportunity to nulify a spell or spell-like ability that is targetting him. This attack of opportunity is made, rather than as a normal attack, as an opposed check. The Fighter's BAB plus his Weapon's Enhancement Bonus against the Caster's Caster Level.
Expend: The Fighter can expend his focus as a free action to reflect the attacked spell back onto the caster, as if affected by Spell Turning.
Double Weapon Master
Prerquisites: Two Weapon Mastery, Exotic Weapon Proficiency(Any Double Weapon)
Focus: While maintaining his Warrior's Focus, the Fighter weilding a double weapon gains an extra attack at highest attack bonus when making an attack as a standard action.
Expend: As a standard action, make one attack with each end of your weapon against every enemy adjacent to you, at your highest base attack bonus -2.
Empty Hand Combat
Prerequisites: Improved Trip or Improved Disarm, Improved Unarmed Strike
Benefit: The Fighter's unarmed attacks deal damage as though he were a Monk of 1/2 his Fighter level.
Focus: The Fighter can fight more effectively while unarmed. If he has the Improved Trip feat, he can no longer be counter-tripped if he fails an unarmed Trip attempt. If he has the Improved Disarm feat and has both hands free, his unarmed strike counts as a two-handed weapon for the purposes of disarming an opponent.
Expend: Make an unarmed Trip or Disarm attempt against all opponents within reach as a standard action, with a -4 on the melee touch attack portion of the attempt.
Heavy Armor Supremacy
Prerequisites: Armor Mastery
Focus: While you are in your Warrior's Focus, you gain DR/- equal to 1/4 your fighter level.
Expend: Negate the physical damage of one hit, as if for that hit you had infinite DR for that one hit. This ability can be used as an immediate action, after the attack roll, but before damage is calculated. Energy and other nonphysical damage (stat damage, etc) are not affected, as per normal rules for DR.
Height of War
Focus: The warrior becomes immune to fear effects.
Expend: As a free action, reroll any roll you choose chooses. Use of this ability must be announced before the result of the first roll is declared.
Hold the High Ground
Focus: With this ability the fighter has become an expert at receiving and holding onto the benefits of a superior position. The fighter now receives the benefits of being on higher ground by default, and only loses them when his foe has the higher ground.
Expend: The Fighter can force an enemy into a tactically poor position. When the fighter has higher ground than his opponent, he can expend his Warrior's Focus as part of a full attack action. During this full attack, each time the fighter hits an enemy he can, in addition to doing damage, force the enemy to move 5ft, as if the fighter has successfully Bull Rushed him. The Fighter may choose to move into the space the target previously occupied. The enemy provokes attacks of opprotunity for this movement, but not from the fighter."
Light Armor Supremacy
Prerequisites: Master of Armor
Focus: While under the effects of your Warrior's Focus and wearing light armor, you gain an insight bonus to armor class equal to one fourth your Fighter Level, and increase the max dex of the armor by 1/6th of your Fighter level.
Expend: You may expend your Warrior's Focus as an immediate action to avoid a single attack, or succeed on a single reflex save.
Master of Armor
Focus: While under the effect of Warrior's Focus, your armor gains an enhancement bonus to AC equal to one fourth your Fighter Level.
Expend: Switch out points of enhancement bonus to gain armor enhancements for a number of rounds equal to your Fighter Level. Any remaining enhancement bonus remains active, even outside of your warriors focus, for the same amount of time. Reentering Warrior's Focus does not gain you an additional Enhancement bonus.
Quality Point Cost
Enhancement bonus 1*
Fortification, light 1
Slick / Shadow / Silent moves 0.5 each **
Spell resistance (= fighter level) 1
Slick / Shadow / Silent moves, improved 1 each
Elemental resistance (per element) 1
Slick / Shadow / Silent moves, greater 2 each
Elemental resistance, improved (per element) 2
Fortification, moderate 3
Spell resistance (= fighter level +5) 3
Elemental resistance, greater (per element) 4
Spell resistance (= fighter level +10) 4
Fortification, heavy 5
Spell resistance (= fighter level +13) 5
Note that these are just enhancements available from the PHB, and the DM is encouraged to find other suitable enhancements from any suplement he uses. Particularly any enhancements that seem to denote skill more than an overtly magical effect
Master of Arms
Focus: While under the effect of Warrior's Focus, your weapons gain an enhancement bonus equal to one fourth your Fighter Level.
Expend: Switch out points of enhancement bonus to gain armor enhancements for a number of rounds equal to your Fighter Level. Any remaining enhancement bonus remains active, even outside of your warriors focus, for the same amount of time. Reentering Warrior's Focus does not gain you an additional Enhancement bonus.
Quality Point Cost
Enhancement bonus 1*
Bane 1
Defending 1
Ghost Touch 1
Keen 1
Ki Focus 1
Mighty Cleaving 1
Throwing 1
Wounding 2
Speed 3
Vorpal 5
Note that these are just enhancements available from the PHB, and the DM is encouraged to find other suitable enhancements from any suplement he uses. Particularly any enhancements that seem to denote skill more than an overtly magical effect
Master of Improvisation
Benefit: A Fighter with this ability can improvise weapons quickly and easily. In addition to being able to pick up anything handy on the battlefield and immediately use it as an improvised simple weapon*, he can also, with 8 rounds of work and a successful DC 15 Craft check, gather scraps from the battlefield together to make an improvised martial weapon. This Craft DC increases by 2 points for every round taken off the preparation (minimum 1 round), and by 5 points if improvising an exotic weapon. Like improvised simple weapons, the improvised martial/exotic weapon mimics the weapon characteristics of a specific martial or exotic weapon which the Fighter chooses at the time he creates it.
Focus: While maintaining his Warrior's Focus, the Fighter gains Proficiency with his simple or martial improvised weapons, and can use them without the normal -4 penalty. If he has proficiency with a particular exotic weapon, he also gains proficiency with an exotic improvised weapon that mimics its weapon characteristics.
Expend: The Fighter throws an improvised weapon as a standard action, doing 1d6 of weapon damage per 2 Fighter levels, plus strength modifier on a successful ranged attack roll. If the weapon was an improvised martial weapon (see above), the weapon damage dealt is 1d6 per Fighter level, plus 3 times strength modifier. An improvised martial weapon thrown in this manner is unusable afterward. In either case, half the weapon damage dealt is considered precision damage, like the rogue's Sneak Attack dice, creatures immune to such damage take half damage.
Master Rider
Focus: The fighter gains the ability to drive his mount to perform better in combat as a move action. To successfully drive a mount, the Fighter must make a Ride check with a DC of 20+the mount's total Hit Dice. If the fighter has trained the animal (taught it at least one trick), he receives a +10 bonus on this skill check.
While being Driven, the mount receives the following benefits:
-temporary HP equal to the check result
-a +2 morale bonus to all saves and a 10-ft enhancement bonus to speed for every 4 ranks the Fighter has in the Handle Animal skill.
-the mount uses his own HD total or the fighter's for determining the effect of spells that are Hit Dice dependant, whichever is greater.
The effects last for a number of rounds equal to 5+the animal's Con modifier, after which it is fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for 5 rounds. An animal cannot be normally be affected with a second use of this ability while Fatigued.
Expend: The Fighter can drive even a mount no matter what state it is in. After being Driven while fatigued, the animal is Exhausted (moves at half speed and takes a -6 penalty to Strength and Dexterity).
Medium Armor Supremacy
Prerequisites: Master of Armor
Focus: While under the effects of Warrior's Focus and wearing medium armor, the fighter does not suffer movement penalties due to his armor, and he adds his Armor bonus to AC to touch attacks, up to a maximum equal to his Fighter Level.
Expend: As an immediate action reduce all damage taken for the rest of the round by 50%, and convert the damage from the next attack taken into subdual damage.
Reflexive Style
Focus: The fighter may opt gain the benefits of a [Fighter] feat he does not have that he qualifies for when he enters Warrior's Focus. This feat lasts for 4 rounds, or until the warrior reenters his Warrior's Focus, at which time he chooses a different feat.
Expend: The fighter may switch his combat styles, and choose a new feat feat that he may use with this combat style. A bonus feat gained in this way lasts until the end of the encounter. This may be used as an immediate action. At 17th level this power becomes a free action.
Relentless Assault
Focus: With this ability, a fighter's iterative attacks become more accurate. So long as he maintains his Warrior's Focus, the fighter's iterative attacks are made as successive -3 penalties, rather than the normal -5. This does not give the fighter any more iterative attacks than he would normally have. For example, a fighter who normally makes attacks at +17/+12/+7/+2 would now make attacks at +17/+14/+11/+8.
Expend: The fighter can end his Warrior's Focus state as part of a full attack action to make all of his iterative attacks at his highest BAB for that round. The above Fighter in this case would make attacks at +17/+17/+17/+17. Expending Warrior's Focus in this fashion is especially exhausting; the fighter's Warrior's Focus recovery time is increased by 1 round
Shield Ally:
Focus: While in the Warrior's Focus, a fighter can share his shield bonus to AC with an ally within his reach. As long as both the fighter and the ally are 5 feet away, the fighter shares shield bonus to the ally against opponent threatened by fighter. The fighter's ally does not suffer any ill affects of using a shield, such as an armor check penalty or arcane spell failure. A fighter may shield a number of allies in this manner equal to 1/4 his fighter level.
Expend: Completely take the damage from one attack against an ally the Fighter is sharing his AC with. Use of this ability must be declared after the attack hits, but before damage is rolled.
Shield Evasion
Focus: While in the Warrior's Focus, and wielding a large or tower shield, a fighter gains the evasion ability, as the Rogue special ability except it works with heavy armor. In addition, whenever a fighter makes a Reflex save to which evasion applies, he gains circumstance bonus on that save equal to his shield bonus to AC.
Expend: A Fighter may expend his Warrior's Focus as an immediate action to end one status effect currently on him.
Suppressive Fire
Focus: The Fighter can aim his attacks in an attempt to force his opponent to drop prone. As a standard action, the Fighter can target a single enemy with an attack. The enemy has a choice: to drop prone as a free action and automatically evade the attack, or remain upright and take damage as if the Fighter had landed with a critical hit. Enemies who are already prone cannot be targeted by this ability.
Expend: The Fighter unload a hail of arrows or similar ammunition over an area, forcing all combatants in the area to seek cover or take damage. To use this effect the Fighter takes a full-round action and chooses a cone-shaped area, with a range of his bow's first range increment. Until the Fighter's next turn, all creatures who end their turn in the area and don't have total cover relative to the Fighter take damage as if the Fighter had hit them with half the total number of ranged attacks he can make in a full attack (damage rolled once, on the Fighter's turn). Creatures affected by this ability are entitled to a Reflex save for half damage, DC equal to 10 plus 5 times his total number of attacks.This action uses a number of arrows equal to twice his total number of attacks.
Swashbuckling Tactics
Prerequisite: Dodge, Mobility, Elusive Target
Focus: While using a one-handed or light weapon in one hand and carrying nothing in the other, the Fighter can turn his body away from attacks, reducing his profile and openness to attack. Against the specific opponent to which the Fighter applies his Dodge feat, the Fighter also has soft cover (+4 to AC) and the equivalent of light fortification (a 25% chance of negating a critical hit or sneak attack). Unlike the normal rules for cover, this form cover does not provide the Fighter the conditions needed to Hide, but both the fortification and the soft cover stack with any magical, racial, or other similar abilities.
Expend: The Fighter can expend his focus as a swift action to put his whole weight into an all-out blitz. Until his next turn, the Fighter doubles the number of attacks made with his light or one-handed weapon against the opponent designated by his Dodge feat, but in exchange he gives up his Dex to AC against that opponent. A Fighter using this ability can receive extra attacks from the Haste spell and similar magical effects, but such attacks are not doubled by this ability. If at least half of the Fighter's attacks hit during this full attack, the target must make a Fortitude Save DC10+1/2 Fighter Level+Your Dex mod, or be dazed until the end of the Fighter's next turn.
Swift Strike
Focus: While in the Warrior's Focus, whenever a fighter uses standard action to make an attack, he can make two attacks at his highest attack bonus instead.
Expend: Take a full attack action as a standard action.
Tactical Genius
Prerequisites: BAB+11
Focus: While in the Warrior's Focus, a Fighter posessing any of the following feats can add one-half his total Fighter level as a bonus to the indicated ability: Combat Casting, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Improved Overrun, Improved Sunder, Mobility, Run (bonus to Jump checks).
Expend: The Fighter may expend his Warrior's Focus to increase this bonus to his full Fighter level for one round, and effectively increase his size category by 1 for purposes of Bull Rush, Disarm, Grapple, Sunder, Overrun, and Tripping.
Take the High Ground
Prerequisite: Hold the High Ground
Focus: With this ability the fighter receives a +2 bonus for being on higher ground than his opponent, rather than the normal +1. This bonus increases by +1 for every additional 6 ranks the fighter has in Balance or Climb (+3 when the fighter has 12 ranks in Balance and Climb, +4 when the fighter has 18 ranks in both skills, and so on.).
Expend: You can expend your focus as a part of an standard attack, to knock the target back one square per 4 Fighter levels, you may opt to move into any of the squares they were pushed through as a part of this attack.
True Threat
Focus:: A Fighter makes himself a presence to be feared on the battlefield. While under the effects of Warrior's Focus, he invokes dread in his enemies, and all enemies within 60' lose all morale bonuses to attack or damage.
Expend: Make an intimidate check to force any single oponent within 60ft to attack him. The targeted creature must make a modified level check (adding his wisdom bonus to his HD for the check) against your intimidate check. If the creatre fails this check, it must target the Fighter exclusively, or flee for 2d6 rounds. The targetted creature may still fight intelligently, a spellcaster may target others with an area of effect spell, a melee warrior can still use a whirlwind attack, etc, however the enemy must be attacking the Fighter in some way at all times. The creature may retry its saving throw at the end of each round at the end of its turn (after moving and/or attacking the Fighter). Any creature that resists your True Threat becomes immune to it for 24 hours. Mindless and dominated creatures are unaffected by this ability.
Two Weapon Mastery
Prerequisites: Two Weapon Fighting, BAB+11
Focus: While maintaining his Warrior's Focus, the Fighter reduces his penalties from Two Weapon Fighting by 1 per 5 Fighter levels. (to a maximum of 0), and can make an offhand attack when making a standard action attack.
Expend: The Fighter may expend his Warrior's Focus as a free action after hitting a target with both of his weapons in one turn. The target is inflicted with ongoing damage equal to one hit from their mainhand weapon at the start of each turn, this effect may be ended with a fortitude saving throw, with a DC equal to 10+1/2 fighter level+the Fighter's dexterity modifier, made at the end of their turn.
New Feats
Master Trainer [General]
Prerequisites: Master Rider Warrior's Focus ability or Wild Empathy, Handle Animal 12 ranks, Knowledge(Nature) 5 ranks
Benefit: With this feat a character has mastered advanced training methods for animals and other unintelligent beasts. You can use the Handle Animal skill to train an animal to be tougher than normal. Unlike other training methods, this one costs significant amounts of money on expensive training aides and personal effort (in the form of XP), but can provide uniquely powerful benefits.
Added animal Hit Die are the same as the bonus hit die that animal companions receive: d8 hit die, with BAB and base save progression, feats every three hit die and all the other normal benefits. Trainers may at their discretion give their animals additional abilities, according to the table below.
Special Abilities
Special Ability* Price Modifier**
------------------------------------------------------
Formidability +1
Speed +1
Devotion +1
Multiattack +1
Link +1
Evasion +1
Improved Evasion*** +1
Mettle +2
Size increase +2
*-Generally a special ability can only be taken once per animal.
See descriptions for details.
**-Add to number of extra hit die to determine total
number of hit die equivalents added to the animal.
***-Requires Evasion
Special abilities explained below.
There is an additional prerequisite: no trainer may train an animal to have more total Hit Die equivalents than their own character level minus the animal's normal Hit Die.
The DC for training an animal is 20+the total Hit Die equivalents. The cost for training an animal in this way is 2,500gp and 200XP per added Hit Die equivalent. Unlike other training methods, training an animal in this way requires effort and conditions similar to those for creating magic items. In particular, two weeks are required per hit die or hit die equivalent to be added of undivided attention, eight hours per day, as if the character were creating a magic item.
As with other uses of Handle Animal, Master Trainers can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal. Training such creatures has an additional requirement of 5 ranks in Knowledge(Arcana) for non-outsider creatures or 5 ranks in Knowledge(the planes) for outsiders. In addition, the DC of any such check increases by 5, and the time, GP cost and XP cost all double. Added Hit Die are appropriate for the creature's type.
Special ability descriptions
Formidability - The animal receives a +2 to Str and Dex, and a +3 to Natural Armor. This ability can be taken once per five Hit DIe equivalents added to the animal.
Speed - The animal's base speed increases by 20ft and it gains the Run feat. If the animal already possesses the Run feat he gains the ability to run or charge through difficult terrain and can one 90-degree turn during a run or charge.
Devotion/Multiattack/Link - Per the Druid's Animal Companion rules
Evasion/Improved Evasion/Mettle - I shouldn't need to explain these.
Size increase - Per the normal rules for monster size increases.
Master Weaponsmith
Prerequisites: Focus ability: Master of Arms, Craft(Weaponsmithing, Bowmaking): one 10 ranks, the other 5 ranks
Benefit: The character's superior skill and understanding of weapons allows him to forge magic weapons and armor, even if he is not a spellcaster and does not know the proper spells. He can substitute a Craft(Weaponsmithing) check (DC 15+spell level) when making a melee weapon or a Craft(Bowmaking) check (DC 15+spell level) in place of a required spell he doesn't know or can't cast.
If the check succeeds, the character can create the weapon as if he had cast the required spell on each day of construction. If it fails, he can try again each day until the item is complete. If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he cannot complete the weapon. He does not expend the XP or GP costs for making the item; his progress is simply arrested. He cannot retry this Craft check for that spell until he gains a new level.
Master Armorsmith
Prerequisites: Focus ability: Master of Armor, Craft(Armorsmithing): 10 ranks, Craft(Leatherworking) 5 ranks
Benefit: The character's superior skill and understanding of armor allows him to forge magic armor, even if he is not a spellcaster and does not know the proper spells. He can substitute a Craft(Armorsmithing) check (DC 15+spell level) when making armor or shields in place of a required spell he doesn't know or can't cast.
If the check succeeds, the character can create the armor or shield as if he had cast the required spell on each day of construction. If it fails, he can try again each day until the item is complete. If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he cannot complete the item. He does not expend the XP or GP costs for making the item; his progress is simply arrested. He cannot retry this Craft check for that spell until he gains a new level.
Dual Focus Initiate [Combat Form] [Fighter]
Prerequisites: Combat Focus, Warrior's Focus
Benefit: Whenever you expend your Combat Focus, you can regain it after a number of rounds equal to the time it would take to regain Warrior's Focus. While you retain Combat Focus, you regain Warrior's Focus one round faster than normal (minimum 1 round recovery time).
Normal: Combat Focus can only be gained once per encounter.
Special: A Fighter can select Dual Focus as one of his bonus feats.
Dual Focus Adept [Combat Form] [Fighter]
Prerequisites: Combat Focus, Dual Focus Initiate, at least two other Combat Form feats, Warrior's Focus, at least two Warrior's Focus abilities.
Benefit: You have increased your abilities in both Combat Focus and Warrior's Focus, and have gained true flexibility with them. You can choose to expend your Combat Focus to activate one of your Warrior's Focus abilities. Alternatively, you can expend your Warrior's Focus to activate a Combat Form ability.
Normal: Combat Focus can normally only be expended to activate a Combat Form ability, and Warrior's Focus can normally only be expended to activate a Warrior's Focus ability.
Special: A Fighter can select Dual Focus as one of his bonus feats.
Dual Focus Mastery [Combat Form] [Fighter]
Prerequisites: Combat Focus, Dual Focus Initiate, Dual Focus Adept, at least three other Combat Form feats, Warrior's Focus, at least three Warrior's Focus abilities.
Benefit: You have mastered both Combat Focus and Warrior's Focus, and are able to combine the two into a greater whole. Whenever you have Combat Focus, you are treated as maintaining Warrior's Focus for the purposes of any Warrior's Focus abilities you may have. When you have Warrior's Focus, you are treated as having Combat Focus for the purpose of any Combat Form feats.
Special: A Fighter can select Dual Focus as one of his bonus feats.
Exotic Weapon Proficiency (Quarterstaff) [General] [Fighter]
Taken as an exotic weapon proficiency, you gain the following benefits to using a quarterstaff.
You can wield a quarterstaff as a two-handed weapon. As a two-handed weapon, it has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. You do not gain this benefit while using the quarterstaff as a double weapon.
You can make trip attacks with the staff. Unlike most trip attempts, the opponent never receives an opportunity to trip you in return, so you never need to drop your weapon.
When using a staff you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
Improved Learning Ease [Fighter]
Prerequisite: Fighter level 10
Benefit: You may choose one additional ability score to add one fourth of your Fighter level to for determining feat eligibility and skill bonuses
Special: This feat may be taken more than once.
Precision Strike
Prerequisites: Dex 13, BAB+2
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls. For every 2 points you subtract from your attack rolls, you gain +1d6 damage on every attack this round. The number subtracted may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Disclaimer: If you think the Fighter is perfect as is, don't bother with this topic, it's not for you. This is built on the assumption that the Fighter is lacking in something, and how best to fix what it is lacking.
The redone class is all made with the intention of giving the Fighter access to new, unique, and fun tools, and giving them more versatility and power. The Fighter is the master of many disciplines, able to switch between many different fighting styles, while being proficient in all of them in a way that no other character can be.
Fighter
The Fighter is a true savant of the field of battle. Rather than concentrating on brute strength as the barbarians do, the violent survivalist aspects of nature as a ranger, or the pursuit of higher goals as the paladins, a fighter concentrates on--and excells at--one thing: battle. A consummate master of the field, a fighter has come to understand a number of different styles of combat, each explored to a depth that no other class, even those who are considered to be first-class warriors in their own right, can hope to match.
Alignment- Any.
Hit Die- d10.
Class Skills
The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate(Cha), Jump (Str), Knowledge (geography) (Int), (Int), Knowledge (history) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level- (4 + Int modifier) ×4.
Skill Points at Each Additional Level- 4 + Int modifier.
Table: Fighter
Level BAB Fort Ref Will Stances Special
1st +1 +2 +0 +0 0 Bonus feat
2nd +2 +3 +0 +0 0 Bonus feat
3rd +3 +3 +1 +1 0 Warrior's Focus (5 round recovery)
4th +4 +4 +1 +1 0 Combat Style (2 styles)
Style feat
5th +5 +4 +1 +1 1 Learning Ease, Warrior's Focus(4 Round Recovery)
6th +6 +5 +2 +2 1 Style feat
7th +7 +5 +2 +2 1 Warrior's Focus Ability
8th +8 +6 +2 +2 1 Style feat
9th +9 +6 +3 +3 1 Warrior's Focus Ability
10th +10 +7 +3 +3 1 Combat Style Mastery(4 styles), Warrior's Focus(3 round recovery)
Style feat
11th +11 +7 +3 +3 2 Style Fluidity
12th +12 +8 +4 +4 2 Style feat
13th +13 +8 +4 +4 2 Warrior's Focus Ability
14th +14 +9 +4 +4 2 Style feat
15th +15 +9 +5 +5 2 Warrior's Focus Ability, Warrior's Focus(2 Round Recovery)
16th +16 +10 +5 +5 2 Style feat
17th +17 +10 +5 +5 3 Greater Style Fluidity
18th +18 +11 +6 +6 3 Style feat
19th +19 +11 +6 +6 3 Warrior's Focus Ability
20th +20 +12 +6 +6 3 Style feat, Warrior's Focus(1 Round Recovery)
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency- A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats- At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level. 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 ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. Any feat a fighter takes as a bonus feat must be specified as a Fighter Bonus Feat in the feat description.
Warrior's Focus (Ex)-At third level, a fighter in combat enters a focused mental state called the Warrior's Focus. If the Fighter is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a Swift Action to enter the Warrior's Focus. A Fighter may end this state as a non-action to mentally rebalance himself, adding a bonus equal to 1/2 his Fighter level any single saving throw he makes. If not ended voluntarily the fighter leaves the Warrior's Focus whenever the stressful situation ends. Once ouf of the Warrior's Focus, he may not regain it for 5 rounds. At 5th level, he can reenter the Warrior's Focus after 4 rounds, after 3 rounds at 10th level, after 2 rounds at 15th level, after 1 round at 20th level.
Combat Style(2 Styles) (Ex)- At level 4, the Fighter developes two distinct fighting styles, 1 and 2. Every Fighter's combat styles will be different from another Fighter's, as they persue different paths. At every level the Fighter obtains a style feat (level 4 and every 2 levels after) the Fighter gains one feat for each of his styles. The Fighter must still meet all prerequisites for a style feat he gains, including ability score and base attack bonus minimums. Previous style feats can be used to meet these requirements, but it must be from the same style. (You can not use a style 2 feat to qualify you for a feat in style 1). Additionally, the Fighter may qualify for prestige classes with style feats, however, he can only use abilities from that prestige class while using the style that contains the feat used to meet the class prerequisite.
At any given time, the Fighter will be using one, and only one, of his combat styles. The Fighter may never have feats from two different combat styles at the same time. The Fighter may switch between combat styles as a move action.
Combat Styles Chart
Feats are represented by the number of the level they are gained at.
All Styles
1
|
2
Style 1 ^ Style 2
/ \
4 4
| |
6 6
| |
8 8
Learning Ease (Ex)- At 5th level, the Fighter's training shows itself, and his dedication allows him to gain access to abilities that would normally be beyond the scope of one with his attributes. The Fighter chooses one ability score, and adds one half of his Fighter level to that ability score for the purpose of qualifying for feats. Additionally, he uses this higher effective ability score when determining his skill bonus.
The Fighter's ease of learning new tactics and tricks makes him adaptable. With a day of rigorous training, he may exchange any feat he has gained as a Fighter Bonus Feat, or Style Feat. Many Fighters take advantage of this to finely tune their combat styles to meet any foreseeable adversary.
At 10th level, the Fighter may choose another ability score, and add one fourth of his Fighter level to that ability score for the purpose of qualifying for feats.
Stances-At 5th level, and every 6 levels therafter (11th and 17th), the Fighter gains a Stance he may take. He may choose either from the list of Fighter Stances, or from any of the Martial Adept Disciplines. If he choses a Martial Adept discipline, normal restrictions of initiator level and any other prerequisites still apply. He is considered to have a full initiator level for the Fighter specific stances, but is still considered 1/2 his level for any other Discipline.
Warrior's Focus Special Ability - At 7th, 9th, 13th, 15th, and 19th level, the Fighter gains a Warrior's Focus Special Ability. These special abilities allow the Fighter to use his Warrior's Focus state in new ways, described in the abilities below.
All Warrior's Focus abilities have two parts. A focus benefit, and an expend benefit. The Fighter gains access to all focus benefits from all warrior's focus abilities that he has while under the effects of his warrior's focus. The expend part of the abilities are gained only when the Fighter expends his warrior's focus to gain use of that ability. Expending combat focus takes a swift action unless otherwise noted in the power.
Style Fluidity(Ex) - At 9th level, the Fighter's ability to shift between his combat styles improves, allowing him to switch between styles as a swift action rather than a move action. The Fighter may still switch styles as a Move Action if he wishes.
Combat Style Mastery(4 Styles) (Ex)- At level 10, the Fighter's styles become more distinct, each one diverging into two more separate styles: 1a, 1b, 2a, and 2b. At 10th level, and every 2 levels thereafter, the Fighter gains a bonus feat for each of his four Combat Styles. Each of these styles is considered to be a part of the related style. (Style1 is considered to be a part of both Style1a and Style1b for all purposes. Style2 is considered to be a part of both Style2a and Style2b for all purposes) For Clarity, the previous table has been extended to show this.
The same restrictions here apply that applied to having two combat styles. The Fighter can only use feats from the same style as prerequisites for future feats. If any feats from the styles are used to qualify for a prestige class, the Fighter must be in the style with the prerequisite feat to use any class abilities from that class.
Combat Styles Chart
Feats are represented by the level they are gained at.
All Styles
1
|
2
Style 1 / \ Style 2
/ \
4 4
| |
6 6
| |
8 8
/| |\
/ | | \
10 10 10 10
Style 1a | | | | Style 2b
12 12 12 12
| | | |
14 14 14 14
| | | |
16 16 16 16
| | | |
18 18 18 18
| | | |
20 20 20 20
| |
Style 1b Style 2a
Greater Style Fluidity(Ex)- At 17th level, the Fighter's mastery of his combat styles peaks. He gains the ability to switch between styles as a free action on his turn, and may choose to change it as an immediate action otherwise.
Fighter Stances
Air Parry
Fighter (Stance)
Level: Fighter2
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While it is active, you can deflect any missile fire directed at him, or passing through his threatened space, by making an attack roll opposing the roll of the missile. You have a stacking -5 penalty to deflect a missile per missile deflected this round. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Arrow Mind
Level: Fighter2
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While this stance is in effect, you do not provoke attacks of opportunity for using ranged weapons. In addition, you are considered to threaten your normal area (5 ft if you're small or medium, 10 ft if large), and may make attacks as normal against enemies provoking within that area with your ranged weapon.
Perfect Reflexes
Level: Fighter4
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, the fighter may make a number of extra attacks of opportunity per round equal to his initiator level.
Peerless Sniper
Level: Fighter4
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, all penalties for Range Increments are halved, as are spot penalties for distance. Additionally, you may fire any ranged weapon 5 increments further than normal. Additionally, you are able to find the weak points in most objects. When use a ranged weapon against an object, you may ignore 2 points of hardness per initiator level of an object, and deal full damage even if you're using a piercing weapon.
Weapon Versatility
Level: Fighter4
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, the fighter may apply his Weapon Focus, Weapon Specialization, and Weapon Supremacy Feats to any weapon he is proficient with
Dreadnaught Fortress
Level: Fighter6
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
With this stance the initiator becomes a true master of his surrounding terrain. As long as he maintains this stance, his reach increases as if he were one size larger. In addition, the area within his reach becomes difficult terrain for all his enemies. This ability affects all enemies the fighter is capable of reliably affecting: it even effects flying creatures and incorporeal creatures (if the fighter has a Ghost Touch weapon).
Master of Precision
Level: Fighter6
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, you add your dexterity to damage with all ranged weapons within one range increment, and all melee weapons held in one hand. Additionally, any time an enemy has an ability that would negate your Damage (cover, deflect arrows, Starmantle Cloak, etc) the target must make a reflex save DC10+1/2Initiator Level+Dexterity Modifier, or be affected normally.
Arcarnum Wall
Level: Fighter8
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While using this stance, you can block any lines of effect that pass through his space or threatened space(effects can still target him directly however). Any spells blocked in this way affect the Fighter as if they were targeted at him instead. The Tactical Fighter cannot use this ability if he is unable to make attacks of opportunity.
Target to the Center
Fighter (Stance)
Level: Fighter8
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, every time you miss a ranged attack because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
In addition, you automatically know the location (the correct square) of every enemy within one range increment, provided you have spotted them at least once in the current encounter. This Stance by itself does not negate cover or concealment, including the benefits of total cover or the 50% miss chance for any target who has total concealment.
Finally, any time you attack a target who has total cover or concealment relative to you, they are caught flat-footed by your attacks.
Warrior's Focus Special Abilities
Active Assault
Focus: With this ability a fighter can flawlessly place himself where he is most needed in combat. So long as he maintains his Warrior's Focus, he may take a 5-foot step as an immediate action. This is in addition to any other movement he takes during his turn, even another 5-foot step.
Expend: You may expend your focus as an immediate action to take a full move action.
Adapt to Opponent
Focus: The Fighter chooses one opponent, for each round a fighter is engaged in combat with an opponent, or observes an opponent fighting, he gains cumulative +1 circumstance bonus on attack rolls, damage rolls, and AC against that opponent until the end of encounter. This bonus cannot exceed +1 per 3 fighter levels.
Expend: Double the bonus against the target for the next 3 rounds.
Blitzkrieg
Focus: The Fighter can use his ranged attacks to distract an enemy from an approaching melee attacker. While maintaining his Warrior's Focus, whenever you hit an enemy with a ranged attack, that enemy is considered flanked by you for the purpose of adjudicating your allies' melee attacks. This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first.
Expend: The Fighter can expend his Focus as part of an attack action, if the attack hits, the target is treated as staggered for 1d6 rounds.
Charging Assault
Benefit: While maintaining his Warrior's Focus, the Fighter can charge or run over difficult terrain, and can make up to one 90-degree turn during a charge or run action.
Expend: The Fighter can expend his focus as a free action while charging to make a full attack at the end of the charge.
Clip His Wings
Focus: The Fighter can aim his ranged weapon at a flying creature in an attempt to force it to land. This allows the Fighter to make a ranged Trip attack against any flying creatures with less than perfect maneuverability. If the attack is successful, the creature must make a Ref save instead of a Str check, with a DC equal to the attack roll. The creature receives a +4 to this save for every step his maneuverability is above Clumsy. Failure means the creature plunges downward a number of feet equal to double his speed, falling damage applied as normal.
Expend: The fighter may attempt to trip even a target with perfect maneuverability, and the target falls at 3 times their normal speed.
Climb the Mountain
Prerequisite: BAB +15
Focus: The Fighter has become especially good at grappling large opponents. While maintaining his Warrior's Focus, any creature using Crush, Snatch, or any other ability that automatically does damage to a grappled creature does not automatically damage the Fighter. Instead they must win an opposed Grapple check to do the damage. The action type for the damaging ability is unchanged. The Fighter in this state is an especially distracting opponent; any creature who grapples the Fighter while attempting to be treated as not being in a grapple with the Fighter--for instance, with the Improved Grab or Swallow Whole feats--takes a -2 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls so long as he continues to grapple the Fighter.
Expend: The Fighter eliminates both his and a single opponent's size modifiers in any opposed grapple checks against that opponent for the next 3 turns.
Combat Foil
Focus: An enemy attacked by the Fighter takes a -5 penalty to all concentration checks per successful attack until the start of the Fighter's next turn.
Expend: The Fighter attempts to foil an enemy's action, as an immediate action. To foil, a fighter must hit with a melee touch attack or, providing he has a ranged weapon available, ranged touch attack within the ranged weapon's first range increment. A Fighter may not foil a move or charge action that began out of range.
If the touch attack is successful, the target is entitled to either a Ref save or a Concentration check, whichever he chooses, with a DC equal to the fighter's attack roll. If the check fails, the foiled action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended.
Cover Fire
Focus: While maintaining his Warrior's Focus the Fighter gains the ability to use ranged attacks to keep his foes pinned down and use cover to it's maximum advantage. Any foe the Fighter attacks with a ranged weapon this round counts the Fighter as being in cover, if the Fighter is already in cover he counts as being in improved cover, and if the fighter is already in improved cover he counts as having total cover.
Expend: The Fighter can expend his Focus to give the defensive benefits of this ability to all allies within 30' until the beginning of his next turn
Dance of the Weave
Prerequisite: BAB+19, Master of Arms
Focus: The Fighter may make an attack of opportunity to nulify a spell or spell-like ability that is targetting him. This attack of opportunity is made, rather than as a normal attack, as an opposed check. The Fighter's BAB plus his Weapon's Enhancement Bonus against the Caster's Caster Level.
Expend: The Fighter can expend his focus as a free action to reflect the attacked spell back onto the caster, as if affected by Spell Turning.
Double Weapon Master
Prerquisites: Two Weapon Mastery, Exotic Weapon Proficiency(Any Double Weapon)
Focus: While maintaining his Warrior's Focus, the Fighter weilding a double weapon gains an extra attack at highest attack bonus when making an attack as a standard action.
Expend: As a standard action, make one attack with each end of your weapon against every enemy adjacent to you, at your highest base attack bonus -2.
Empty Hand Combat
Prerequisites: Improved Trip or Improved Disarm, Improved Unarmed Strike
Benefit: The Fighter's unarmed attacks deal damage as though he were a Monk of 1/2 his Fighter level.
Focus: The Fighter can fight more effectively while unarmed. If he has the Improved Trip feat, he can no longer be counter-tripped if he fails an unarmed Trip attempt. If he has the Improved Disarm feat and has both hands free, his unarmed strike counts as a two-handed weapon for the purposes of disarming an opponent.
Expend: Make an unarmed Trip or Disarm attempt against all opponents within reach as a standard action, with a -4 on the melee touch attack portion of the attempt.
Heavy Armor Supremacy
Prerequisites: Armor Mastery
Focus: While you are in your Warrior's Focus, you gain DR/- equal to 1/4 your fighter level.
Expend: Negate the physical damage of one hit, as if for that hit you had infinite DR for that one hit. This ability can be used as an immediate action, after the attack roll, but before damage is calculated. Energy and other nonphysical damage (stat damage, etc) are not affected, as per normal rules for DR.
Height of War
Focus: The warrior becomes immune to fear effects.
Expend: As a free action, reroll any roll you choose chooses. Use of this ability must be announced before the result of the first roll is declared.
Hold the High Ground
Focus: With this ability the fighter has become an expert at receiving and holding onto the benefits of a superior position. The fighter now receives the benefits of being on higher ground by default, and only loses them when his foe has the higher ground.
Expend: The Fighter can force an enemy into a tactically poor position. When the fighter has higher ground than his opponent, he can expend his Warrior's Focus as part of a full attack action. During this full attack, each time the fighter hits an enemy he can, in addition to doing damage, force the enemy to move 5ft, as if the fighter has successfully Bull Rushed him. The Fighter may choose to move into the space the target previously occupied. The enemy provokes attacks of opprotunity for this movement, but not from the fighter."
Light Armor Supremacy
Prerequisites: Master of Armor
Focus: While under the effects of your Warrior's Focus and wearing light armor, you gain an insight bonus to armor class equal to one fourth your Fighter Level, and increase the max dex of the armor by 1/6th of your Fighter level.
Expend: You may expend your Warrior's Focus as an immediate action to avoid a single attack, or succeed on a single reflex save.
Master of Armor
Focus: While under the effect of Warrior's Focus, your armor gains an enhancement bonus to AC equal to one fourth your Fighter Level.
Expend: Switch out points of enhancement bonus to gain armor enhancements for a number of rounds equal to your Fighter Level. Any remaining enhancement bonus remains active, even outside of your warriors focus, for the same amount of time. Reentering Warrior's Focus does not gain you an additional Enhancement bonus.
Quality Point Cost
Enhancement bonus 1*
Fortification, light 1
Slick / Shadow / Silent moves 0.5 each **
Spell resistance (= fighter level) 1
Slick / Shadow / Silent moves, improved 1 each
Elemental resistance (per element) 1
Slick / Shadow / Silent moves, greater 2 each
Elemental resistance, improved (per element) 2
Fortification, moderate 3
Spell resistance (= fighter level +5) 3
Elemental resistance, greater (per element) 4
Spell resistance (= fighter level +10) 4
Fortification, heavy 5
Spell resistance (= fighter level +13) 5
Note that these are just enhancements available from the PHB, and the DM is encouraged to find other suitable enhancements from any suplement he uses. Particularly any enhancements that seem to denote skill more than an overtly magical effect
Master of Arms
Focus: While under the effect of Warrior's Focus, your weapons gain an enhancement bonus equal to one fourth your Fighter Level.
Expend: Switch out points of enhancement bonus to gain armor enhancements for a number of rounds equal to your Fighter Level. Any remaining enhancement bonus remains active, even outside of your warriors focus, for the same amount of time. Reentering Warrior's Focus does not gain you an additional Enhancement bonus.
Quality Point Cost
Enhancement bonus 1*
Bane 1
Defending 1
Ghost Touch 1
Keen 1
Ki Focus 1
Mighty Cleaving 1
Throwing 1
Wounding 2
Speed 3
Vorpal 5
Note that these are just enhancements available from the PHB, and the DM is encouraged to find other suitable enhancements from any suplement he uses. Particularly any enhancements that seem to denote skill more than an overtly magical effect
Master of Improvisation
Benefit: A Fighter with this ability can improvise weapons quickly and easily. In addition to being able to pick up anything handy on the battlefield and immediately use it as an improvised simple weapon*, he can also, with 8 rounds of work and a successful DC 15 Craft check, gather scraps from the battlefield together to make an improvised martial weapon. This Craft DC increases by 2 points for every round taken off the preparation (minimum 1 round), and by 5 points if improvising an exotic weapon. Like improvised simple weapons, the improvised martial/exotic weapon mimics the weapon characteristics of a specific martial or exotic weapon which the Fighter chooses at the time he creates it.
Focus: While maintaining his Warrior's Focus, the Fighter gains Proficiency with his simple or martial improvised weapons, and can use them without the normal -4 penalty. If he has proficiency with a particular exotic weapon, he also gains proficiency with an exotic improvised weapon that mimics its weapon characteristics.
Expend: The Fighter throws an improvised weapon as a standard action, doing 1d6 of weapon damage per 2 Fighter levels, plus strength modifier on a successful ranged attack roll. If the weapon was an improvised martial weapon (see above), the weapon damage dealt is 1d6 per Fighter level, plus 3 times strength modifier. An improvised martial weapon thrown in this manner is unusable afterward. In either case, half the weapon damage dealt is considered precision damage, like the rogue's Sneak Attack dice, creatures immune to such damage take half damage.
Master Rider
Focus: The fighter gains the ability to drive his mount to perform better in combat as a move action. To successfully drive a mount, the Fighter must make a Ride check with a DC of 20+the mount's total Hit Dice. If the fighter has trained the animal (taught it at least one trick), he receives a +10 bonus on this skill check.
While being Driven, the mount receives the following benefits:
-temporary HP equal to the check result
-a +2 morale bonus to all saves and a 10-ft enhancement bonus to speed for every 4 ranks the Fighter has in the Handle Animal skill.
-the mount uses his own HD total or the fighter's for determining the effect of spells that are Hit Dice dependant, whichever is greater.
The effects last for a number of rounds equal to 5+the animal's Con modifier, after which it is fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for 5 rounds. An animal cannot be normally be affected with a second use of this ability while Fatigued.
Expend: The Fighter can drive even a mount no matter what state it is in. After being Driven while fatigued, the animal is Exhausted (moves at half speed and takes a -6 penalty to Strength and Dexterity).
Medium Armor Supremacy
Prerequisites: Master of Armor
Focus: While under the effects of Warrior's Focus and wearing medium armor, the fighter does not suffer movement penalties due to his armor, and he adds his Armor bonus to AC to touch attacks, up to a maximum equal to his Fighter Level.
Expend: As an immediate action reduce all damage taken for the rest of the round by 50%, and convert the damage from the next attack taken into subdual damage.
Reflexive Style
Focus: The fighter may opt gain the benefits of a [Fighter] feat he does not have that he qualifies for when he enters Warrior's Focus. This feat lasts for 4 rounds, or until the warrior reenters his Warrior's Focus, at which time he chooses a different feat.
Expend: The fighter may switch his combat styles, and choose a new feat feat that he may use with this combat style. A bonus feat gained in this way lasts until the end of the encounter. This may be used as an immediate action. At 17th level this power becomes a free action.
Relentless Assault
Focus: With this ability, a fighter's iterative attacks become more accurate. So long as he maintains his Warrior's Focus, the fighter's iterative attacks are made as successive -3 penalties, rather than the normal -5. This does not give the fighter any more iterative attacks than he would normally have. For example, a fighter who normally makes attacks at +17/+12/+7/+2 would now make attacks at +17/+14/+11/+8.
Expend: The fighter can end his Warrior's Focus state as part of a full attack action to make all of his iterative attacks at his highest BAB for that round. The above Fighter in this case would make attacks at +17/+17/+17/+17. Expending Warrior's Focus in this fashion is especially exhausting; the fighter's Warrior's Focus recovery time is increased by 1 round
Shield Ally:
Focus: While in the Warrior's Focus, a fighter can share his shield bonus to AC with an ally within his reach. As long as both the fighter and the ally are 5 feet away, the fighter shares shield bonus to the ally against opponent threatened by fighter. The fighter's ally does not suffer any ill affects of using a shield, such as an armor check penalty or arcane spell failure. A fighter may shield a number of allies in this manner equal to 1/4 his fighter level.
Expend: Completely take the damage from one attack against an ally the Fighter is sharing his AC with. Use of this ability must be declared after the attack hits, but before damage is rolled.
Shield Evasion
Focus: While in the Warrior's Focus, and wielding a large or tower shield, a fighter gains the evasion ability, as the Rogue special ability except it works with heavy armor. In addition, whenever a fighter makes a Reflex save to which evasion applies, he gains circumstance bonus on that save equal to his shield bonus to AC.
Expend: A Fighter may expend his Warrior's Focus as an immediate action to end one status effect currently on him.
Suppressive Fire
Focus: The Fighter can aim his attacks in an attempt to force his opponent to drop prone. As a standard action, the Fighter can target a single enemy with an attack. The enemy has a choice: to drop prone as a free action and automatically evade the attack, or remain upright and take damage as if the Fighter had landed with a critical hit. Enemies who are already prone cannot be targeted by this ability.
Expend: The Fighter unload a hail of arrows or similar ammunition over an area, forcing all combatants in the area to seek cover or take damage. To use this effect the Fighter takes a full-round action and chooses a cone-shaped area, with a range of his bow's first range increment. Until the Fighter's next turn, all creatures who end their turn in the area and don't have total cover relative to the Fighter take damage as if the Fighter had hit them with half the total number of ranged attacks he can make in a full attack (damage rolled once, on the Fighter's turn). Creatures affected by this ability are entitled to a Reflex save for half damage, DC equal to 10 plus 5 times his total number of attacks.This action uses a number of arrows equal to twice his total number of attacks.
Swashbuckling Tactics
Prerequisite: Dodge, Mobility, Elusive Target
Focus: While using a one-handed or light weapon in one hand and carrying nothing in the other, the Fighter can turn his body away from attacks, reducing his profile and openness to attack. Against the specific opponent to which the Fighter applies his Dodge feat, the Fighter also has soft cover (+4 to AC) and the equivalent of light fortification (a 25% chance of negating a critical hit or sneak attack). Unlike the normal rules for cover, this form cover does not provide the Fighter the conditions needed to Hide, but both the fortification and the soft cover stack with any magical, racial, or other similar abilities.
Expend: The Fighter can expend his focus as a swift action to put his whole weight into an all-out blitz. Until his next turn, the Fighter doubles the number of attacks made with his light or one-handed weapon against the opponent designated by his Dodge feat, but in exchange he gives up his Dex to AC against that opponent. A Fighter using this ability can receive extra attacks from the Haste spell and similar magical effects, but such attacks are not doubled by this ability. If at least half of the Fighter's attacks hit during this full attack, the target must make a Fortitude Save DC10+1/2 Fighter Level+Your Dex mod, or be dazed until the end of the Fighter's next turn.
Swift Strike
Focus: While in the Warrior's Focus, whenever a fighter uses standard action to make an attack, he can make two attacks at his highest attack bonus instead.
Expend: Take a full attack action as a standard action.
Tactical Genius
Prerequisites: BAB+11
Focus: While in the Warrior's Focus, a Fighter posessing any of the following feats can add one-half his total Fighter level as a bonus to the indicated ability: Combat Casting, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Improved Overrun, Improved Sunder, Mobility, Run (bonus to Jump checks).
Expend: The Fighter may expend his Warrior's Focus to increase this bonus to his full Fighter level for one round, and effectively increase his size category by 1 for purposes of Bull Rush, Disarm, Grapple, Sunder, Overrun, and Tripping.
Take the High Ground
Prerequisite: Hold the High Ground
Focus: With this ability the fighter receives a +2 bonus for being on higher ground than his opponent, rather than the normal +1. This bonus increases by +1 for every additional 6 ranks the fighter has in Balance or Climb (+3 when the fighter has 12 ranks in Balance and Climb, +4 when the fighter has 18 ranks in both skills, and so on.).
Expend: You can expend your focus as a part of an standard attack, to knock the target back one square per 4 Fighter levels, you may opt to move into any of the squares they were pushed through as a part of this attack.
True Threat
Focus:: A Fighter makes himself a presence to be feared on the battlefield. While under the effects of Warrior's Focus, he invokes dread in his enemies, and all enemies within 60' lose all morale bonuses to attack or damage.
Expend: Make an intimidate check to force any single oponent within 60ft to attack him. The targeted creature must make a modified level check (adding his wisdom bonus to his HD for the check) against your intimidate check. If the creatre fails this check, it must target the Fighter exclusively, or flee for 2d6 rounds. The targetted creature may still fight intelligently, a spellcaster may target others with an area of effect spell, a melee warrior can still use a whirlwind attack, etc, however the enemy must be attacking the Fighter in some way at all times. The creature may retry its saving throw at the end of each round at the end of its turn (after moving and/or attacking the Fighter). Any creature that resists your True Threat becomes immune to it for 24 hours. Mindless and dominated creatures are unaffected by this ability.
Two Weapon Mastery
Prerequisites: Two Weapon Fighting, BAB+11
Focus: While maintaining his Warrior's Focus, the Fighter reduces his penalties from Two Weapon Fighting by 1 per 5 Fighter levels. (to a maximum of 0), and can make an offhand attack when making a standard action attack.
Expend: The Fighter may expend his Warrior's Focus as a free action after hitting a target with both of his weapons in one turn. The target is inflicted with ongoing damage equal to one hit from their mainhand weapon at the start of each turn, this effect may be ended with a fortitude saving throw, with a DC equal to 10+1/2 fighter level+the Fighter's dexterity modifier, made at the end of their turn.
New Feats
Master Trainer [General]
Prerequisites: Master Rider Warrior's Focus ability or Wild Empathy, Handle Animal 12 ranks, Knowledge(Nature) 5 ranks
Benefit: With this feat a character has mastered advanced training methods for animals and other unintelligent beasts. You can use the Handle Animal skill to train an animal to be tougher than normal. Unlike other training methods, this one costs significant amounts of money on expensive training aides and personal effort (in the form of XP), but can provide uniquely powerful benefits.
Added animal Hit Die are the same as the bonus hit die that animal companions receive: d8 hit die, with BAB and base save progression, feats every three hit die and all the other normal benefits. Trainers may at their discretion give their animals additional abilities, according to the table below.
Special Abilities
Special Ability* Price Modifier**
------------------------------------------------------
Formidability +1
Speed +1
Devotion +1
Multiattack +1
Link +1
Evasion +1
Improved Evasion*** +1
Mettle +2
Size increase +2
*-Generally a special ability can only be taken once per animal.
See descriptions for details.
**-Add to number of extra hit die to determine total
number of hit die equivalents added to the animal.
***-Requires Evasion
Special abilities explained below.
There is an additional prerequisite: no trainer may train an animal to have more total Hit Die equivalents than their own character level minus the animal's normal Hit Die.
The DC for training an animal is 20+the total Hit Die equivalents. The cost for training an animal in this way is 2,500gp and 200XP per added Hit Die equivalent. Unlike other training methods, training an animal in this way requires effort and conditions similar to those for creating magic items. In particular, two weeks are required per hit die or hit die equivalent to be added of undivided attention, eight hours per day, as if the character were creating a magic item.
As with other uses of Handle Animal, Master Trainers can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal. Training such creatures has an additional requirement of 5 ranks in Knowledge(Arcana) for non-outsider creatures or 5 ranks in Knowledge(the planes) for outsiders. In addition, the DC of any such check increases by 5, and the time, GP cost and XP cost all double. Added Hit Die are appropriate for the creature's type.
Special ability descriptions
Formidability - The animal receives a +2 to Str and Dex, and a +3 to Natural Armor. This ability can be taken once per five Hit DIe equivalents added to the animal.
Speed - The animal's base speed increases by 20ft and it gains the Run feat. If the animal already possesses the Run feat he gains the ability to run or charge through difficult terrain and can one 90-degree turn during a run or charge.
Devotion/Multiattack/Link - Per the Druid's Animal Companion rules
Evasion/Improved Evasion/Mettle - I shouldn't need to explain these.
Size increase - Per the normal rules for monster size increases.
Master Weaponsmith
Prerequisites: Focus ability: Master of Arms, Craft(Weaponsmithing, Bowmaking): one 10 ranks, the other 5 ranks
Benefit: The character's superior skill and understanding of weapons allows him to forge magic weapons and armor, even if he is not a spellcaster and does not know the proper spells. He can substitute a Craft(Weaponsmithing) check (DC 15+spell level) when making a melee weapon or a Craft(Bowmaking) check (DC 15+spell level) in place of a required spell he doesn't know or can't cast.
If the check succeeds, the character can create the weapon as if he had cast the required spell on each day of construction. If it fails, he can try again each day until the item is complete. If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he cannot complete the weapon. He does not expend the XP or GP costs for making the item; his progress is simply arrested. He cannot retry this Craft check for that spell until he gains a new level.
Master Armorsmith
Prerequisites: Focus ability: Master of Armor, Craft(Armorsmithing): 10 ranks, Craft(Leatherworking) 5 ranks
Benefit: The character's superior skill and understanding of armor allows him to forge magic armor, even if he is not a spellcaster and does not know the proper spells. He can substitute a Craft(Armorsmithing) check (DC 15+spell level) when making armor or shields in place of a required spell he doesn't know or can't cast.
If the check succeeds, the character can create the armor or shield as if he had cast the required spell on each day of construction. If it fails, he can try again each day until the item is complete. If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he cannot complete the item. He does not expend the XP or GP costs for making the item; his progress is simply arrested. He cannot retry this Craft check for that spell until he gains a new level.
Dual Focus Initiate [Combat Form] [Fighter]
Prerequisites: Combat Focus, Warrior's Focus
Benefit: Whenever you expend your Combat Focus, you can regain it after a number of rounds equal to the time it would take to regain Warrior's Focus. While you retain Combat Focus, you regain Warrior's Focus one round faster than normal (minimum 1 round recovery time).
Normal: Combat Focus can only be gained once per encounter.
Special: A Fighter can select Dual Focus as one of his bonus feats.
Dual Focus Adept [Combat Form] [Fighter]
Prerequisites: Combat Focus, Dual Focus Initiate, at least two other Combat Form feats, Warrior's Focus, at least two Warrior's Focus abilities.
Benefit: You have increased your abilities in both Combat Focus and Warrior's Focus, and have gained true flexibility with them. You can choose to expend your Combat Focus to activate one of your Warrior's Focus abilities. Alternatively, you can expend your Warrior's Focus to activate a Combat Form ability.
Normal: Combat Focus can normally only be expended to activate a Combat Form ability, and Warrior's Focus can normally only be expended to activate a Warrior's Focus ability.
Special: A Fighter can select Dual Focus as one of his bonus feats.
Dual Focus Mastery [Combat Form] [Fighter]
Prerequisites: Combat Focus, Dual Focus Initiate, Dual Focus Adept, at least three other Combat Form feats, Warrior's Focus, at least three Warrior's Focus abilities.
Benefit: You have mastered both Combat Focus and Warrior's Focus, and are able to combine the two into a greater whole. Whenever you have Combat Focus, you are treated as maintaining Warrior's Focus for the purposes of any Warrior's Focus abilities you may have. When you have Warrior's Focus, you are treated as having Combat Focus for the purpose of any Combat Form feats.
Special: A Fighter can select Dual Focus as one of his bonus feats.
Exotic Weapon Proficiency (Quarterstaff) [General] [Fighter]
Taken as an exotic weapon proficiency, you gain the following benefits to using a quarterstaff.
You can wield a quarterstaff as a two-handed weapon. As a two-handed weapon, it has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. You do not gain this benefit while using the quarterstaff as a double weapon.
You can make trip attacks with the staff. Unlike most trip attempts, the opponent never receives an opportunity to trip you in return, so you never need to drop your weapon.
When using a staff you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
Improved Learning Ease [Fighter]
Prerequisite: Fighter level 10
Benefit: You may choose one additional ability score to add one fourth of your Fighter level to for determining feat eligibility and skill bonuses
Special: This feat may be taken more than once.
Precision Strike
Prerequisites: Dex 13, BAB+2
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls. For every 2 points you subtract from your attack rolls, you gain +1d6 damage on every attack this round. The number subtracted may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.