Grod_The_Giant
2013-03-16, 11:53 AM
The Fighter
And also the Barbarian, now!
Alignment: Any
Hit Die: d10
Class Skills: The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge (History), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4
Skill Points at Each Additional Level: 4 + Int modifier
Level
BAB
Fort
Ref
Will
Special
Fighting Style Feats
Talent Pool
Power of Steel
1st
+1
+2
+1
+1
Aspect, Fighting Styles (2), First in the Fight
1
—
—
2nd
+2
+3
+1
+1
Talent Pool
1
1d4
—
3rd
+3
+3
+2
+2
Armor Mastery, Aspect Ability
2
1d4
—
4th
+4
+4
+2
+2
Grit, The Power of Steel, Fighting Styles (3)
2
2d4
+1
5th
+5
+4
+3
+3
The Bigger They Are…
3
2d4
+1
6th
+6/+1
+5
+3
+3
Battle Recovery, Aspect Ability
3
3d6
+1
7th
+7/+2
+5
+3
+3
Parry
4
3d6
+1
8th
+8/+3
+6
+4
+4
Man of Action (Swift), Fighting Styles (4)
4
4d6
+2
9th
+9/+4
+6
+4
+4
Aspect Ability
5
4d6
+2
10th
+10/+5
+7
+5
+5
Storm of Steel
5
5d6
+2
11th
+11/+6/+1
+7
+5
+5
…The Harder They Fall
6
5d8
+2
12th
+12/+7/+2
+8
+6
+6
Man of Action (Move), Aspect Ability, Fighting Styles (5)
6
6d8
+3
13th
+13/+8/+3
+8
+6
+6
Flow of Battle
7
6d8
+3
14th
+14/+9/+4
+9
+6
+6
Problem Solver
7
7d8
+3
15th
+15/+10/+5
+9
+7
+7
Aspect Ability
8
7d8
+3
16th
+16/+11/+6/+1
+10
+7
+7
Man of Action (Standard), Fighting Styles (6)
8
8d10
+4
17th
+17/+12/+7/+2
+10
+8
+8
Counterattack
9
8d10
+4
18th
+18/+13/+8/+3
+11
+8
+8
Aspect Ability
9
9d10
+4
19th
+19/+14/+9/+4
+11
+8
+8
Perfect Warrior
10
9d10
+4
20th
+20/+15/+10/+5
+12
+9
+9
Man of Action (Full-Round), Fighting Styles (7)
10
10d10
+5
Proficiencies: A Fighter is proficient with all simple and martial weapons, all light, medium, and heavy armors, and with all shields (including Tower Shields). By spending 12 hours practicing with an armor, a shield, or a weapon that he is not proficient with a Fighter gains proficiency with that item. This practice need not be taken consecutively.
Aspect: Not all warriors are the same. Some are cunning generals, some brilliant leaders, and others pragmatic veterans. At first level, a fighter selects one of three Aspects: Adept, Leader, or Tactician, gaining benefits as shown on the table below-- he gains the listed feat as a bonus feat without needing to meet the prerequisites, and adds the listed skills to his list of class skills. Once selected, a fighter cannot change his Aspect.
Adept
Leader
Tactician
Barbarian
Key Ability
Wisdom
Charisma
Intelligence
Constitution
New Skills
Autohypnosis, Sense Motive, Survival
Bluff, Diplomacy, Gather Information, Perform (Weapon Drill), Sense Motive
Appraise, Knowledge (all), Speak Language
Survival
Bonus Feat
Eyes in the Back of Your Head (Complete Warrior) or Blind-Fight
Battlefield Inspiration (Miniatures Handbook) or Skill Focus (Diplomacy)
Adaptable Flanker (Player's Handbook 2) or Combat Reflexes
Headlong Rush (Races of Faerun) or Improved Bull Rush
Fighting Styles (Ex): A fighter masters weapons and combat techniques like most men read books. At first level, he creates two fighting styles. At 4th level, and every subsequent 4th level, he may create one additional fighting style.
For each fighting style, he selects a number of fighter bonus feats or feats with a BAB requirement equal to one-half his fighter level, rounded up. When choosing feats for a fighting style, he may substitute 10+Fighter level for any ability score requirement-- thus, a 4th level Fighter with a Dexterity of 11 could still learn Rapid Shot. He counts as knowing all bonus feats selected for this ability at the same time when it comes to qualifying for feats, prestige classes, and so on.
He may switch between fighting styles as a free action, gaining the benefits of the bonus feats of whatever style he's currently using. Additionally, he does not provoke attacks of opportunity for attempting combat maneuvers such as trips and grapple attempts.
First in the Fight (Ex): A fighter adds one half his fighter level to initiative rolls, rounded up.
Talent Pool (Ex): When the going gets tough, the fighter gets going. Starting at 2nd level, a fighter is granted access to a pool of bonus dice, known as his Talent Pool. At second level, this pool consists of only one d4, but it increases by one dice every even-numbered level. In addition, at levels 6, 10, 16, and 20, the size of the dice increases by one step-- d6s at 6th level, d8s and 10th, and so on.
At any point in the game, a fighter may expend die from his talent pool to gain a bonus to certain checks. He rolls each expended die and adds the result to his check. He may not expend more dice on a single check than one-half his Aspect's key ability modifier. He must expend dice before rolling the original check.
When not in combat, expended dice are regenerated at the rate of one die per minute. In addition, at the beginning of each combat encounter— when initiative is rolled— the fighter recovers all expended dice.
Talent Dice may be expended to benefit any attack roll, damage roll, saving throw, physical ability check (Strength, Dexterity, and Constitution), or physical skill check (one based on the aforementioned abilities), inn addition to certain extra uses based on the fighter's Aspect:
Adepts may expend dice to gain a bonus on Wisdom checks and Wisdom-based skills.
Leaders may expend dice to gain a bonus on Charisma checks and Charisma-based skills.
Tacticians may expend dice to gain a bonus on Intelligence checks and Intelligence-based skills.
Barbarians may expend dice on Survival checks. Additionally, they may add one free Talent Pool die to all Strength checks and Strength-based skills. This bonus die does not count towards the limit.
Armor Mastery (Ex): Beginning at 3th level, a fighter may reduce the armor check penalty, and increase the maximum Dexterity bonus, of any armor he wears by an amount equal to his Strength modifier. He may also ignore the speed penalty from medium and heavy armor.
Aspect Ability (Ex): At 3rd level, and every subsequent third level, fighters may select one ability from the lists below. Unless otherwise mentioned, using these abilities is a standard action. You may only use one Aspect Ability per turn.
Grit (Ex): Beginning at 4th level, a fighter can resist magical and unusual attacks with great 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.
The Power of Steel (Ex): Beginning at 4th level, a fighter's weapons count as magic for the purposes of bypassing damage reduction, and they gain a competence bonus to attack and damage equal to one-fourth his fighter level. Any armor or shield he equips gains an equal bonus, as if enchanted. These bonus does not stack with enhancement bonuses-- use whichever is higher.
The Bigger They Are... (Ex): Bigger isn't always better. Beginning at 5th level, when attempting a combat maneuver against a larger foe, a fighter gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference. He may also attempt combat maneuvers that are normally limited by size as though he was one size category larger.
At 8th level, this bonus improves to +8 against foes who are two size categories or more larger than him, effectively cancelling out two size categories worth of difference. Against foes one size larger than the fighter, this bonus is still only +4. For example, a medium sized fighter would have a +4 bonus to grapple checks against and ogre (large size), but a +8 bonus against a cloud giant (huge size). He may also attempt combat maneuvers that are normally limited by size as though he was two size categories larger.
Battle Recovery(Ex): At 6th level, a fighter regains a number of Talent Pool dice at the beginning of each of his turns equal to one-half his key ability modifier.
Parry (Ex): Beginning at 7th level, when a foe makes an attack roll against a fighter, he may, as a free action, expend a Talent Pool die and make an attack roll of his own, at his highest base attack bonus. If his attack roll exceeds his foe's, the foe's attack misses. If the fighter's is lower, he is considered flat-footed against the attack.
Fighters may add their shield bonus to this attack roll, and take a -4 penalty to this attack roll for each size category that their foe is larger than them— however, both “The Bigger They Are…” and “…The Harder the Fall” may be used to reduce this penalty.
A fighter may spend two dice to use this ability to defend an ally. If the fighter's attack roll is less than his foe's, the fighter is left flat-footed, and the attack targets the ally's armor class as normal.
Man of Action(Ex): Beginning at 8th level, a fighter may take an extra swift or immediate action each turn. Beginning at 12th level, he may take an extra swift, immediate, or move action. At 16th, he may take an extra swift, immediate, move, or standard action, and at 20th, he can instead take an extra full-round action.
Storm of Steel (Ex): By 10th level, a fighter’s mastery of combat leaves others in the dust. Whenever they would be allowed to make a single attack, such as when making an attack of opportunity, charging, or taking a standard action to attack, they may make a second attack at a -5 penalt
...The Harder They Fall (Ex): Beginning at 11th level, when attempting a combat maneuver against a larger foe, a fighter gains a bonus to opposed Strength checks, grapple checks, and so on equal to his opponent's size bonus his own size bonus, effectively cancelling out all size differences. He no longer has size-based limits on what creatures he can attempt combat maneuvers against. This ability effectively replaces “The Bigger They Are..."
Flow of Battle (Ex): Beginning at 13th level, a fighter no longer provokes attacks of opportunity from foes with fewer fighter levels than him.
Problem Solver (Ex): Starting at 14th level, a Fighter may ready contingent actions any time he is able to rest for at least 5 minutes. Contingent actions are like readied actions (PHB 160) except that they remain readied indefinitely and after a contingent action has been taken, the Fighter's initiative count does not change. To ready a contingent action, a fighter must set aside a die from his Talent Pool-- he does not gain that die when the pool refreshes, through the use of his Battle Recover ability, or by any other means until he either takes the readied action or de-readies it, at which point the die is expended, and can be recovered normally. A Fighter can only ready number of contingent actions equal to or less than his key ability modifier.
(Credit: Ziegander; tweaked for integration with the Talent Pool)
Counterattack (Ex): By 17th level, a fighter’s skill is such that he punishes foes for the slightest mistake.
While wielding a melee weapon (including unarmed strikes), if a foe within his reach makes a melee attack against the fighter and misses, he may expend a Talent Pool die to immediately make a single melee attack against them at his full base attack bonus.
While wielding a ranged weapon, if a foe within one range increment of his weapon makes a ranged attack against the fighter and misses, he may expend a Talent Pool die to immediately make a single ranged attack against them at his full base attack bonus.
Perfect Warrior (Ex): At 19th level, a fighter may take ten on attack rolls.
Aspect Abilities
Universal
Adaptable Offense: You gain any one of a number of bonuses, depending on what kind of weapon you are wielding.
When wielding a shield, you may add the shield bonus to your touch AC.
When wielding two weapons and making a single melee attack, such as when making an attack of opportunity or taking a standard action to attack, you may also make a second attack with your off-hand weapon.
When wielding a weapon with reach, you may threaten and attack adjacent squares without penalty for one round.
When wielding a ranged weapon, you ignore attacks of opportunity due to firing while in melee for one turn.
Cunning Step: You gain a 10 foot bonus to movement speed and may ignore difficult terrain. In addition, you may expend two Talent Pool dice to ignore magic that usually impedes movement, such as solid fog, slow, and web, for one round.
Defend: Pick one adjacent ally and expend three Talent Pool die. For one round, all attacks against that ally have a miss chance equal to five times your fighter level.
Masterstroke: When making a melee or ranged attack, you may expend two Talent Pool dice to let that attack bypass all hardness and damage reduction.
Mobile Combatant: As an immediate action, expend four Talent Pool dice to move up to your speed.
Roving Warrior: When a opponent within a fighter's reach takes a five-foot step, he may, as an immediate action, move five feet to remain within reach of the foe. This movement provokes attacks of opportunity.
Perfect Shot: When making a melee or ranged attack, you may expend two Talent Pool dice to let that attack ignore wind effects and miss chances due to cover or concealment.
Take the Hit: When an adjacent ally is targeted by a melee or ranged attack, you may expend one Talent Pool die to become the new target of the attack. If an ally within 30 feet is being attacked, you may spend an additional Talent Pool die as an immediate action to move next to him. This movement provokes attacks of opportunity.
Unyielding Attack: When making a full attack, you may spend one Talent Die to allow an iterative attack to strike at your full Base Attack Bonus. This may be done as many times per round as the Fighter has Iterative Attacks.
Adept
Adaptive Defense: After an opponent makes a melee or ranged attack against you, you may spend a Talent Die as a free action to gain an insight bonus to AC equal to your Wisdom modifier against the next 1d4 attacks made against you by that foe.
Exploitation: As a swift action, expend a Talent Pool die and make a Sense Motive check, with a DC equal to the opponent's armor bonuses plus his Base Attack Bonus (AC-10+BAB). If successful, treat your next attack against that foe as a touch attack.
My Turn: If you successfully defend against an opponent's Trip, Disarm, Bull Rush, or Grapple check, you may expend one Talent Die to attempt the same maneuver against the opponent.
On the Edge: You may spend Talent Pool dice to grant yourself and all allies within 50 feet who can see and hear you a bonus to initiative.
Reading: An Adept may spend a swift action and a Talent Pool die to read a foe within 50 feet (Sense Motive Check vs 10+Enemy's Attack Bonus+Wisdom Bonus). If successful, the next attack or spell cast by that foe provokes an attack of opportunity from the Adept.
Superior Position: After an enemy attack misses you, you may spend a Talent Dice as an immediate action to take a 5-foot step.
Leader
Followers: You gain your own squad of soldiers. You gain one soldier per point of your Charisma modifier. Each soldier is a Warrior of one third your fighter level (rounded down), using the elite array for stats, and begins with masterwork equipment. Your soldiers have an initial attitude of Helpful towards you; this can be lowered by your behavior. If their attitude ever drops to Indifferent or below, they leave. If your soldiers die or leave, you may recruit new soldiers at any reasonably large city, as defined by the DM, at a rate of 2d6 hours per soldier. You may recruit commoners as soldiers as well, allowing you to replenish your squad from smaller towns, but doing so requires another 2d6 days of training, and you must provide equipment. If soldiers have recently left you because of ill treatment, recruiting replacements takes 1d6 days per soldier.
Inspire: When an ally within 30 feet rolls a saving throw against an ongoing effect, or against fear, you may expend any number of Talent Pool dice up to your Charisma modifier. Roll these dice, and grant your ally a morale bonus to his saving throw equal to the result. You must expend the die before your ally sees the result of his roll.
Lead From the Front: You may expend two Talent Pool dice to grant an ally within 30 feet a single move action, to be taken immediately.
Overcome: Expend two Talent Pool dice to grant an ally within 30 feet a new saving throw against an ongoing effect.
Press the Attack: As a few action after reducing a foe to zero or fewer hit points, you may expend any number of Talent Pool dice. For every three dice expended in this fashion, an ally within 30 feet may immediately make a ranged or melee attack.
Squad Combat: Adjacent allies gain a bonus to attack and AC equal to one-third your fighter level.
Teamwork: You may expend Talent Pool dice to grant a bonus to the attack and damage rolls of allies flanking a foe with you.
Vengeance is Ours: If an ally within 30 feet is reduced to zero or fewer hit points, all other allies within 30 feet, including you, gain damage reduction and a morale bonus to attack rolls and Will saves equal to your Charisma modifier for a number of rounds equal to your Charisma modifier.
Tactician
Called Shot: When making a melee or ranged attack, you may expend any number of Talent Pool dice without gaining the normal bonus for doing so. If your target is hit, he must make a Fortitude save (DC 10 + number of expended die + Intelligence modifier) or take one point of damage to a physical ability per expended die.
Denial: When an enemy within your reach attempts to use a spell or spell-like ability, you may, as an immediate action, expend two Talent Pool dice and make a single melee attack against the caster. If you successfully hit and deal damage, the spell is countered and the enemy's action is wasted.
Halt: If you make a successful attack of opportunity, you may expend one Talent Pool die to end your opponent's move action on the spot, even if he could normally move farther.
Reaction Tactics: When making attacks of opportunity, or using your Counterattack class ability, you may make a combat maneuver (trip, disarm, bull rush, and so on) in place of a standard melee attack.
Stand and Fight: As an immediate action, expend three Talent Pool dice to prevent a foe from leaving your threatened area with his current move action.
Watchful Blade: Pick one foe within 50 feet and expend three Talent Pool dice. For one round, all of that foe’s actions provoke attacks of opportunity from you.
Wounding Strike: After striking a foe with a ranged or melee attack, you may expend any number of Talent Pool dice. For one die, the attack bypasses regeneration and deals lethal damage. For two dice, the damage caused by the attack does not heal naturally or magically must until the target is the benefit of a Heal check with a DC equal to the fighter’s level plus his Intelligence modifier, or the spell has no effect.
Victor of a Thousand Battles: You gain the Bardic Knowledge special ability. In addition, you may expend one die from your Talent Pool to gain one use of the Knowledge Devotion feat (Complete Champion), picking a single type of monster to make a check and gain bonuses against. If you have the Knowledge Devotion feat, you may instead add one free Talent Pool die towards checks made to activate it. This die does not count towards the normal maximum.
Barbarian
Rage: As a swift action, you may expend any number of Talent Pool dice to enter a rage. You gain a morale bonus to Strength and Constitution equal to the maximum value of your die for 2 rounds, plus 1 round per die expended. Afterwards, you're fatigued for one minute per round of rage. While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), any abilities that require patience or concentration, and you cannot 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. You can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
Steel Spirit: As an immediate action when struck by an attack, you may expend any number of Talent Pool dice. Roll all dice and subtract the result from the incoming damage.
Eye of Hate: You may use your Strength modifier in place of your Charisma modifier when making Intimidate checks. You may also make an Intimidate check in place of a Gather Information check.
Bite Yourself: As a standard action, make a melee touch attack against a foe. If you succeed, the two of you make opposed grapple attempts. If you succeed, you cause your enemy to injure itself with its own weapon, dealing damage equal to the weapon's base damage plus your Strength modifier, +4 for every size category larger than your foe you are. You may use this ability with natural and manufactured weapons alike.
Brutal Leap: As a move action, expend any number of Talent Pool dice and leap ten feet in any direction per die expended. This leap may carry you in any direction without penalty, even straight up. You may take the rest of your actions during this movement.
Massive Blow: After striking a foe with a melee attack, expend a Talent Pool die to make a Bull Rush attempt as a free action. You do not have to move with your foe to push them the full distance. If the movement would push your target into a solid object, their movement stops as normal and they take 2d6 damage, +2d6 damage per 5ft of remaining movement.
Alternate Class Features
Strategy
Level: 1
Lose: Fighting Styles
Gain:
Strategy (Ex): A Fighter begins play with the knowledge of three Fighter Bonus Feats, which he adds to his Repertoire. He may not use any of these three feats to meet the prerequisites for one another. At every level after 1st, the Fighter adds a new Fighter Bonus Feat to his Repertoire.
A Fighter is also able to add Fighter Bonus Feats to his Repertoire through practice and/or observation with a successful Martial Lore check (DC 20 + 1 per Base Attack Bonus or Fighter level requirement in the feat's prerequisites +2 for each other feat among the feat's prerequisites). Anytime a creature within 30ft of the Fighter actively uses the benefit of a Fighter Bonus Feat it knows that the Fighter doesn't know, the Fighter should be given an opportunity to identify that feat with a Martial Lore check. A fighter can subsequently attempt to master any feat identified in this manner with an hour of exercise.
If the Fighter is able to hire someone to teach him a feat (Hireling level × the Martial Lore DC gp per day), the DC to learn it is reduced by 10. Learning a feat in this way is easier, but takes longer, requiring one day (8 hours per day) of practice per 5 points of the feat's Martial Lore DC. At the end of this period, the Fighter makes a Martial Lore check against the reduced DC. If this check is successful, the Fighter adds the feat to his Repertoire. If not, he may pay his tutor for additional training.
Martial Lore and Learning Feats
DC
Situation
20
Add a feat to your Repertoire
+1
per point of BAB in the feat's prerequisites
+1
per point of Fighter Level requirements in the feat's prerequisites
+2
prerequisite feat
-10
trainer
At the start of every combat encounter, a Fighter forms a Strategy from among the Fighter Bonus Feats in his Repertoire, choosing a number of such feats as given in the table above. This costs the Fighter no actions and is done even before his first turn. The Fighter gains the full benefits of the bonus feats in his Strategy, but no benefits from bonus feats which are in his Repertoire but not currently part of his Strategy.
At the start of each of his turns, before he takes any other actions, a Fighter may spend a swift action to form a new Strategy.
(Credit: Ziegander; slight tweaks by me)
Traditional Talent
Level: 2
Lose: Talent Pool
Gain:
Talent Points-- Instead of dice, you gain Talent points. These function exactly as Talent dice, but use one-half your key ability modifier in place of the die result.
Beginning at second level, a fighter can draw upon a pool of skill and toughness far in excess of normal warriors. He gains a number of Talent points equal to his fighter level plus his key ability modifier. This pool may be refilled with 8 hours of rest. In addition, at the beginning of each combat encounter, he regains a number of points equal to his key ability modifier. This gain cannot cause his number of Talent points to exceed his normal maximum.
A fighter may expend one Talent point to gain a competence bonus equal to his key ability modifier on one attack roll, damage roll, saving throw, physical ability check (Strength, Dexterity, and Constitution), or physical skill check (one based on the aforementioned abilities), in addition to certain extra uses based on the fighter's Aspect. He may expend no more than one-half his key ability modifier points to boost a single roll.
Adepts may expend points to gain a bonus on Wisdom checks and Wisdom-based skills.
Leaders may expend points to gain a bonus on Charisma checks and Charisma-based skills.
Tacticians may expend points to gain a bonus on Intelligence checks and Intelligence-based skills.
Barbarians may expend points to gain a bonus on Survival checks. Additionally, when expending points to boost Strength-based checks and skills, multiply the bonus by two.
Favored Style
Level: 1
Lose: One Fighting Style
Gain: The fighting style
And also the Barbarian, now!
Alignment: Any
Hit Die: d10
Class Skills: The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge (History), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4
Skill Points at Each Additional Level: 4 + Int modifier
Level
BAB
Fort
Ref
Will
Special
Fighting Style Feats
Talent Pool
Power of Steel
1st
+1
+2
+1
+1
Aspect, Fighting Styles (2), First in the Fight
1
—
—
2nd
+2
+3
+1
+1
Talent Pool
1
1d4
—
3rd
+3
+3
+2
+2
Armor Mastery, Aspect Ability
2
1d4
—
4th
+4
+4
+2
+2
Grit, The Power of Steel, Fighting Styles (3)
2
2d4
+1
5th
+5
+4
+3
+3
The Bigger They Are…
3
2d4
+1
6th
+6/+1
+5
+3
+3
Battle Recovery, Aspect Ability
3
3d6
+1
7th
+7/+2
+5
+3
+3
Parry
4
3d6
+1
8th
+8/+3
+6
+4
+4
Man of Action (Swift), Fighting Styles (4)
4
4d6
+2
9th
+9/+4
+6
+4
+4
Aspect Ability
5
4d6
+2
10th
+10/+5
+7
+5
+5
Storm of Steel
5
5d6
+2
11th
+11/+6/+1
+7
+5
+5
…The Harder They Fall
6
5d8
+2
12th
+12/+7/+2
+8
+6
+6
Man of Action (Move), Aspect Ability, Fighting Styles (5)
6
6d8
+3
13th
+13/+8/+3
+8
+6
+6
Flow of Battle
7
6d8
+3
14th
+14/+9/+4
+9
+6
+6
Problem Solver
7
7d8
+3
15th
+15/+10/+5
+9
+7
+7
Aspect Ability
8
7d8
+3
16th
+16/+11/+6/+1
+10
+7
+7
Man of Action (Standard), Fighting Styles (6)
8
8d10
+4
17th
+17/+12/+7/+2
+10
+8
+8
Counterattack
9
8d10
+4
18th
+18/+13/+8/+3
+11
+8
+8
Aspect Ability
9
9d10
+4
19th
+19/+14/+9/+4
+11
+8
+8
Perfect Warrior
10
9d10
+4
20th
+20/+15/+10/+5
+12
+9
+9
Man of Action (Full-Round), Fighting Styles (7)
10
10d10
+5
Proficiencies: A Fighter is proficient with all simple and martial weapons, all light, medium, and heavy armors, and with all shields (including Tower Shields). By spending 12 hours practicing with an armor, a shield, or a weapon that he is not proficient with a Fighter gains proficiency with that item. This practice need not be taken consecutively.
Aspect: Not all warriors are the same. Some are cunning generals, some brilliant leaders, and others pragmatic veterans. At first level, a fighter selects one of three Aspects: Adept, Leader, or Tactician, gaining benefits as shown on the table below-- he gains the listed feat as a bonus feat without needing to meet the prerequisites, and adds the listed skills to his list of class skills. Once selected, a fighter cannot change his Aspect.
Adept
Leader
Tactician
Barbarian
Key Ability
Wisdom
Charisma
Intelligence
Constitution
New Skills
Autohypnosis, Sense Motive, Survival
Bluff, Diplomacy, Gather Information, Perform (Weapon Drill), Sense Motive
Appraise, Knowledge (all), Speak Language
Survival
Bonus Feat
Eyes in the Back of Your Head (Complete Warrior) or Blind-Fight
Battlefield Inspiration (Miniatures Handbook) or Skill Focus (Diplomacy)
Adaptable Flanker (Player's Handbook 2) or Combat Reflexes
Headlong Rush (Races of Faerun) or Improved Bull Rush
Fighting Styles (Ex): A fighter masters weapons and combat techniques like most men read books. At first level, he creates two fighting styles. At 4th level, and every subsequent 4th level, he may create one additional fighting style.
For each fighting style, he selects a number of fighter bonus feats or feats with a BAB requirement equal to one-half his fighter level, rounded up. When choosing feats for a fighting style, he may substitute 10+Fighter level for any ability score requirement-- thus, a 4th level Fighter with a Dexterity of 11 could still learn Rapid Shot. He counts as knowing all bonus feats selected for this ability at the same time when it comes to qualifying for feats, prestige classes, and so on.
He may switch between fighting styles as a free action, gaining the benefits of the bonus feats of whatever style he's currently using. Additionally, he does not provoke attacks of opportunity for attempting combat maneuvers such as trips and grapple attempts.
First in the Fight (Ex): A fighter adds one half his fighter level to initiative rolls, rounded up.
Talent Pool (Ex): When the going gets tough, the fighter gets going. Starting at 2nd level, a fighter is granted access to a pool of bonus dice, known as his Talent Pool. At second level, this pool consists of only one d4, but it increases by one dice every even-numbered level. In addition, at levels 6, 10, 16, and 20, the size of the dice increases by one step-- d6s at 6th level, d8s and 10th, and so on.
At any point in the game, a fighter may expend die from his talent pool to gain a bonus to certain checks. He rolls each expended die and adds the result to his check. He may not expend more dice on a single check than one-half his Aspect's key ability modifier. He must expend dice before rolling the original check.
When not in combat, expended dice are regenerated at the rate of one die per minute. In addition, at the beginning of each combat encounter— when initiative is rolled— the fighter recovers all expended dice.
Talent Dice may be expended to benefit any attack roll, damage roll, saving throw, physical ability check (Strength, Dexterity, and Constitution), or physical skill check (one based on the aforementioned abilities), inn addition to certain extra uses based on the fighter's Aspect:
Adepts may expend dice to gain a bonus on Wisdom checks and Wisdom-based skills.
Leaders may expend dice to gain a bonus on Charisma checks and Charisma-based skills.
Tacticians may expend dice to gain a bonus on Intelligence checks and Intelligence-based skills.
Barbarians may expend dice on Survival checks. Additionally, they may add one free Talent Pool die to all Strength checks and Strength-based skills. This bonus die does not count towards the limit.
Armor Mastery (Ex): Beginning at 3th level, a fighter may reduce the armor check penalty, and increase the maximum Dexterity bonus, of any armor he wears by an amount equal to his Strength modifier. He may also ignore the speed penalty from medium and heavy armor.
Aspect Ability (Ex): At 3rd level, and every subsequent third level, fighters may select one ability from the lists below. Unless otherwise mentioned, using these abilities is a standard action. You may only use one Aspect Ability per turn.
Grit (Ex): Beginning at 4th level, a fighter can resist magical and unusual attacks with great 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.
The Power of Steel (Ex): Beginning at 4th level, a fighter's weapons count as magic for the purposes of bypassing damage reduction, and they gain a competence bonus to attack and damage equal to one-fourth his fighter level. Any armor or shield he equips gains an equal bonus, as if enchanted. These bonus does not stack with enhancement bonuses-- use whichever is higher.
The Bigger They Are... (Ex): Bigger isn't always better. Beginning at 5th level, when attempting a combat maneuver against a larger foe, a fighter gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference. He may also attempt combat maneuvers that are normally limited by size as though he was one size category larger.
At 8th level, this bonus improves to +8 against foes who are two size categories or more larger than him, effectively cancelling out two size categories worth of difference. Against foes one size larger than the fighter, this bonus is still only +4. For example, a medium sized fighter would have a +4 bonus to grapple checks against and ogre (large size), but a +8 bonus against a cloud giant (huge size). He may also attempt combat maneuvers that are normally limited by size as though he was two size categories larger.
Battle Recovery(Ex): At 6th level, a fighter regains a number of Talent Pool dice at the beginning of each of his turns equal to one-half his key ability modifier.
Parry (Ex): Beginning at 7th level, when a foe makes an attack roll against a fighter, he may, as a free action, expend a Talent Pool die and make an attack roll of his own, at his highest base attack bonus. If his attack roll exceeds his foe's, the foe's attack misses. If the fighter's is lower, he is considered flat-footed against the attack.
Fighters may add their shield bonus to this attack roll, and take a -4 penalty to this attack roll for each size category that their foe is larger than them— however, both “The Bigger They Are…” and “…The Harder the Fall” may be used to reduce this penalty.
A fighter may spend two dice to use this ability to defend an ally. If the fighter's attack roll is less than his foe's, the fighter is left flat-footed, and the attack targets the ally's armor class as normal.
Man of Action(Ex): Beginning at 8th level, a fighter may take an extra swift or immediate action each turn. Beginning at 12th level, he may take an extra swift, immediate, or move action. At 16th, he may take an extra swift, immediate, move, or standard action, and at 20th, he can instead take an extra full-round action.
Storm of Steel (Ex): By 10th level, a fighter’s mastery of combat leaves others in the dust. Whenever they would be allowed to make a single attack, such as when making an attack of opportunity, charging, or taking a standard action to attack, they may make a second attack at a -5 penalt
...The Harder They Fall (Ex): Beginning at 11th level, when attempting a combat maneuver against a larger foe, a fighter gains a bonus to opposed Strength checks, grapple checks, and so on equal to his opponent's size bonus his own size bonus, effectively cancelling out all size differences. He no longer has size-based limits on what creatures he can attempt combat maneuvers against. This ability effectively replaces “The Bigger They Are..."
Flow of Battle (Ex): Beginning at 13th level, a fighter no longer provokes attacks of opportunity from foes with fewer fighter levels than him.
Problem Solver (Ex): Starting at 14th level, a Fighter may ready contingent actions any time he is able to rest for at least 5 minutes. Contingent actions are like readied actions (PHB 160) except that they remain readied indefinitely and after a contingent action has been taken, the Fighter's initiative count does not change. To ready a contingent action, a fighter must set aside a die from his Talent Pool-- he does not gain that die when the pool refreshes, through the use of his Battle Recover ability, or by any other means until he either takes the readied action or de-readies it, at which point the die is expended, and can be recovered normally. A Fighter can only ready number of contingent actions equal to or less than his key ability modifier.
(Credit: Ziegander; tweaked for integration with the Talent Pool)
Counterattack (Ex): By 17th level, a fighter’s skill is such that he punishes foes for the slightest mistake.
While wielding a melee weapon (including unarmed strikes), if a foe within his reach makes a melee attack against the fighter and misses, he may expend a Talent Pool die to immediately make a single melee attack against them at his full base attack bonus.
While wielding a ranged weapon, if a foe within one range increment of his weapon makes a ranged attack against the fighter and misses, he may expend a Talent Pool die to immediately make a single ranged attack against them at his full base attack bonus.
Perfect Warrior (Ex): At 19th level, a fighter may take ten on attack rolls.
Aspect Abilities
Universal
Adaptable Offense: You gain any one of a number of bonuses, depending on what kind of weapon you are wielding.
When wielding a shield, you may add the shield bonus to your touch AC.
When wielding two weapons and making a single melee attack, such as when making an attack of opportunity or taking a standard action to attack, you may also make a second attack with your off-hand weapon.
When wielding a weapon with reach, you may threaten and attack adjacent squares without penalty for one round.
When wielding a ranged weapon, you ignore attacks of opportunity due to firing while in melee for one turn.
Cunning Step: You gain a 10 foot bonus to movement speed and may ignore difficult terrain. In addition, you may expend two Talent Pool dice to ignore magic that usually impedes movement, such as solid fog, slow, and web, for one round.
Defend: Pick one adjacent ally and expend three Talent Pool die. For one round, all attacks against that ally have a miss chance equal to five times your fighter level.
Masterstroke: When making a melee or ranged attack, you may expend two Talent Pool dice to let that attack bypass all hardness and damage reduction.
Mobile Combatant: As an immediate action, expend four Talent Pool dice to move up to your speed.
Roving Warrior: When a opponent within a fighter's reach takes a five-foot step, he may, as an immediate action, move five feet to remain within reach of the foe. This movement provokes attacks of opportunity.
Perfect Shot: When making a melee or ranged attack, you may expend two Talent Pool dice to let that attack ignore wind effects and miss chances due to cover or concealment.
Take the Hit: When an adjacent ally is targeted by a melee or ranged attack, you may expend one Talent Pool die to become the new target of the attack. If an ally within 30 feet is being attacked, you may spend an additional Talent Pool die as an immediate action to move next to him. This movement provokes attacks of opportunity.
Unyielding Attack: When making a full attack, you may spend one Talent Die to allow an iterative attack to strike at your full Base Attack Bonus. This may be done as many times per round as the Fighter has Iterative Attacks.
Adept
Adaptive Defense: After an opponent makes a melee or ranged attack against you, you may spend a Talent Die as a free action to gain an insight bonus to AC equal to your Wisdom modifier against the next 1d4 attacks made against you by that foe.
Exploitation: As a swift action, expend a Talent Pool die and make a Sense Motive check, with a DC equal to the opponent's armor bonuses plus his Base Attack Bonus (AC-10+BAB). If successful, treat your next attack against that foe as a touch attack.
My Turn: If you successfully defend against an opponent's Trip, Disarm, Bull Rush, or Grapple check, you may expend one Talent Die to attempt the same maneuver against the opponent.
On the Edge: You may spend Talent Pool dice to grant yourself and all allies within 50 feet who can see and hear you a bonus to initiative.
Reading: An Adept may spend a swift action and a Talent Pool die to read a foe within 50 feet (Sense Motive Check vs 10+Enemy's Attack Bonus+Wisdom Bonus). If successful, the next attack or spell cast by that foe provokes an attack of opportunity from the Adept.
Superior Position: After an enemy attack misses you, you may spend a Talent Dice as an immediate action to take a 5-foot step.
Leader
Followers: You gain your own squad of soldiers. You gain one soldier per point of your Charisma modifier. Each soldier is a Warrior of one third your fighter level (rounded down), using the elite array for stats, and begins with masterwork equipment. Your soldiers have an initial attitude of Helpful towards you; this can be lowered by your behavior. If their attitude ever drops to Indifferent or below, they leave. If your soldiers die or leave, you may recruit new soldiers at any reasonably large city, as defined by the DM, at a rate of 2d6 hours per soldier. You may recruit commoners as soldiers as well, allowing you to replenish your squad from smaller towns, but doing so requires another 2d6 days of training, and you must provide equipment. If soldiers have recently left you because of ill treatment, recruiting replacements takes 1d6 days per soldier.
Inspire: When an ally within 30 feet rolls a saving throw against an ongoing effect, or against fear, you may expend any number of Talent Pool dice up to your Charisma modifier. Roll these dice, and grant your ally a morale bonus to his saving throw equal to the result. You must expend the die before your ally sees the result of his roll.
Lead From the Front: You may expend two Talent Pool dice to grant an ally within 30 feet a single move action, to be taken immediately.
Overcome: Expend two Talent Pool dice to grant an ally within 30 feet a new saving throw against an ongoing effect.
Press the Attack: As a few action after reducing a foe to zero or fewer hit points, you may expend any number of Talent Pool dice. For every three dice expended in this fashion, an ally within 30 feet may immediately make a ranged or melee attack.
Squad Combat: Adjacent allies gain a bonus to attack and AC equal to one-third your fighter level.
Teamwork: You may expend Talent Pool dice to grant a bonus to the attack and damage rolls of allies flanking a foe with you.
Vengeance is Ours: If an ally within 30 feet is reduced to zero or fewer hit points, all other allies within 30 feet, including you, gain damage reduction and a morale bonus to attack rolls and Will saves equal to your Charisma modifier for a number of rounds equal to your Charisma modifier.
Tactician
Called Shot: When making a melee or ranged attack, you may expend any number of Talent Pool dice without gaining the normal bonus for doing so. If your target is hit, he must make a Fortitude save (DC 10 + number of expended die + Intelligence modifier) or take one point of damage to a physical ability per expended die.
Denial: When an enemy within your reach attempts to use a spell or spell-like ability, you may, as an immediate action, expend two Talent Pool dice and make a single melee attack against the caster. If you successfully hit and deal damage, the spell is countered and the enemy's action is wasted.
Halt: If you make a successful attack of opportunity, you may expend one Talent Pool die to end your opponent's move action on the spot, even if he could normally move farther.
Reaction Tactics: When making attacks of opportunity, or using your Counterattack class ability, you may make a combat maneuver (trip, disarm, bull rush, and so on) in place of a standard melee attack.
Stand and Fight: As an immediate action, expend three Talent Pool dice to prevent a foe from leaving your threatened area with his current move action.
Watchful Blade: Pick one foe within 50 feet and expend three Talent Pool dice. For one round, all of that foe’s actions provoke attacks of opportunity from you.
Wounding Strike: After striking a foe with a ranged or melee attack, you may expend any number of Talent Pool dice. For one die, the attack bypasses regeneration and deals lethal damage. For two dice, the damage caused by the attack does not heal naturally or magically must until the target is the benefit of a Heal check with a DC equal to the fighter’s level plus his Intelligence modifier, or the spell has no effect.
Victor of a Thousand Battles: You gain the Bardic Knowledge special ability. In addition, you may expend one die from your Talent Pool to gain one use of the Knowledge Devotion feat (Complete Champion), picking a single type of monster to make a check and gain bonuses against. If you have the Knowledge Devotion feat, you may instead add one free Talent Pool die towards checks made to activate it. This die does not count towards the normal maximum.
Barbarian
Rage: As a swift action, you may expend any number of Talent Pool dice to enter a rage. You gain a morale bonus to Strength and Constitution equal to the maximum value of your die for 2 rounds, plus 1 round per die expended. Afterwards, you're fatigued for one minute per round of rage. While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), any abilities that require patience or concentration, and you cannot 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. You can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
Steel Spirit: As an immediate action when struck by an attack, you may expend any number of Talent Pool dice. Roll all dice and subtract the result from the incoming damage.
Eye of Hate: You may use your Strength modifier in place of your Charisma modifier when making Intimidate checks. You may also make an Intimidate check in place of a Gather Information check.
Bite Yourself: As a standard action, make a melee touch attack against a foe. If you succeed, the two of you make opposed grapple attempts. If you succeed, you cause your enemy to injure itself with its own weapon, dealing damage equal to the weapon's base damage plus your Strength modifier, +4 for every size category larger than your foe you are. You may use this ability with natural and manufactured weapons alike.
Brutal Leap: As a move action, expend any number of Talent Pool dice and leap ten feet in any direction per die expended. This leap may carry you in any direction without penalty, even straight up. You may take the rest of your actions during this movement.
Massive Blow: After striking a foe with a melee attack, expend a Talent Pool die to make a Bull Rush attempt as a free action. You do not have to move with your foe to push them the full distance. If the movement would push your target into a solid object, their movement stops as normal and they take 2d6 damage, +2d6 damage per 5ft of remaining movement.
Alternate Class Features
Strategy
Level: 1
Lose: Fighting Styles
Gain:
Strategy (Ex): A Fighter begins play with the knowledge of three Fighter Bonus Feats, which he adds to his Repertoire. He may not use any of these three feats to meet the prerequisites for one another. At every level after 1st, the Fighter adds a new Fighter Bonus Feat to his Repertoire.
A Fighter is also able to add Fighter Bonus Feats to his Repertoire through practice and/or observation with a successful Martial Lore check (DC 20 + 1 per Base Attack Bonus or Fighter level requirement in the feat's prerequisites +2 for each other feat among the feat's prerequisites). Anytime a creature within 30ft of the Fighter actively uses the benefit of a Fighter Bonus Feat it knows that the Fighter doesn't know, the Fighter should be given an opportunity to identify that feat with a Martial Lore check. A fighter can subsequently attempt to master any feat identified in this manner with an hour of exercise.
If the Fighter is able to hire someone to teach him a feat (Hireling level × the Martial Lore DC gp per day), the DC to learn it is reduced by 10. Learning a feat in this way is easier, but takes longer, requiring one day (8 hours per day) of practice per 5 points of the feat's Martial Lore DC. At the end of this period, the Fighter makes a Martial Lore check against the reduced DC. If this check is successful, the Fighter adds the feat to his Repertoire. If not, he may pay his tutor for additional training.
Martial Lore and Learning Feats
DC
Situation
20
Add a feat to your Repertoire
+1
per point of BAB in the feat's prerequisites
+1
per point of Fighter Level requirements in the feat's prerequisites
+2
prerequisite feat
-10
trainer
At the start of every combat encounter, a Fighter forms a Strategy from among the Fighter Bonus Feats in his Repertoire, choosing a number of such feats as given in the table above. This costs the Fighter no actions and is done even before his first turn. The Fighter gains the full benefits of the bonus feats in his Strategy, but no benefits from bonus feats which are in his Repertoire but not currently part of his Strategy.
At the start of each of his turns, before he takes any other actions, a Fighter may spend a swift action to form a new Strategy.
(Credit: Ziegander; slight tweaks by me)
Traditional Talent
Level: 2
Lose: Talent Pool
Gain:
Talent Points-- Instead of dice, you gain Talent points. These function exactly as Talent dice, but use one-half your key ability modifier in place of the die result.
Beginning at second level, a fighter can draw upon a pool of skill and toughness far in excess of normal warriors. He gains a number of Talent points equal to his fighter level plus his key ability modifier. This pool may be refilled with 8 hours of rest. In addition, at the beginning of each combat encounter, he regains a number of points equal to his key ability modifier. This gain cannot cause his number of Talent points to exceed his normal maximum.
A fighter may expend one Talent point to gain a competence bonus equal to his key ability modifier on one attack roll, damage roll, saving throw, physical ability check (Strength, Dexterity, and Constitution), or physical skill check (one based on the aforementioned abilities), in addition to certain extra uses based on the fighter's Aspect. He may expend no more than one-half his key ability modifier points to boost a single roll.
Adepts may expend points to gain a bonus on Wisdom checks and Wisdom-based skills.
Leaders may expend points to gain a bonus on Charisma checks and Charisma-based skills.
Tacticians may expend points to gain a bonus on Intelligence checks and Intelligence-based skills.
Barbarians may expend points to gain a bonus on Survival checks. Additionally, when expending points to boost Strength-based checks and skills, multiply the bonus by two.
Favored Style
Level: 1
Lose: One Fighting Style
Gain: The fighting style