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Realms of Chaos
2014-02-23, 12:47 PM
FIGHTER FIX CLASS FEATURE COMPENDIUM

The fighter class kind of sucks. Even with all of the best ACFs, the fighter is a mid tier-4 class at its best. This is establish. This is old. We probably all know this and I think that we average at least a couple fighter fixes a week.

With that said, we are kind of stuck on a hamster wheel trying to fix this class as a community because there is no real consensus on what to do. The fighter needs to be mundane. The fighter needs to be gritty. The fighter needs to fight alongside factotums. The fighter can't be the only mundane character. The fighter needs more skills. The fighter needs to be a general. The fighter needs action economy. The fighter needs to be smart. Threads discussing the needs of the fighter class have gone on since times immemorial and have established a good deal of truisms and have resulted in some decent fighter fixes as well.

With that said, most truisms developed because they were things that we largely agreed upon from the start so I question how much positive progress they really make towards the creation of a fighter fix on their own. All too often have I seen a component of a fix that I thought was perfect, a class feature that I'd likely never use because I didn't really favor the rest of the class for one reason or another.

While ongoing discussions on fighter philosophy will hopefully help to guide individual class features into alignment into a way that makes sense (avoiding some issues of the monk class), this thread is made as a more mechanical supplement to that more philosophical discussion to help preserve the best mechanical implementations of great ideas so that homebrewers don't have to keep re-inventing the wheel if they don't want to.


HOW THIS WORKS

Hopefully, you guys are going to help submit fighter class features to this thread, developing a list (where you're feature will be attributed to you) that I'll update in the reserved posts below once per day. When you post, you may also grant a single commendation for a class feature that you have not submitted. This commendation grants neither the power nor its creator any spooky powers or rank, acting solely to help people look through a thread that is likely to grow pretty huge find what is popular.


CLASS FEATURE SUBMISSION GUIDELINES (PLEASE READ)

what is posted here is posted so that others may use it, possibly without modification or direct citation. With that said, I do ask that those who use this resource in making a fix link back here both to help out more people making their newest fixes and so that those curious could see where the class features came from. Also, if it needs to be said, taking class features from here and using them to make a commercial product is a real jerk move.
Please only submit a few class features (3-4) per day. Dumping the full contents of 40+ fighter fixes in a single day would probably just make me cry and this ensures that posters put some thought into what they submit first.
To make things as open as possible for producers, any reference to specific levels when the ability is gained will be replaced with "Xth" in the reserved posts below. Most abilities could come a level or two early or later than intended without disrupting the game and the power of the class feature will hopefully speak for itself. As a special exception, text such as "at each odd level" or "every 3 levels afterwards" will remain intact.
As we are concerned with class features here, this is not the place for recommendations on the class chassis (such as saves, proficiency suites, or skill lists/skill points per level)
You are welcome to transform a fighter talent/art of war/tactics/other menu ability into a class feature for our purposes. You may likewise convert an ACF you have made into a class feature of its own or produce a class feature even if you've never produced a full fix.
In light of the above, please do not submit a list of talents to be gained every X levels. Those things tend to be a bit bigger than what this thread is really designed for.
Similarly, please do not submit psuedo-magic systems for the fighter (again, they tend towards the huge). If you think that a fighter deserves a supernatural or spell-like class feature, though, feel free to submit them.
You are welcome to submit class features similar to those that have already been submitted. If we end up with 20 variations on abilities that let you break action economy, those using this resource will be able to see the subtleties between the abilities and see what looks most promising.
Please only submit fighter class features that you have created. If the original creator of a class feature has been banned or has left the forum, it will not appear here.
You are welcome to have any or all class features you have submitted removed from the list at any time with no questions asked or to alter what you have put up. Just make a post (if the thread has somehow died, send me a PM and I'll make the changes).




COMMENDATION GUIDELINES (PLEASE READ)

Everyone is limited to one commendation per day. Unused ones from one day do not pass onto the next.
You need not give your commendation for the day and submit your features for the day in the same post (especially if you're one of the first posters and there's not much to commend).
You may not give a commendation for a class feature you have created. When the thread gets big enough that something without commendations might not be noticed, this rule may be altered.
You may not commend a single class feature more than once. Again, this rule may be revised in due time.
Getting commendations on something you have created grants no special privileges or rank within the thread, if that needed stating.
While you are welcome to discuss certain features in this thread, there will not be notes as there were in my past "homebrew galleria". The class features should be bite-sized enough that "problems" with them will be readily apparent.
There is no "unlike button" for class features. If you have misread a feature that you commended or don't like it too much after thinking about it, you are free to withdraw a commendation without question. It is to be understood that it is nothing personal.



What this thread is not

This is not a popularity contest.
This is not a restriction on how you build your fighter fixes. Even if (by some miracle) one class feature for breaking action economy seems to become the "industry standard", this thread and this entire forum thrives on creativity so feel free to break the mold at each opportunity.
This is not a guide to building fighter fixes. I kind of dread what monstrosity would arise from treating the thread like one. :smalleek:



Searching For New or Popular Features:
Once the list has grown large enough, you may find it hard to parse through every individual class feature to find what people generally like. Don't worry, though, because I have you covered. Press ctrl + f to search and type in Commendations: to start toggling through the class features that have received commendations. If you want to search for especially popular features once the thread has grown large enough, simply type in a number immediately afterwards to only find features with at least that many commendations.

If you want to scan the most recent class features, meanwhile, the task is far easier. Pretty much without exception, the oldest class features will be at the top of the list while the newest ones will be at the bottom so feel free to scan from the bottom of the post upwards until you're retreading familiar ground (though be aware that several class features may be similar).


NEW ADJUSTMENTS:

Class Feature Tags (2/23/14): Different abilities will now be tagged according to what they do. If you want to search for certain categories of features, feel free to search for the following tags: [offense], [defense], [mobility], [action economy], [utility], [healing], [control], [buff], and [debuff] (and possibly [minion] if we get any of that). Certain abilities will get multiple tags as appropriate.

Class Features Mentioning Other Class Features (2/23/14): If one class feature specifically calls out to another, whether by name or mechanics, please post both together so it will be easy to see what they are actually doing. Otherwise, me posting up the class features would likely just cause more confusion than anything else.

Realms of Chaos
2014-02-23, 12:50 PM
Post #1 (2/23/14 - Present):

Instinctual Guard (Ex):
By Amechra: [Defense]
At Xth level, a Fighter may take an Immediate action to grant themselves a Deflection bonus to AC equal to their Strength modifier until the beginning of their next round.

Alternatively, if they are targeted by an effect that does not require an attack roll, they may, as an immediate action, force the user of that ability to make a touch attack. The touch attack is a melee touch attack if the user of the effect is threatening the Fighter in melee; if the user of the effect is not threatening the Fighter, it is a ranged touch attack instead.

If the touch attack fails, the effect fails to affect the fighter.

Fierce Guard (Ex):
By Amechra: [Defense]
At Yth level, as long as a Fighter is benefiting from a bonus to their armor class due to Instinctual Guard, they may, as a free action able to be taken on another creature's turn, regain their Dexterity bonus to armor class and cease being flatfooted.

In addition, if they use Instinctual Guard to force another creature to make a touch attack, that creature instead has to make a normal attack roll.

Finally, if a creature makes a touch attack against them, the Fighter may, as an immediate action, force them to make a normal attack roll instead.

Parry (Ex):
By Dienekes: [Defense]
As a reaction, you may negate an attack made against you by making a melee attack roll at your highest base attack modifier. If your attack roll is equal to the result of the attack roll you wish to negate, the attempt is successful. You may use this ability multiple times during a round. You take a cumulative -5 penalty on your attack roll for every time you have used Parry since the beginning of your last turn. You must have a melee weapon drawn to use this class feature, and you must be aware of the attack and not flat-footed.

Riposte (Ex):
By Dienekes: [Defense], [Offense]
After a successful use of the Parry ability, you can make an attack of opportunity against the opponent whose attack you have successfully negated.

Shot to the Ground (Ex):
By Dienekes: [Debuff]
A fighter make a ranged attack roll as a standard action against a flying opponent. If the attack is successful the opponent must make a Fort save (DC 10 + ½ his base attack bonus + his Dexterity modifier) if successful the target falls to the ground. If the creature has a natural fly speed they are unable to fly for the next 1d4+1 rounds. If the creature was flying through the use of a spell, supernatural ability, or spell-like ability it is negated and must be recast.

Bodyguard (Ex):
By Dienekes: [Defense]
A fighter can spend an immediate action when an opponent attempts to attack one ally adjacent to the fighter with a melee or ranged attack or casts a single target spell, or spell-like ability against that ally. The attack, spell, or ability instead target’s the fighter.

Force of Will (Ex):
By Zaydos: [Defense]
A fighter's sheer heroic will power allows them to shrug off most effects. Starting at Xth level if a fighter fails a save against a non-instantaneous spell or ability he re-rolls the saving throw one round later against the same DC.

Heroic Endurance (Ex):
By Zaydos: [Defense]
A fighter of at least Xth level is more able to shrug off dangerous blows. Beginning at Xth level they no longer automatically fail saving throws on a natural one, although if the DC is higher than their modified roll they still fail.

Interrupt:
By Jormengand: [Debuff], [Mobility]
From Xth level, when a creature attempts to cast a spell, if they are within the fighter's combined movement range and reach, the fighter may, as an immediate action, move up to them and attack them.

The fighter may not do so if he chooses to make an attack of opportunity from the spellcasting attempt, and vice versa.

Irresistible force:
By Jormengand: [Control]
From Xth level onwards, when the Fightermakes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Fighter. This may push the enemy diagonally.

Immovable object:
By Jormengand: [Control]
From Xth level onwards, the Fighter can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.

Inconceivable event:
By Jormengand: [Offense]
At Xth level, if an ally dies, then the Honour Guard may charge the person who killed them if they are in range as an immediate action. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.

Spellslayer (Su):
By Jormengand: [Debuff]
At Xth level, if the Fighter damages a spellcaster, they immediately lose some of their spells. The number of spell levels lost is equal to the damage dealt, rounded up. The highest possible spell slots are taken first. For example, if a wizard with 2 level 8 spells remaining takes 25 damage, he loses both level 8 spells, a level 7 spell and a level 2 spell. For prepared casters, these spells are determined randomly.

A manifester instead loses psi points equal to the damage dealt.

Speak with your Muscles (Ex):
By Erberor: [Utility]: Commendations:1
beginning at level X, You may use your Strength modifier to determine your bonus on CHA based checks instead of Charisma, if it would be an improvement.

God of War (Ex):
By Erberor: [Offense]
beginning at level X (at least lvl 6) when making a full attack, extra attacks gained from a high base attack bonus are made at a cumulative -3 penalty instead of -5. For example, +17/+12/+7/+2 would become +17/+14/+11/+8.

Special: if wielding two weapons, extra attacks gained from improved two weapon fighting and greater two weapon fighting are made at a -3 and -6 penalty respectively, instead of -5 and -10.


Ever Vigilant (Ex):
By Erberor: [Utility]
Beginning at level X, you no longer need to sleep (or trance) and are immune to magical sleep effects. However, you can only gain the benefits of resting if you spend at least 4 hours performing light, non strenuous activities.

Special: You must still rest for a full 8 hours to recover/prepare spells.

Master of Many Styles
By Seerow: [Offense], [Utility]: Commendations:1
For every Fighter Bonus Feat you possess, you may choose one additional feat. This extra set of Fighter Bonus Feats makes up a Combat Style. At any time you may choose to switch between your normal set of Fighter Bonus Feats and this Combat Style as a swift action. When you make this switch, all feats are changed at once. The Fighter may change back to his normal feats using a swift action.

The Fighter masters additional Combat Styles as his level increases. At level X and every Y levels thereafter, the Fighter gains one additional combat style. A Fighter may switch directly between two different combat styles as a swift action. You may not use your Fighter Bonus feats to qualify for a feat in your combat style, or vice verca.

Weapon Superiority
By Seerow: [Offense]: Commendations:1
The Fighter is a master of fighting with weapons in esoteric ways that foes do not anticipate. Starting at level X the Fighter may choose one feature from the list below to use with any weapon he has Weapon Focus in (or can apply Melee/Ranged Weapon Mastery to). Every Y levels he may choose one additional feature.

Starting at level X, the Fighter may change these properties with a few minutes of practicing and concentration. At level Y, he may change these properties as a swift action once per round. At level Z, he can change these properties as an immediate action.


Reach-You may treat a non-reach weapon as a reach weapon.
Inclusive Reach-You may threaten squares adjacent to you while wielding a reach weapon
Finessible-You may treat the weapon as if it was usable with Weapon Finesse, even if it is normally not capable of such.
Concealable-You gain a +5 bonus on sleight of hand when attempting to hide your weapon.
Brutal-Reroll any 1s on your damage roll. If taken a second time, reroll 2s as well.
Deadly-Gain a +2 bonus to confirm critical threats.
Accurate-Gain a +1 bonus to-hit.
Forceful-Your weapon deals damage as though it were 1 effective size category larger.
Charger-Use your weapon to deal double damage on a mounted charge, like a lance.
Chargebreaker-You can set your weapon against a charge.
Double Weapon-You can treat your weapon as a double weapon, even if it is not one. Effectively you can two weapon fight while wielding only a single weapon. Normal rules for double weapons apply (take normal TWFing penalties, count weapon as 1h and light weapon, even if being wielded in two hands).
Tripping Weapon-You may use the weapon to trip an opponent
Grappling Weapon-You may use the weapon in a grapple even if you otherwise would not be able to.
Bullrushing-You may use the weapon to bullrush an opponent without provoking an attack of opportunity. If you have the Improved Bullrush Feat, this allows you to bullrush creatures 1 size category larger than normal.
Combat Maneuver Bonus-You gain a +4 bonus to a specific combat maneuver (such as Bullrushing, Tripping, Feinting, etc) made using the weapon.
Melee Adaptation-You can use a ranged or throwing weapon as a melee weapon.
Throwing-You may treat a weapon not designed to be thrown as a throwing weapon with a range increment of 20ft.
Increased Range Increment-You may treat a throwing or projectile weapon as though its range increment were 30ft longer than usual
Rapid Reload-Reloading your weapon is faster than normal. (Full Round becomes Standard, Standard becomes move, move becomes free). You may use this ability multiple times with the effect stacking.
Returning-If you miss an attack with a thrown weapon, it returns to your square at the end of the round.
Ricochet-When successful with a ranged attack, you can make a second attack roll at a -2 to hit an adjacent target. This may be used 1/round.

Battlefield Mobility
By Seerow: [Mobility]
At level X the Fighter gains a 10ft bonus to his Movement Speed for every 5 Fighter levels possessed (round down). As a swift action you can move up to half your movement speed without provoking attacks of opportunity.

Warlord's Knowledge
By Seerow: [Utility]
The Fighter can make a special knowledge check with a bonus equal to his Fighter class level in place of any knowledge check involving battle on a small or large scale. This may be used to identify creatures, gain information about battle formations, draw out a siege plan, and so on.

5 ranks of Knowledge(History) provides a +2 synergy bonus with Warlord's Knowledge.

Combat Mastery:
By Realms of Chaos: [Defense], [Mobility] [Offense], [Utility]: Commendations:1
As a fighter, you possess deep wells of training and experience that you can call upon in combat. You gain one mastery point at each odd level, points that can be spent in a number of ways as described below. You regain all spent mastery points at the end of your actions each round.

Conflict: You may spend any number of points before making an attack roll with a weapon to add a competence bonus of equal size to your roll. With a successful attack roll, you may spend any number of points before rolling for damage to gain a competence bonus twice as large to that single damage roll (this bonus is not multiplied with a successful critical hit).

Defense: You may spend any number of points before making a saving throw to add a competence bonus of equal size to your roll. Further, you may spend points to gain a competence of equal size against any attack made against you before the attack roll is made (you must be aware of the attack and capable of movement to gain this last bonus).

Practice: Whenever you would make any other d20 roll to which you add a physical ability score modifier (Strength, Dexterity, and/or Constitution), you may spend a number of points before rolling to add a competence bonus of equal size to your roll.

Tactics: You may spend a single mastery point to draw or sheath a weapon as a free action, make a single provoked attack of opportunity beyond your normal limit for the round, add a +5 foot bonus to your speed or that of your mount for the duration of a single move or charge action, increase the range increment of a ranged or thrown weapon by +5 feet for your next attack, or reduce a miss chance that would apply to your next attack by 10% before making the attack roll (to a minimum of 0%). The final three effects all stack with themselves.

Watchful Eye (Ex)
By Kane0: [Utility]
The fighter gains a +1 every X levels to Initiative, spot and listen rolls.

Adaptability (Ex)
By Kane0: [Offense][Defense][Utility]
The fighter gains 1d4 per X levels that he can choose to add to any d20 or damage roll. These dice are replenished every X rounds and must be used before the roll is made.

Armsmaster (Ex)
By Kane0:: [Offense]
The fighter treats all non-magical weapons he wields as having an enchantment bonus equal to +1 per X levels for all purposes it would be beneficial, including overcoming DR/Magic and the enchantment bonus to attack and damage.

Armor Mastery (Ex)
By Kane0: [Defense]
The Fighter reduces the ACP and increases the Maximum Dexterity Bonus on any armor he wears by 1 per X levels, and does not have his speed decreased by wearing armor.

Mobile Defense (Ex)
By Unbeliever536: [Defense] [Mobility]
You react quickly to opponents attempting to move past you. In addition to squares you can reach with the melee weapon you wield, you threaten all squares adjacent to those you can reach. If an opponent provokes an attack of opportunity from you, you may make a 5-foot step before you make the attack, as long as you can reach the opponent when you make the attack. If the opponent provoked the attack of opportunity from a square you cannot reach, you must use this ability to move such that you can reach that opponent in order to take that attack of opportunity.

Antimagic Guard (Su):
By Jormengand: [Buff]
Allies in short range (25 feet, plus 5 feet per two fighter levels) gain 6 + Fighter level spell resistance and power resistance at sixth level, which does not stack with any spell/power resistance they already have, so long as the Fighter wields a shield.

Reditomancer (Su):
By Jormengand: [Defense]
At fourteenth level, the Fighter can attempt to return the power of an opponent's spell by bouncing it off his shield. Of course, he must have a shield equipped to use this ability. When and only when a spell is cast, if the Fighter takes the effect of the spell, under whatever circumstances, the spell has a chance to be reflected.

The spell's caster and the Fighter take an opposed caster level check - the Fighter's base caster level is the same as his class level - and if the Fighter wins, the spell's caster is affected by the ability as well as the intended targets. Further, if an area of effect spell is used it affects an area over the caster. All other details of the spell remain as written.

No spell which is beneficial to the target may be reflected, and some other spells are unsuitable for reflection. Examples include Antimagic Field and Command.

This ability may be used against a psionic power in exactly the same way, using manifester level instead of caster levels, and may similarly be used against spell-like abilities.

This is an Abjuration effect.

Look out! (Ex):
By Jormengand: [Defense] [Mobility]

The Fighter may leap into danger to protect a guarded ally within half the Fighter's movement range as an immediate action in response to any spell or attack which specifies a target or area and must physically travel there, even a melee attack. The Fighter makes an attack roll with a DC equal to the result of the attack roll that was made to hit the target. If no attack roll is required, a ranged attack roll is made to provide the DC.

If the Fighter succeeds, the Fighter takes all the effects of the spell or attack. If he succeeds by 10 or more, neither he nor the target take the effects.

Combat Versatility (Ex):
By Grod The Giant: [Offense] [Utility]
A fighter masters weapons and combat techniques like most men read books. At Xth level, he chooses three weapon groups. For each weapon group, he may select a number of fighter bonus feats equal to one-half his fighter level, rounded up. Whenever he wields a weapon from the specified group, he gains the benefits of the chosen bonus feats.

At (X+Y)th level, and every subsequent Yth level, he may pick one new weapon group.

A fighter may select the same weapon group more than once. If he does so, he gains a second set of bonus feats usable with that weapon. When wielding the weapon in question, he may switch between sets of bonus feats as an immediate action.

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.

Veteran of a Thousand Wars (Ex):
By Grod The Giant: [Defense] [Offense] [Utility]
A fighter lacks the extensive formal education of a wizard, but he knows how to kill things. Beginning at Xth level, he may make a special knowledge check with a bonus equal to his fighter level plus his Intelligence modifier to identify monsters and their special powers and vulnerabilities. In addition, he receives an insight bonus to attack and armor class against that type of creature, based on the table below

{table=head]Check Result|Bonus Granted
10-15|+1
16-25|+2
26–30|+3
31–35|+4
36+|+5[/table]

The Bigger They Are... (Ex):
By Grod The Giant: [Offense]
Bigger isn't always better. Beginning at Xth 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.

At (X+Y)th 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).

At (X+2Y)th level, the formula simplifies: 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.

Flow of Battle (Ex):
By Grod The Giant: [Defense]
Beginning at Xth level, a fighter no longer provokes attacks of opportunity from foes with fewer fighter levels than him.

Hold Up the Sky:
By Erberor: [Utility]
At level X, your strength and constitution scores are treated as triple their normal value when calculating carry weight/lifting capacity, how long you can hold your breath, and bonuses to constitution and strength checks and skill checks, excluding fortitude saves.

Legendary Fortitude:
By Seerow: [Utility]: Commendations:2
The Fighter gains the ability to maintain strenuous labors for an unreasonably long time. Any time a Strength, Con, or Dexterity check, or saving throw to which one of those stats is applied, is called for on a periodic basis (ie "once a round", "once a minute", etc) the time between checks is increased exponentially, if it is beneficial to the Fighter. Effects that require rolls once a round now are rolled once per hour. Effects that require rolls once per minute require rolls once per day. Any effects that require rolls further apart than that are now rolled once per week.

Master's Expertise:
By Seerow: [Utility]
The Fighter can turn his expertise towards the endeavors that are most useful to him, using his mastery of combat to ignore impediments to his progress. For every X Fighter levels possessed, the Fighter may ignore one prerequisite feat of a feat he wishes to take, or reduce the BAB requirement of the feat by X.

Martial Adaptation:
By Seerow: [Utility]
The Fighter gains one floating [Fighter] feat, which may be changed at any time to a feat he qualifies for as a swift action. The Fighter may not use this Floating feat to qualify for any other feats or prestige classes. An level X he gains one additional floating bonus feat, changing each of these feats requires separate actions.

On the Fly Adjustment:
By Seerow: [Debuff]
The Fighter can spend a full round action analyzing his opponent's fighting style, and develop a strategy to beat it. After taking the full round action, the fighter makes an intelligence check with a bonus equal to his BAB, with a target equal to the enemy's BAB+10. If the Fighter is successful, the Fighter chooses one ability or feat the target possesses, the Fighter and all allies ignore the chosen ability for a number of rounds equal to 3+fighter level. An enemy that has been affected by this ability once may not be affected again for 24 hours. (Note for the purpose of this feature, "Spellcasting" is not a valid ability selection, but a specific spell, such as "Haste" is).

Strike Without Contact (Ex):
By toapat: [Offense]
At Xth level, the Fighter may lash out at a target who does not fall within reach of his weapon. As a Standard Action, the Fighter may make an attack roll against an enemy within line of sight of their choosing out to 60'. If an ally is adjacent to the target of Strike Without Contact, treat the attack roll as though shooting into melee.

If the attack is successful, roll for damage as if you had struck the target in melee.

Part the Tide (Ex):
By toapat: [Offense]
At Xth level, a fighter strikes with unstoppable force. When using Strike Without Contact, when using a bow out to its first range increment, or when using a thrown weapon out to its maximum range, you may strike all targets in a line between you and your initial target and beyond, out to the first range increment of the attack. You must use the same attack roll as against your initial target. Any creatures which you exceed their armor value for take damage as though struck with the weapon.

If a spell is infused into the fighter's weapon, it is discharged on the struck creature closest to the fighter.

Cut the World (Su)
By unbeliever536: [Utility]
You may use a slashing weapon you wield to cut through the fabric of the planes.

Make an attack roll against AC 20 as a full round action. If you succeed, you slice open a portal to any plane that is coterminous or coexistant with your current plane. The portal is 5 feet wide and 8 feet tall for every five feet of reach you possess (including the increase from wielding a reach weapon, if applicable). It persists for one round, plus one additional round for every 5 points by which your attack roll result 20.

Cut Reality (Su)
By unbeleiver536: [Utility]
You may use a slashing weapon you wield to slice open a refuge in the fabric of reality while you are on the ethereal, shadow, or astral plane.

You may use Cut the World as a standard action.

Make an attack roll against AC 25 as a full round action. If you succeed, you cut a pocket in reality in which you and your allies may rest. You create a portal to a cylindrical demiplane with a height and radius of 100 feet for each five feet of reach you possess. You determine the characteristics of the plane you create at the time that you use this deed, though you cannot create plane where time flows at a rate slower than 1 local hour / 1 material plane minute, or faster than 1 local minute / 1 material plane hour. However you choose to construct the plane, it lasts for 1 local hour, plus 1 hour for each 5 points by which your attack result exceeds 25. The portal remains open for 1 local round per hour of the plane's duration, or 5 rounds on the material plane (whichever is shorter). However, you may choose to open and close the portal whenever you wish. The portal is the same size as the portal you would create with Cut the World. Another character on your demiplane may attempt to cut their way out by making an attack with a slashing weapon against the edge of your plane. If they beat the attack roll that created the plane, they create their own portal (sized according to their reach), which stays open for one local round.

Fighter’s Resilience (Ex):
By Zaydos: [Defense]
Beginning at Xth level the first time each encounter you need to make a save of a specific type (Fort, Ref, and Will) and would succeed on a 10 or lower you automatically succeed at the save and take no effect (as if you had Mettle and/or Evasion).

Whirlwind of Steel (Ex):
By Zaydos: [Offense]
Beginning at Xth level whenever a Fighter strikes an opponent with a melee attack they may make another melee attack against another creature within their melee reach at the same bonus that they have not already struck as part of this ability. They may keep making these extra attacks until there is no creature they have not already struck as part of this attack or until they miss. A Fighter can do this with each attack in a full attack action, potentially striking every opponent in their melee reach once per attack they can make in a full attack.

Memetic Badass (Ex):
By Zaydos: [Utility]
The reputation of a fighter precedes them (and sometimes it's bigger than they are). Beginning at Xth level a fighter may declare who they are loudly and bombastically. Each creature that can hear them may make a Knowledge (local) check about them as a free action. Any creature that fails to succeed at a DC 30 +1/2 fighter level Knowledge (local) check, but which either did not make the check or got a total of at least 0, must make a Will save (DC 10 + 1/2 fighter level + Charisma modifier) or be shaken for 1 minute, if they have HD 5 or more less than your character level they are frightened instead. This ability ignores immunity to mind-affecting effects, and type based immunity to fear, but fear immunity from other sources still applies and mindless creatures are immune. A creature that successfully makes its Will save is immune to this effect for 24 hours.

In addition a fighter gains a bonus on Intimidate checks and Bluff checks made to convince a target they have done some act of heroism equal to 1/2 their character level.

Blade Surge (Ex):
By Erberor: [Offense], [Action Economy]: Commendations: 1
At level X (at least 6), you may make a full attack as a standard action.

Awakening of Steel (Su):
By Erberor: [Offense]
Choose weapon and armor enhancements totaling an effective bonus of Fighter level/4. These bonuses are automatically applied to any weapon or armor you wield/wear, so long as that enhancement is compatible with that weapon or armor, and are removed 1 round after leaving your possession. If an enhancement is incompatible with a weapon or armor, it gains no benefit. These enhancements can be re-picked with 30 minutes of meditation and focus, requiring the same conditions needed for preparing spells (quiet, free of distractions, etc.).

Heroic Grappler
By Grod The Giant: [Offense] [Debuff]
After striking a foe with an unarmed strike, or any weapon which may be used to make a trip attempt, you may attempt to start a grapple as a free action. You do not provoke attacks of opportunity for doing so.

Legendary Grappler
By Grod The Giant: [Offense]
After successfully grappling a foe, you may make a second Grapple check as a move action. If it succeeds, you may wield the grappled foe as a weapon on subsequent turns. Grappled foes are two-handed weapons with a x2 crit modifier, dealing 2d6 damage, +2d6 for every size category over medium, -1d6 for every size category under medium, to a minimum of 1 damage-- to both the target of the attack and the grappled target. Grappled foes may attempt to escape from grapples normally. Alternately, you may throw a grappled creature, treating it as a throwing weapon with a range increment of five feet.

Mythic Grappler
By Grod The Giant: [Offense] [Debuff]
Once you have pinned your foe, make opposed grapple checks. If you succeed, your foe must make a Fortitude save. If he fails, you rip off an appendage. Creatures with 4 or more limbs of the same type reduce all penalties by half.


The loss of an arm causes a creature to be unable to cast spells with somatic components, wield two-handed weapons, shields, or take any other activity which involves its off-hand. Its Strength modifier is reduced by half, it suffers a -4 penalty to any Strength or Dexterity-based checks, and a -2 penalty to all rolls due to pain and distraction.
The lost of a leg reduces a creature’s speed to one quarter normal. It suffers a -10 penalty to any check involving balance or movement (such as Climb or Tumble), a -4 penalty to Dexterity, and a -2 penalty to all rolls due to pain and distraction.
The lack of a head kills you. You're dead. If a creature has multiple heads, such as an Ettin, it instead takes half of its current maximum health in damage, and suffers a -4 penalty to all checks for one minute, due to disorientation. In addition, it loses any special attacks or qualities that depended on that head (such as the Ettin's Superior Two-Weapon Fighting)


Pole Vault (Ex)
By Zaydos: [Utility]
Beginning at Xth level when wielding a two-handed pole weapon or staff a fighter may use it to propel themselves in a jump doubling their jumping distance and allowing them to jump more than their move speed as a single move action.

Leaping Strike (Ex)
By Zaydos: [Offense]
Beginning at Xth level when jumping a fighter may spend a standard action to make a single attack (melee or ranged) at any point during the jump.

Focused Strike (Ex)
By Zaydos: [Offense]
Beginning at Xth level a fighter may make a Focused Strike as a standard action. This attack gains a +2 to hit for every iterative attack the fighter would normally gain and deals 1.5 times damage if the fighter normally has 1 iterative attack, 2 times damage if the fighter normally has 2 iterative attacks, and 2.5 times damage if the fighter normally has 3 iterative attacks. A fighter can instead use this Focused Strike to perform a combat maneuver. If they do so for a sunder they gain the bonus to opposed attack rolls and multiplier for damage to damage dealt to the object; if a disarm check they merely gain the bonus to the opposed attack roll; if a grapple they gain a +2 bonus on the grapple check for every iterative they would normally possess, but this bonus on applies to the initial grapple check to start the grapple; if used for a bull rush, overrun, or trip they gain a +2 bonus to the Strength check per iterative they'd normally possess.

Combat Training (Ex)
By Thirdtwin: Offense
A fighter of Xth level adds a bonus equal to his fighter level to all abilities (i.e. Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma) for the purpose of fulfilling the prerequisites of his Bonus Feat class feature. This permits the fighter to qualify for combat feats despite lacking above-average abilities, and to continue using his feats even after sustaining ability damage or ability drain. This bonus is not applied to the fighter's attributes for any other purposes (such as save DCs or ability checks necessary to use these feats).

Tordek, a level 8 fighter with 8 Dexterity and 10 Wisdom, can take Stunning Fist as a fighter feat, since his effective Dexterity and Wisdom for feat prerequisites are 16 and 18, respectively. However, when utilizing the feat itself, he produces a saving throw DC of only 14, since his actual Wisdom modifier is only 0, added to the base DC of 10 plus ½ his character level.

At Yth level, the fighter is considered to fulfill the ability-based prerequisites for any of his fighter Bonus Feats automatically, and access to his feats cannot be undermined by ability damage or ability drain.


Second Wind:
By Yakk: [Healing]
A Fighter has a pool of second wind d12s equal to her level. When the Fighter rests for at least 1 hour she may choose to regain her second wind dice.

As a standard action or as part of a full defense action, you can "Take a Second Wind". This consists of rolling any number of these dice and adding her constitution modifier (once, not once per die). The fighter gains temporary HP equal to the least of the total damage the fighter has taken, or the roll. These temporary HP do not stack with another use of this ability, and last until she regains her second wind dice.

The second wind threshold is equal to the fighter's class level (maximum 10). Any second wind dice rolled at or under the threshold are not expended, and any second wind dice rolled over the threshold are expended.

If the fighter is regains HP while she has second wind temporary HP, all second wind temporary HP are lost and instead the fighter heals that amount of damage.
Feat support found here (http://www.giantitp.com/forums/showpost.php?p=17087823&postcount=42)

Strike of Absolute Annihilation (Ex)
By Erberor: [Offense]
Beginning at level X you may attempt to annihilate your target with a single blow. As a standard action, make a single attack. If the attack hits, the targeted creature must make a Fortitude save (DC 10+1/2 Fighter level+Str mod) or be destroyed instantly, regardless of creature type. living creatures die, undead are destroyed, constructs collapse, and so on. Even if the save is successful, the target takes normal damage from the attack plus 8d6 extra damage. This ability can be used a number of times per day equal to your constitution modifier.

Indomitable (Ex)
By Erberor: [Defense]
Beginning at level X, you may ignore all effects of a single ability, effect or spell that is acting against your interest in any way. This ability can be used a number of times per day equal to your constitution modifier.

Shatter the Skies (Ex)
By Erberor: [Debuff]
Beginning at level X, you may, as a standard action, cause an immense disruption in the air around you. This disruption causes all creatures and objects flying or levitating within Y ft/Fighter level to plummet to the ground, as though suddenly unable to fly. For the next Z rounds, no creature may fly or levitate by any means so long as they are within Y ft of you. This ability can be used X times per day.

Guardian's Sword (Ex)
By Erberor: [Offense]
When wielding a one handed melee weapon and a shield, you may treat the one handed weapon as a two handed weapon for all purposes, gaining 1.5xSTR mod to damage, increased power attack returns, and so on. You do not gain this benefit if two weapon fighting or if the weapon is a light weapon.

Fast Feet (Ex):
By Slider: [Mobility]
A fighter’s movement speed increases by 10’ at wth level, and by an additional 10’ at xth, yth, and zth level.

Battlefield Control (Ex):
By Slider: [Mobility]
Starting at wth level, the fighter may take an additional 5’ step in a combat round as a free action. He gains an additional 5’ step at xth, yth, and zth level. This is in addition to the normal move action the fighter can take in a round.

Quick to Move (Ex):
By Slider: [Mobility]
When a fighter uses a move action during a round he can move up to his speed and still use a full attack action at the end of his movement. A fighter may make a double move and take a standard action at the end of his move. Starting at xth level, the fighter is able to ignore the effects of difficult terrain on his movement speed. At yth level he can run, or charge, across difficult terrain as a normal move action.

Seize the Night (ex):
By Kamai: [Action Economy]
A fighter of X/Y/Z level can remain in his original position in initiative after a readied action or delayed action,. If the fighter readies an action, but does not take the readied action before the start of his next turn, the fighter may take a (move/standard/full round) action. This action occurs just before your normal action.

Renewed Focus (Ex):
By Tempestfury
Whenever you would lose Combat Focus during an encounter, as a immediate action you can renew your Combat Focus for another 10 rounds, +1 for each Combat Focus Feat.
Note: Combat focus feat from PHB II

Swift Focus (Ex):
By Tempestfury
Your ability to become focused on a battle is becoming easier to slip into. At Xth level, you can become combat focused as a swift action once per encounter
Note: Combat focus feat from PHB II

Mantle of the Hero(Su):
By Erberor: [Defense]
At level X, you gain spell resistance equal to 10+Fighter level+Con mod. You may lower or raise your spell resistance as a free action, even if it is not your turn.

Sheer Might (Ex):
By Erberor: [Offense]
Fighters are incredibly powerful, vastly overpowering those around them in terms of sheer physical might. At level X, you are treated as being large sized when determining size bonuses to strength checks, if it would be an improvement. However, on opposed strength checks you can only be considered to be up to one size category larger than your opponent. Every Y levels your effective size increases by one size category.

Realms of Chaos
2014-02-23, 12:51 PM
Reserved post #2.

Realms of Chaos
2014-02-23, 12:54 PM
Reserved post #3.

Realms of Chaos
2014-02-23, 12:55 PM
Reserved post #4.

Realms of Chaos
2014-02-23, 12:57 PM
Reserved Post #5.

That should be enough for the moment.

Amechra
2014-02-23, 01:19 PM
Instinctual Guard (Ex): At Xth level, a Fighter may take an Immediate action to grant themselves a Deflection bonus to AC equal to their Strength modifier until the beginning of their next round.

Alternatively, if they are targeted by an effect that does not require an attack roll, they may, as an immediate action, force the user of that ability to make a touch attack. The touch attack is a melee touch attack if the user of the effect is threatening the Fighter in melee; if the user of the effect is not threatening the Fighter, it is a ranged touch attack instead.

If the touch attack fails, the effect fails to affect the fighter.

Fierce Guard (Ex): At Yth level, as long as a Fighter is benefiting from a bonus to their armor class due to Instinctual Guard, they may, as a free action able to be taken on another creature's turn, regain their Dexterity bonus to armor class and cease being flatfooted.

In addition, if they use Instinctual Guard to force another creature to make a touch attack, that creature instead has to make a normal attack roll.

Finally, if a creature makes a touch attack against them, the Fighter may, as an immediate action, force them to make a normal attack roll instead.

Maybe there should be a tag system, like [Defense], [Action Economy], [Attack]... Or something.

Dienekes
2014-02-23, 01:21 PM
This looks fun.

Parry (Ex): As a reaction, you may negate an attack made against you by making a melee attack roll at your highest base attack modifier. If your attack roll is equal to the result of the attack roll you wish to negate, the attempt is successful. You may use this ability multiple times during a round. You take a cumulative -5 penalty on your attack roll for every time you have used Parry since the beginning of your last turn. You must have a melee weapon drawn to use this class feature, and you must be aware of the attack and not flat-footed.

Riposte (Ex): After a successful use of the Parry ability, you can make an attack of opportunity against the opponent whose attack you have successfully negated.

Shot to the Ground (Ex): A fighter make a ranged attack roll as a standard action against a flying opponent. If the attack is successful the opponent must make a Fort save (DC 10 + ½ his base attack bonus + his Dexterity modifier) if successful the target falls to the ground. If the creature has a natural fly speed they are unable to fly for the next 1d4+1 rounds. If the creature was flying through the use of a spell, supernatural ability, or spell-like ability it is negated and must be recast.

Bodyguard (Ex): A fighter can spend an immediate action when an opponent attempts to attack one ally adjacent to the fighter with a melee or ranged attack or casts a single target spell, or spell-like ability against that ally. The attack, spell, or ability instead target’s the fighter.

Zaydos
2014-02-23, 01:26 PM
Force of Will (Ex): A fighter's sheer heroic will power allows them to shrug off most effects. Starting at Xth level if a fighter fails a save against a non-instantaneous spell or ability he re-rolls the saving throw one round later against the same DC.

Heroic Endurance (Ex): A fighter of at least Xth level is more able to shrug off dangerous blows. Beginning at Xth level they no longer automatically fail saving throws on a natural one, although if the DC is higher than their modified roll they still fail.

Jormengand
2014-02-23, 04:44 PM
Interrupt: From Xth level, when a creature attempts to cast a spell, if they are within the fighter's combined movement range and reach, the fighter may, as an immediate action, move up to them and attack them.

The fighter may not do so if he chooses to make an attack of opportunity from the spellcasting attempt, and vice versa.

The rest are from Honour Guard, but no reason why you can't use them for fighter:

Irresistible force: From Xth level onwards, when the Fightermakes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Fighter. This may push the enemy diagonally.

Immovable object: From Xth level onwards, the Fighter can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.

Inconceivable event: At fourteenth level, if an ally dies, then the Honour Guard may charge the person who killed them if they are in range as an immediate action. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.

(You may have to change this next one so it knows what the hell a guarded target is.)

Antimagic Guard (Su): Guarded targets gain 6 + Fighter level spell resistance and power resistance at sixth level, which does not stack with any spell/power resistance they already have, so long as the Fighter wields a shield.

Spellslayer (Su): At tenth level, if the Fighter damages a spellcaster, they immediately lose some of their spells. The number of spell levels lost is equal to the damage dealt, rounded up. The highest possible spell slots are taken first. For example, if a wizard with 2 level 8 spells remaining takes 25 damage, he loses both level 8 spells, a level 7 spell and a level 2 spell. For prepared casters, these spells are determined randomly.

A manifester instead loses psi points equal to the damage dealt.

Reditomancer (Su): At fourteenth level, the Fighter can attempt to return the power of an opponent's spell by bouncing it off his shield. Of course, he must have a shield equipped to use this ability. When and only when a spell is cast, if the Fighter takes the effect of the spell, either under normal circumstances or due to Look Out!'s effect, the spell has a chance to be reflected.

The spell's caster and the Fighter take an opposed caster level check - the Fighter's base caster level is the same as his class level - and if the Fighter wins, the spell's caster is affected by the ability as well as the intended targets. Further, if an area of effect spell is used it affects an area over the caster. All other details of the spell remain as written.

No spell which is beneficial to the target may be reflected, and some other spells are unsuitable for reflection. Examples include Antimagic Field and Command.

This ability may be used against a psionic power in exactly the same way, using manifester level instead of caster levels, and may similarly be used against spell-like abilities.

This is an Abjuration effect.

Realms of Chaos
2014-02-23, 06:36 PM
Okay, first update is up, along with a couple of changes.

Amechra: The idea of tags is a good one that I'm experimenting with for the moment. If too much of the screen looks bold, I may discontinue tags or shift my approach.

Jormengand: While it may be easy to miss, I am trying to keep things to 3-4 class features/person each day to keep things from getting too overwhelming. Also, you have put me to consider class features that mention other class features (both antimagic guard and reditomancer do this). From this point onwards, I think the policy will be that class features must be posted with others that they mention by name (unless those class features are already posted up here). The remaining 5 class features, however, were added.

Both of these changes have been included in the OP.

Erberor
2014-02-23, 07:12 PM
Alright, I've got a few things up my sleeve...

Speak with your Muscles (Ex): beginning at level X, You may use your Strength modifier to determine your bonus on CHA based checks instead of Charisma, if it would be an improvement.

God of War (Ex): beginning at level X (at least lvl 6) when making a full attack, extra attacks gained from a high base attack bonus are made at a cumulative -3 penalty instead of -5. For example, +17/+12/+7/+2 would become +17/+14/+11/+8.

Special: if wielding two weapons, extra attacks gained from improved two weapon fighting and greater two weapon fighting are made at a -3 and -6 penalty respectively, instead of -5 and -10.

Ever Vigilant (Ex): Beginning at level X, you no longer need to sleep (or trance) and are immune to magical sleep effects. However, you can only gain the benefits of resting if you spend at least 4 hours performing light, non strenuous activities.

Special: You must still rest for a full 8 hours to recover/prepare spells.

Seerow
2014-02-23, 07:18 PM
Master of Many Styles-For every Fighter Bonus Feat you possess, you may choose one additional feat. This extra set of Fighter Bonus Feats makes up a Combat Style. At any time you may choose to switch between your normal set of Fighter Bonus Feats and this Combat Style as a swift action. When you make this switch, all feats are changed at once. The Fighter may change back to his normal feats using a swift action.

The Fighter masters additional Combat Styles as his level increases. At level X and every Y levels thereafter, the Fighter gains one additional combat style. A Fighter may switch directly between two different combat styles as a swift action. You may not use your Fighter Bonus feats to qualify for a feat in your combat style, or vice verca.

Weapon Superiority-The Fighter is a master of fighting with weapons in esoteric ways that foes do not anticipate. Starting at level X the Fighter may choose one feature from the list below to use with any weapon he has Weapon Focus in (or can apply Melee/Ranged Weapon Mastery to). Every Y levels he may choose one additional feature.

Starting at level X, the Fighter may change these properties with a few minutes of practicing and concentration. At level Y, he may change these properties as a swift action once per round. At level Z, he can change these properties as an immediate action.


Reach-You may treat a non-reach weapon as a reach weapon.
Inclusive Reach-You may threaten squares adjacent to you while wielding a reach weapon
Finessible-You may treat the weapon as if it was usable with Weapon Finesse, even if it is normally not capable of such.
Concealable-You gain a +5 bonus on sleight of hand when attempting to hide your weapon.
Brutal-Reroll any 1s on your damage roll. If taken a second time, reroll 2s as well.
Deadly-Gain a +2 bonus to confirm critical threats.
Accurate-Gain a +1 bonus to-hit.
Forceful-Your weapon deals damage as though it were 1 effective size category larger.
Charger-Use your weapon to deal double damage on a mounted charge, like a lance.
Chargebreaker-You can set your weapon against a charge.
Double Weapon-You can treat your weapon as a double weapon, even if it is not one. Effectively you can two weapon fight while wielding only a single weapon. Normal rules for double weapons apply (take normal TWFing penalties, count weapon as 1h and light weapon, even if being wielded in two hands).
Tripping Weapon-You may use the weapon to trip an opponent
Grappling Weapon-You may use the weapon in a grapple even if you otherwise would not be able to.
Bullrushing-You may use the weapon to bullrush an opponent without provoking an attack of opportunity. If you have the Improved Bullrush Feat, this allows you to bullrush creatures 1 size category larger than normal.
Combat Maneuver Bonus-You gain a +4 bonus to a specific combat maneuver (such as Bullrushing, Tripping, Feinting, etc) made using the weapon.
Melee Adaptation-You can use a ranged or throwing weapon as a melee weapon.
Throwing-You may treat a weapon not designed to be thrown as a throwing weapon with a range increment of 20ft.
Increased Range Increment-You may treat a throwing or projectile weapon as though its range increment were 30ft longer than usual
Rapid Reload-Reloading your weapon is faster than normal. (Full Round becomes Standard, Standard becomes move, move becomes free). You may use this ability multiple times with the effect stacking.
Returning-If you miss an attack with a thrown weapon, it returns to your square at the end of the round.
Ricochet-When successful with a ranged attack, you can make a second attack roll at a -2 to hit an adjacent target. This may be used 1/round.


Yeah these two are pretty large, defining features. But they are a couple of my favorite generic fighter type abilities, and would hate myself if I didn't post them here. They both lend themselves towards giving the Fighter a lot more options and versatility in combat, especially when used together.

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

Warlord's Knowledge-The Fighter can make a special knowledge check with a bonus equal to his Fighter class level in place of any knowledge check involving battle on a small or large scale. This may be used to identify creatures, gain information about battle formations, draw out a siege plan, and so on.

5 ranks of Knowledge(History) provides a +2 synergy bonus with Warlord's Knowledge.

Amechra
2014-02-23, 07:38 PM
Combat Mastery: As a fighter, you possess deep wells of training and experience that you can call upon in combat. You gain one mastery point at each odd level, points that can be spent in a number of ways as described below. You regain all spent mastery points at the end of your actions each round.

Conflict: You may spend any number of points before making an attack roll with a weapon to add a competence bonus of equal size to your roll. With a successful attack roll, you may spend any number of points before rolling for damage to gain a competence bonus twice as large to that single damage roll (this bonus is not multiplied with a successful critical hit).

Defense: You may spend any number of points before making a saving throw to add a competence bonus of equal size to your roll. Further, you may spend points to gain a competence of equal size against any attack made against you before the attack roll is made (you must be aware of the attack and capable of movement to gain this last bonus).

Practice: Whenever you would make any other d20 roll to which you add a physical ability score modifier (Strength, Dexterity, and/or Constitution), you may spend a number of points before rolling to add a competence bonus of equal size to your roll.

Tactics: You may spend a single mastery point to draw or sheath a weapon as a free action, make a single provoked attack of opportunity beyond your normal limit for the round, add a +5 foot bonus to your speed or that of your mount for the duration of a single move or charge action, increase the range increment of a ranged or thrown weapon by +5 feet for your next attack, or reduce a miss chance that would apply to your next attack by 10% before making the attack roll (to a minimum of 0%). The final three effects all stack with themselves.

---------------------------

You might recognize that one. :smallwink:

Erberor
2014-02-23, 07:40 PM
I'd like to throw out a commendation for Seerow's Weapon Superiority. I really like the incredible flexibility it adds, and with the ability to change the abilities in combat, it allows a lot of flexibility in combat. Well done!:smallbiggrin:

I think I might use it in a class I've been working on...

Kane0
2014-02-23, 08:24 PM
The CCCC (http://www.giantitp.com/forums/showpost.php?p=12909996&postcount=1) has a bunch of good bits and pieces from it's accumulated Fighter fixes too, if anyone wants to propose any from there (with author permission if necessary).

Edit: From my own:
Watchful Eye (Ex) [Utility]: The fighter gains a +1 ever X levels to Initiative, spot and listen rolls.

Adaptability (Ex) [Offense][Defense]: The fighter gains 1dX per Y levels that he can choose to add to any d20 or damage roll. These dice are replenished every Z rounds and must be used before the roll is made.

Armsmaster (Ex) [Offense]: The fighter treats all non-magical weapons he wields as having an enchantment bonus equal to +1 per X levels for all purposes it would be beneficial, including overcoming DR/Magic and the enchantment bonus to attack and damage.

Armor Mastery (Ex) [Defense]: The Fighter reduces the ACP and increases the Maximum Dexterity Bonus on any armor he wears by 1 per X levels, and does not have his speed decreased by wearing armor.

I'd also like to Commend Erberor's Ever Vigilant and Speak with your Muscles. If I can only commend one, flip a coin I guess.

Realms of Chaos
2014-02-24, 09:17 AM
Just finished updating the list again.
Seerow is probably fine with Weapon Superiority. For the purpose of this thread, I think I'd describe "talent lists" as having most abilities with two or more lines of text (simple bonuses are fine) while "magic systems" would be anything with units at least as complex as invocations. Even those are just rough definitions, though so we'll have to see.

I'm also assuming Amechra is submitting combat mastery on my behalf (and I'm flattered) but if I'm wrong and it was modified in a big way that I missed, I will change the attribution (which is one of the reasons why I'm trying to keep things submitted by their creators).

Kane0's commendation from yesterday has gone to Speak with your Muscles, though he may use today's recommendation on Ever Vigilant if desired.

unbeliever536
2014-02-24, 11:03 AM
Mobile Defense (Ex) [Defense] [Mobility]: You react quickly to opponents attempting to move past you. In addition to squares you can reach with the melee weapon you wield, you threaten all squares adjacent to those you can reach. If an opponent provokes an attack of opportunity from you, you may make a 5-foot step before you make the attack, as long as you can reach the opponent when you make the attack. If the opponent provoked the attack of opportunity from a square you cannot reach, you must use this ability to move such that you can reach that opponent in order to take that attack of opportunity.

Jormengand
2014-02-24, 11:25 AM
Okay, first update is up, along with a couple of changes.

Amechra: The idea of tags is a good one that I'm experimenting with for the moment. If too much of the screen looks bold, I may discontinue tags or shift my approach.

Jormengand: While it may be easy to miss, I am trying to keep things to 3-4 class features/person each day to keep things from getting too overwhelming. Also, you have put me to consider class features that mention other class features (both antimagic guard and reditomancer do this). From this point onwards, I think the policy will be that class features must be posted with others that they mention by name (unless those class features are already posted up here). The remaining 5 class features, however, were added.

Both of these changes have been included in the OP.

These two should read:

Antimagic Guard (Su): Allies in short range (25 feet, plus 5 feet per two fighter levels) gain 6 + Fighter level spell resistance and power resistance at sixth level, which does not stack with any spell/power resistance they already have, so long as the Fighter wields a shield.

Reditomancer (Su): At fourteenth level, the Fighter can attempt to return the power of an opponent's spell by bouncing it off his shield. Of course, he must have a shield equipped to use this ability. When and only when a spell is cast, if the Fighter takes the effect of the spell, under whatever circumstances, the spell has a chance to be reflected.

The spell's caster and the Fighter take an opposed caster level check - the Fighter's base caster level is the same as his class level - and if the Fighter wins, the spell's caster is affected by the ability as well as the intended targets. Further, if an area of effect spell is used it affects an area over the caster. All other details of the spell remain as written.

No spell which is beneficial to the target may be reflected, and some other spells are unsuitable for reflection. Examples include Antimagic Field and Command.

This ability may be used against a psionic power in exactly the same way, using manifester level instead of caster levels, and may similarly be used against spell-like abilities.

This is an Abjuration effect.

And may as well put in:

Look out! (Ex):
The Fighter may leap into danger to protect a guarded ally within half the Fighter's movement range as an immediate action in response to any spell or attack which specifies a target or area and must physically travel there, even a melee attack. The Fighter makes an attack roll with a DC equal to the result of the attack roll that was made to hit the target. If no attack roll is required, a ranged attack roll is made to provide the DC.

If the Fighter succeeds, the Fighter takes all the effects of the spell or attack. If he succeeds by 10 or more, neither he nor the target take the effects.

Amechra
2014-02-24, 12:52 PM
I submitted it for you because you probably wouldn't yourself!

Erberor
2014-02-24, 01:03 PM
You seem to have misspelled my name in the ability list thing. It's Erberor, not Erborer!

And thank you very much for that commendation! I'll be putting up a couple more later.

Grod_The_Giant
2014-02-24, 01:11 PM
This is a really cool idea. A few things from my latest fix, then:

Combat Versatility (Ex): A fighter masters weapons and combat techniques like most men read books. At Xth level, he chooses three weapon groups. For each weapon group, he may select a number of fighter bonus feats equal to one-half his fighter level, rounded up. Whenever he wields a weapon from the specified group, he gains the benefits of the chosen bonus feats.

At (X+Y)th level, and every subsequent Yth level, he may pick one new weapon group.

A fighter may select the same weapon group more than once. If he does so, he gains a second set of bonus feats usable with that weapon. When wielding the weapon in question, he may switch between sets of bonus feats as an immediate action.

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.

Veteran of a Thousand Wars (Ex): A fighter lacks the extensive formal education of a wizard, but he knows how to kill things. Beginning at Xth level, he may make a special knowledge check with a bonus equal to his fighter level plus his Intelligence modifier to identify monsters and their special powers and vulnerabilities. In addition, he receives an insight bonus to attack and armor class against that type of creature, based on the table below

{table=head]Check Result|Bonus Granted
10-15|+1
16-25|+2
26–30|+3
31–35|+4
36+|+5[/table]

The Bigger They Are... (Ex): Bigger isn't always better. Beginning at Xth 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.

At (X+Y)th 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).

At (X+2Y)th level, the formula simplifies: 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.

Flow of Battle (Ex): Beginning at Xth level, a fighter no longer provokes attacks of opportunity from foes with fewer fighter levels than him.

unbeliever536
2014-02-24, 02:11 PM
I'd also like to use today's commendation on your Combat Mastery.

Erberor
2014-02-24, 05:41 PM
Just one for today.

Hold Up the Sky: At level X, your strength and constitution scores are treated as triple their normal value when calculating carry weight/lifting capacity, how long you can hold your breath, and bonuses to constitution and strength checks and skill checks, excluding fortitude saves.

Seerow
2014-02-24, 09:06 PM
Four more abilities for today.

First, in the vein of the above post

Legendary Fortitude: The Fighter gains the ability to maintain strenuous labors for an unreasonably long time. Any time a Strength, Con, or Dexterity check, or saving throw to which one of those stats is applied, is called for on a periodic basis (ie "once a round", "once a minute", etc) the time between checks is increased exponentially, if it is beneficial to the Fighter. Effects that require rolls once a round now are rolled once per hour. Effects that require rolls once per minute require rolls once per day. Any effects that require rolls further apart than that are now rolled once per week.

This lets you delay poisons/diseases for a long time. It lets you hold your breath for hours to days at a time. Run at a full sprint for hours. Hold off sleep or Forced March for weeks at a time.

Master's Expertise: The Fighter can turn his expertise towards the endeavors that are most useful to him, using his mastery of combat to ignore impediments to his progress. For every X Fighter levels possessed, the Fighter may ignore one prerequisite feat of a feat he wishes to take, or reduce the BAB requirement of the feat by X.

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

On the Fly Adjustment: The Fighter can spend a full round action analyzing his opponent's fighting style, and develop a strategy to beat it. After taking the full round action, the fighter makes an intelligence check with a bonus equal to his BAB, with a target equal to the enemy's BAB+10. If the Fighter is successful, the Fighter chooses one ability or feat the target possesses, the Fighter and all allies ignore the chosen ability for a number of rounds equal to 3+fighter level. An enemy that has been affected by this ability once may not be affected again for 24 hours. (Note for the purpose of this feature, "Spellcasting" is not a valid ability selection, but a specific spell, such as "Haste" is).

And two more feat-based abilities, because say what you will about feats, they are iconic to the class. Then one new ability to shut down monster special abilities, giving the Fighter a unique tool to contribute to puzzle encounters, frequently by cutting the knot. Yes the Fighter is just that good that he can make the party ignore a Ghost's incorporeality, and with enough intelligence could slay the Tarrasque without Wish. The definition of what is and is not affected could probably use some cleaning up but I have no idea how to narrow it down without becoming outrageously long.

Realms of Chaos
2014-02-24, 10:33 PM
And everything is caught up once more. Sorry about misspelling your username, Erberor

unbeliever536
2014-02-24, 10:52 PM
The definition of what is and is not affected could probably use some cleaning up but I have no idea how to narrow it down without becoming outrageously long.

What if it was "any extraordinary or supernatural ability (including a feat), or the effect of any spell or spell-like ability"? Ex/Su already covers feats, but it's good to include them specifically. I think this covers just about everything else. Spellcasting isn't usually listed as being any kind of ability, just something the monster can do, so I don't think it gets shut down by this.

Erberor
2014-02-24, 11:54 PM
Sorry about misspelling your username, Erberor

It's all good.

At least you aren't mispronouncing it horribly like when I first used the screen name at a LAN party...everyone was shouting "EHRRBEHRREHRRRRR!" :smallannoyed:

toapat
2014-02-25, 01:49 AM
Strike Without Contact (Ex): At Xth level, the Fighter may lash out at a target who does not fall within reach of his weapon. As a Standard Action, the Fighter may make an attack roll against an enemy within line of sight of their choosing out to 60'. If an ally is adjacent to the target of Strike Without Contact, treat the attack roll as though shooting into melee.

If the attack is successful, roll for damage as if you had struck the target in melee.


Part the Tide (Ex): At Xth level, a fighter strikes with unstoppable force. When using Strike Without Contact, when using a bow out to its first range increment, or when using a thrown weapon out to its maximum range, you may strike all targets in a line between you and your initial target and beyond, out to the first range increment of the attack. You must use the same attack roll as against your initial target. Any creatures which you exceed their armor value for take damage as though struck with the weapon.

If a spell is infused into the fighter's weapon, it is discharged on the struck creature closest to the fighter.

(second ability needs wording cleanup i think.)

unbeliever536
2014-02-25, 04:14 AM
I originally wrote these for Grod's Myth (http://www.giantitp.com/forums/showthread.php?t=307285)*. They're a bit beyond the power level most brewers here aim for, but I'm pretty proud of them. The version that wound up in that class was slightly different (less fiddly, frankly, but I like some of the fiddlyness here), but this is what I wrote (Cut Reality is toned down because recharging spells mid fight is silly):


Cut the World (Su) [Utility]:
You may use a slashing weapon you wield to cut through the fabric of the planes.

Make an attack roll against AC 20 as a full round action. If you succeed, you slice open a portal to any plane that is coterminous or coexistant with your current plane. The portal is 5 feet wide and 8 feet tall for every five feet of reach you possess (including the increase from wielding a reach weapon, if applicable). It persists for one round, plus one additional round for every 5 points by which your attack roll result 20.

Cut Reality (Su) [Utility]:
You may use a slashing weapon you wield to slice open a refuge in the fabric of reality while you are on the ethereal, shadow, or astral plane.

You may use Cut the World as a standard action.

Make an attack roll against AC 25 as a full round action. If you succeed, you cut a pocket in reality in which you and your allies may rest. You create a portal to a cylindrical demiplane with a height and radius of 100 feet for each five feet of reach you possess. You determine the characteristics of the plane you create at the time that you use this deed, though you cannot create plane where time flows at a rate slower than 1 local hour / 1 material plane minute, or faster than 1 local minute / 1 material plane hour. However you choose to construct the plane, it lasts for 1 local hour, plus 1 hour for each 5 points by which your attack result exceeds 25. The portal remains open for 1 local round per hour of the plane's duration, or 5 rounds on the material plane (whichever is shorter). However, you may choose to open and close the portal whenever you wish. The portal is the same size as the portal you would create with Cut the World. Another character on your demiplane may attempt to cut their way out by making an attack with a slashing weapon against the edge of your plane. If they beat the attack roll that created the plane, they create their own portal (sized according to their reach), which stays open for one local round.


*Probably my favorite fighter varient on this forum, by pure cool factor.

Zaydos
2014-02-25, 02:41 PM
Fighter’s Resilience (Ex): [Defense] Beginning at Xth level the first time each encounter you need to make a save of a specific type (Fort, Ref, and Will) and would succeed on a 10 or lower you automatically succeed at the save and take no effect (as if you had Mettle and/or Evasion).

Whirlwind of Steel (Ex): [Offense] Beginning at Xth level whenever a Fighter strikes an opponent with a melee attack they may make another melee attack against another creature within their melee reach at the same bonus that they have not already struck as part of this ability. They may keep making these extra attacks until there is no creature they have not already struck as part of this attack or until they miss. A Fighter can do this with each attack in a full attack action, potentially striking every opponent in their melee reach once per attack they can make in a full attack.

Memetic Badass (Ex): [Social] The reputation of a fighter precedes them (and sometimes it's bigger than they are). Beginning at Xth level a fighter may declare who they are loudly and bombastically. Each creature that can hear them may make a Knowledge (local) check about them as a free action. Any creature that fails to succeed at a DC 30 +1/2 fighter level Knowledge (local) check, but which either did not make the check or got a total of at least 0, must make a Will save (DC 10 + 1/2 fighter level + Charisma modifier) or be shaken for 1 minute, if they have HD 5 or more less than your character level they are frightened instead. This ability ignores immunity to mind-affecting effects, and type based immunity to fear, but fear immunity from other sources still applies and mindless creatures are immune. A creature that successfully makes its Will save is immune to this effect for 24 hours.

In addition a fighter gains a bonus on Intimidate checks and Bluff checks made to convince a target they have done some act of heroism equal to 1/2 their character level.

Realms of Chaos
2014-02-25, 11:37 PM
And another day fully tabulated:

unbeliever536: Cut reality makes reference to "legendary subtle cut". Could you clarify the size of the portal before I add it to the main post?

Zaydos: For the moment, I'm rolling the [social], [lore], and most others tags associated with non-combat tasks into [utility]. If enough social abilities surface, I may start to grant different forms of utility their own tags, though.

Erberor
2014-02-26, 01:51 AM
Blade Surge (Ex): At level X (at least 6), you may make a full attack as a standard action.

Awakening of Steel (Su):
Choose weapon and armor enhancements totaling an effective bonus of Fighter level/4. These bonuses are automatically applied to any weapon or armor you wield/wear, so long as that enhancement is compatible with that weapon or armor, and are removed 1 round after leaving your possession. If an enhancement is incompatible with a weapon or armor, it gains no benefit. These enhancements can be re-picked with 30 minutes of meditation and focus, requiring the same conditions needed for preparing spells (quiet, free of distractions, etc.).

Commendation to Seerow's Legendary fortitude. Very nicely written and very simple, yet applies to a huge number of situations and is just awesome in general.

Grod_The_Giant
2014-02-26, 10:19 AM
Some stuff from my Myth that may not be too high of a power-level for general consumption:

Heroic Grappler
After striking a foe with an unarmed strike, or any weapon which may be used to make a trip attempt, you may attempt to start a grapple as a free action. You do not provoke attacks of opportunity for doing so.

Legendary Grappler
After successfully grappling a foe, you may make a second Grapple check as a move action. If it succeeds, you may wield the grappled foe as a weapon on subsequent turns. Grappled foes are two-handed weapons with a x2 crit modifier, dealing 2d6 damage, +2d6 for every size category over medium, -1d6 for every size category under medium, to a minimum of 1 damage-- to both the target of the attack and the grappled target. Grappled foes may attempt to escape from grapples normally. Alternately, you may throw a grappled creature, treating it as a throwing weapon with a range increment of five feet.

Mythic Grappler
Once you have pinned your foe, make opposed grapple checks. If you succeed, your foe must make a Fortitude save. If he fails, you rip off an appendage. Creatures with 4 or more limbs of the same type reduce all penalties by half.


The loss of an arm causes a creature to be unable to cast spells with somatic components, wield two-handed weapons, shields, or take any other activity which involves its off-hand. Its Strength modifier is reduced by half, it suffers a -4 penalty to any Strength or Dexterity-based checks, and a -2 penalty to all rolls due to pain and distraction.
The lost of a leg reduces a creature’s speed to one quarter normal. It suffers a -10 penalty to any check involving balance or movement (such as Climb or Tumble), a -4 penalty to Dexterity, and a -2 penalty to all rolls due to pain and distraction.
The lack of a head kills you. You're dead. If a creature has multiple heads, such as an Ettin, it instead takes half of its current maximum health in damage, and suffers a -4 penalty to all checks for one minute, due to disorientation. In addition, it loses any special attacks or qualities that depended on that head (such as the Ettin's Superior Two-Weapon Fighting)

Zaydos
2014-02-26, 12:45 PM
Pole Vault (Ex) [Utility]: Beginning at Xth level when wielding a two-handed pole weapon or staff a fighter may use it to propel themselves in a jump doubling their jumping distance and allowing them to jump more than their move speed as a single move action.

Leaping Strike (Ex) [Offense]: Beginning at Xth level when jumping a fighter may spend a standard action to make a single attack (melee or ranged) at any point during the jump.

Focused Strike (Ex) [Offense]: Beginning at Xth level a fighter may make a Focused Strike as a standard action. This attack gains a +2 to hit for every iterative attack the fighter would normally gain and deals 1.5 times damage if the fighter normally has 1 iterative attack, 2 times damage if the fighter normally has 2 iterative attacks, and 2.5 times damage if the fighter normally has 3 iterative attacks. A fighter can instead use this Focused Strike to perform a combat maneuver. If they do so for a sunder they gain the bonus to opposed attack rolls and multiplier for damage to damage dealt to the object; if a disarm check they merely gain the bonus to the opposed attack roll; if a grapple they gain a +2 bonus on the grapple check for every iterative they would normally possess, but this bonus on applies to the initial grapple check to start the grapple; if used for a bull rush, overrun, or trip they gain a +2 bonus to the Strength check per iterative they'd normally possess.

unbeliever536
2014-02-26, 01:10 PM
unbeliever536: Cut reality makes reference to "legendary subtle cut". Could you clarify the size of the portal before I add it to the main post?


Sorry, that should refer to "Cut the World". I'll fix it in my post now.

I'd also like to throw a commendation on Legendary Fortitude.

Thirdtwin
2014-02-26, 08:15 PM
I basically came up with this one when considering a feat-switching fighter as one of the fixes, since if you roll badly or don't have high point-buy it's going to be hard for you to afford certain feats even if you can switch them. I don't know if it's too fiddly or not, though... Also I'm not sure what you'd tag it with.

Combat Training (Ex): A fighter of Xth level adds a bonus equal to his fighter level to all abilities (i.e. Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma) for the purpose of fulfilling the prerequisites of his Bonus Feat class feature. This permits the fighter to qualify for combat feats despite lacking above-average abilities, and to continue using his feats even after sustaining ability damage or ability drain. This bonus is not applied to the fighter's attributes for any other purposes (such as save DCs or ability checks necessary to use these feats).

Tordek, a level 8 fighter with 8 Dexterity and 10 Wisdom, can take Stunning Fist as a fighter feat, since his effective Dexterity and Wisdom for feat prerequisites are 16 and 18, respectively. However, when utilizing the feat itself, he produces a saving throw DC of only 14, since his actual Wisdom modifier is only 0, added to the base DC of 10 plus ½ his character level.
At Yth level, the fighter is considered to fulfill the ability-based prerequisites for any of his fighter Bonus Feats automatically, and access to his feats cannot be undermined by ability damage or ability drain.

Realms of Chaos
2014-02-27, 01:20 AM
Updated

Breaking with my normal posting pattern to reduce searching (and because they were submitted at once), cut reality was placed right after cut the world.

Thirdtwin: I'm listing it as offense for now as it's helping you gain your offensive feats, though It's quite possible that a [feat] tag may see use in the upcoming weeks and it will end up on this ability if so.

Also, I commend blade surge. It's the basic fighter action economy ability.

toapat
2014-02-27, 09:08 AM
Also, I commend blade surge. It's the basic fighter action economy ability.

nice job on keeping up

note, Blade surge should say Standard Action not Attack action in order to function in 3.5

Erberor
2014-02-27, 09:36 AM
Consider Blade Surge changed to standard action. Just a fine example of how confused I can get.

toapat
2014-02-27, 12:13 PM
Consider Blade Surge changed to standard action. Just a fine example of how confused I can get.

not like i have much to stand on, currently both abilities i wrote need some measure of revision each to function as intended.

Yakk
2014-02-27, 02:58 PM
Second Wind: A Fighter has a pool of second wind d12s equal to her level. When the Fighter rests for at least 1 hour she may choose to regain her second wind dice.

As a standard action or as part of a full defense action, you can "Take a Second Wind". This consists of rolling any number of these dice and adding her constitution modifier (once, not once per die). The fighter gains temporary HP equal to the least of the total damage the fighter has taken, or the roll. These temporary HP do not stack with another use of this ability, and last until she regains her second wind dice.

The second wind threshold is the fighter's class level from level 1 to 10, then it remains 10. Any second wind dice rolled at or under the threshold are not expended, and any second wind dice rolled over the threshold are expended.

If the fighter is regains HP while she has second wind temporary HP, all second wind temporary HP are lost and instead the fighter heals that amount of damage.

Feat Support:

Improved Second Wind: Requires at least one die in your second wind pool. You gain an additional d12 second wind die, your second wind threshold is increased by 1, and whenever a second wind die lands on a 12 you may roll again and add the new die to your total (such extra dice are never expended).

Second Mobility: Requires fighter 5. Once per round as a free action you can roll any number of second wind dice then add your dexterity bonus and move that many feet. Second wind dice that roll under your threshold are expended as usual. If done in response to a ranged, melee, or touch attack, the attack roll still occurs, but gains a penalty to hit equal to half the number of feet you move. If it is a ranged attack, penalties from the cover at the destination location apply. If it is done in response to an area spell or similar effect, the movement happens after the effect's location is determined, but before the spell evaluates. If done in response to a non-attack roll spell, legality of the targeting after the movement must be checked, and if it fails the spell fails to target the fighter (and possibly fizzles).

Second Surge: Requires fighter 10. When you score a critical hit in a battle of CR within 4 of your level, you can Take a Second Wind as a free action. Afterwards, your second wind pool is refreshed.

Second Domination: Requires fighter 15. When making a skill check of a fighter class skill, you can roll any number of second wind dice (and add your intelligence bonus) and (except for intimidate) add this as a circumstance bonus to your check. For Intimidate, only take the highest second wind die (plus your intelligence bonus), including any extra dice from "Improved Second Wind".

Second Immortality: Requires fighter 20. You can "Take a Second Wind" whenever you make an attack roll. The temporary HP gained from "Second Wind" are no longer limited by your current damage, and you can choose how many are converted to healing when you regain HP. Whenever you slay a creature, you gain second wind dice back equal to the creature's HD.

Analysis & Design:
The primary goal was to provide a Fighter with a resource pool that means "adding a Fighter to the party increases party total durability as much as adding a Cleric". It isn't quite strong enough, but it helps.

The threshold trick makes it grow hyperbolically at higher levels. I was thinking of quadratically instead?

The feat support is a mixture of improvements and other uses for the resource. Mobility is a different kind of defensive mechanic, second surge provides a way to regain your pool faster, domination lets you do reasonably epic things with your skill checks (I checked, and only intimidate results in something purely broken), and immortality is aimed at making fighters reasonably tough against HP damage if they choose that feat. Probably immortality isn't good enough.

Realms of Chaos
2014-02-27, 10:43 PM
Erberor: Edited to say standard action.

Yakk: I'm trying to avoid putting feats and stuff in the early slides but a link has been provided to your post for those interested.

On an interesting note, we have reached 55 class features (unless I've miscounted) in only 4 days. I guess that the high fix density will do that...

Seerow
2014-02-27, 11:02 PM
Honestly I'm surprised Ziegander hasn't shown up yet.

Yakk
2014-02-28, 10:11 AM
Realms of Chaos: I did a small tweak to the threshold (it is now the fighter class level, up to 10, then it doesn't go up, instead of half your fighter class level).

The rate of growth at low levels wasn't fast enough for my taste. Now a level 10 fighter can boost heals/generate temporary HP more than (6.5*10*6 = 390) HP over a day (or between 1 hour rests) without feat support (plus con multiple times).

A level 1 fighter adds ~7+con pseudo-helaing, while a level 1 cleric 4.5+wisdom.

A level 5 fighter ~56+ multiple con bonuses psuedo-healing, while a level 5 cleric ~45 plus multiple wisdom bonuses.

A level 10 cleric using level 1-4 spell slots (not domain, not bonus) on cure spells can heal 148.5 from healing dice, plus wis multiple times. (bonus and level 5 are not included).

Past level 11, heal makes it hard for the fighter to keep up. Each level 6+ spell is 110-150 HP healed, and the cleric gains 1-2 of them per level.

Each Fighter level grants merely +39 extra healing and pseudo-healing from 11 on up.

So my goal (the Fighter adding more total durability to the group, but less flexibility as the durability is in the Fighter, than a Cleric healbot) is achieved up to level 10-13 or so at least against HP damage.

Realms of Chaos
2014-03-01, 02:23 AM
Yakk: Altered.

Seerow: I'm not too surprised that some people wouldn't join in. Not everyone wants to turn their hard work into a "public domain" resource.

Erberor
2014-03-02, 08:11 PM
What? NO NEW FEATURES IN A WHOLE DAY? THIS MADNESS MUST END!

Strike of Absolute Annihilation (Ex)
Beginning at level X you may attempt to annihilate your target with a single blow. As a standard action, make a single attack. If the attack hits, the targeted creature must make a Fortitude save (DC 10+1/2 Fighter level+Str mod) or be destroyed instantly, regardless of creature type. living creatures die, undead are destroyed, constructs collapse, and so on. Even if the save is successful, the target takes normal damage from the attack plus 8d6 extra damage. This ability can be used a number of times per day equal to your constitution modifier.

Indomitable (Ex)
Beginning at level X, you may ignore all effects of a single ability, effect or spell that is acting against your interest in any way. This ability can be used a number of times per day equal to your constitution modifier.

Shatter the Skies (Ex)
Beginning at level X, you may, as a standard action, cause an immense disruption in the air around you. This disruption causes all creatures and objects flying or levitating within Y ft/Fighter level to plummet to the ground, as though suddenly unable to fly. For the next Z rounds, no creature may fly or levitate by any means so long as they are within Y ft of you. This ability can be used X times per day.


This is a very shield oriented ability. As though it wasn't obvious.

Guardian's Sword (Ex)
When wielding a one handed melee weapon and a shield, you may treat the one handed weapon as a two handed weapon for all purposes, gaining 1.5xSTR mod to damage, increased power attack returns, and so on. You do not gain this benefit if two weapon fighting or if the weapon is a light weapon.

Realms of Chaos
2014-03-02, 10:37 PM
Updated!

Also, Indomitable doesn't make ANY sense (Yeah, I ignore the portal that the archers are firing through... or ignore the domination spell on my ally that makes him get in my way...) but it is also the only way for that ability to do what you intend so congrats on that. :smalltongue:

Erberor
2014-03-02, 11:36 PM
Indomitable has a very loose wording on purpose, to allow for maximum awesome-sauce, but I do wonder if I should tone it back a smidgen. Of course, it fits in perfectly with my imagination of the ideal fighter, someone who can shift reality by sheer strength of body and force of will.

Jormengand
2014-03-03, 11:26 AM
Indomitable (Ex)
Beginning at level X, you may ignore all effects of a single ability, effect or spell that is acting against your interest in any way. This ability can be used a number of times per day equal to your constitution modifier.

Well, why don't we just indomitable the sun?

More features from me coming in a bit, probably.

Erberor
2014-03-03, 04:48 PM
Well, why don't we just indomitable the sun?

You make an excellent point...though I still have trouble coming up with a way of having it remain a very flexible, open-ended ability while still making sense. The best I can think of is to limit it to ignoring effects directly pertaining to the fighter.

That way, indomitable-ing the sun would just mean that the sun wouldn't do anything to YOU. It would still shine just as fiercely on all your poor friends...but that does make me think that there should be a time limit on how long you can ignore permanent effects...

As a potential fix, how about this?

Indomitable (Ex)
Beginning at level X, you may ignore all effects of a single ability or spell that is affecting you in any way. If the ability or spell is permanent or ongoing, you ignore its effects for one minute per fighter level. This ability can be used a number of times per day equal to your constitution

Erberor
2014-03-06, 12:30 PM
This thread is not allowed to die. Why? Because it's just too awesome. Some of these abilities are really quite good, and I want to see more! MOAR!

So, here's another small ability from myself.

Glorybound (Ex): Beginning at level X, the duration of all beneficial effects is is doubled for you only, and the duration of all detrimental effects is halfed for you only, to a minimum of one round.

Slider
2014-03-06, 05:44 PM
Really like some of these fixes, keep 'em coming. The following are some I use in my campaigns.

Fast Feet (Ex): A fighter’s movement speed increases by 10’ at 5th level, and by an additional 10’ at 10th, 15th, and 20th level.

Battlefield Control (Ex): Starting at 5th level, the fighter may take an additional 5’ step in a combat round as a free action. He gains an additional 5’ step at 10th, 15th, and 20th level. This is in addition to the normal move action the fighter can take in a round.

Quick to Move (Ex): When a fighter uses a move action during a round he can move up to his speed and still use a full attack action at the end of his movement. A fighter may make a double move and take a standard action at the end of his move. Starting at 10th level, the fighter is able to ignore the effects of difficult terrain on his movement speed. At 15th level he can run, or charge, across difficult terrain as a normal move action.

Realms of Chaos
2014-03-07, 09:38 PM
Apologies for the missed update. Was performing an all-night movie marathon.

Everything is up to speed now.

Kamai
2014-03-07, 11:52 PM
I have just one that I can add to this that I'm tweaking from a mythic path I was working on.

Seize the Night (ex): A fighter of X/Y/Z level can remain in his original position in initiative after a readied action or delayed action,. If the fighter readies an action, but does not take the readied action before the start of his next turn, the fighter may take a (move/standard/full round) action. This action occurs just before your normal action.

Tempestfury
2014-03-08, 12:45 PM
Well... this is a pretty neat idea. Instead of using a fighter fix class, you can use this compendium to mix and match a fighter fix to your liking... Lets add in some suggestions that I feel could work. Taken from a WIP class based around the Combat Focus Feat.

Renewed Focus (Ex): Whenever you would lose Combat Focus during an encounter, as a immediate action you can renew your Combat Focus for another 10 rounds, +1 for each Combat Focus Feat.

Swift Focus (Ex): Your ability to become focused on a battle is becoming easier to slip into. At Xth level, you can become combat focused as a swift action once per encounter

Realms of Chaos
2014-03-08, 11:21 PM
And updated for the day

Tempestfury: I don't know if this is a problem but I decided to un-blue your feats for the big gallery. While I know that the blue is your thing, it would seem a bit unfair to make anyone's work innately more eyecatching.

toapat
2014-03-09, 01:11 AM
And updated for the day

Tempestfury: I don't know if this is a problem but I decided to un-blue your feats for the big gallery. While I know that the blue is your thing, it would seem a bit unfair to make anyone's work innately more eyecatching.

unless of course you alternated the color of every other ability to better confer separation

Erberor
2014-03-09, 06:22 AM
unless of course you alternated the color of every other ability to better confer separation

It'll be a RAINBOW of awesome!

Tempestfury
2014-03-09, 08:34 AM
And updated for the day

Tempestfury: I don't know if this is a problem but I decided to un-blue your feats for the big gallery. While I know that the blue is your thing, it would seem a bit unfair to make anyone's work innately more eyecatching.

That's fine. Got to keep things fair after all.

Anyway, I give a Commendation to the Master of Many Styles Feat.

toapat
2014-03-09, 10:12 AM
It'll be a RAINBOW of awesome!

Dichrome is not rainbow

Erberor
2014-03-09, 01:07 PM
Couple more!

Mantle of the Hero(Su):
At level X, you gain spell resistance equal to 10+Fighter level+Con mod. You may lower or raise your spell resistance as a free action, even if it is not your turn.

Sheer Might (Ex):
Fighters are incredibly powerful, vastly overpowering those around them in terms of sheer physical might. At level X, you are treated as being large sized when determining size bonuses to strength checks, if it would be an improvement. However, on opposed strength checks you can only be considered to be up to one size category larger than your opponent. Every Y levels your effective size increases by one size category.

unbeliever536
2014-03-09, 03:34 PM
Sheer Might (Ex):
Fighters are incredibly powerful, vastly overpowering those around them in terms of sheer physical might. At level X, you are treated as being large sized when determining size bonuses to strength checks, if it would be an improvement. However, on opposed strength checks you can only be considered to be up to one size category larger than your opponent. Every Y levels your effective size increases by one size category.

This should probably be "...treated as a creature one size larger..." in order to allow for larger fighters to make use of it.

Erberor
2014-03-09, 06:22 PM
This should probably be "...treated as a creature one size larger..." in order to allow for larger fighters to make use of it.

Well, the thought was to put the fighter on par with larger creatures rather than to have them be flat out better. It's a personal preference, mostly, though it could certainly go either way.

Realms of Chaos
2014-03-09, 08:54 PM
And... updated. :smallsmile:

Edit: Just realized (after 3 pages) that noting every single update with a post is a bit obnoxious. From now on, will only make note in post if something specific has to be said regarding the thread or if a period of time passes without updates for some reason. :smallconfused:

Yakk
2014-03-10, 09:28 AM
An attempted rewording. I think this matches your intent?

Sheer Might (Ex):
At level X, Fighters may treat themselves as one size larger when determining size bonuses for strength checks. At level Y, Z and W this increases to two, three and four sizes larger respectively. However, on opposed strength checks, if you use this ability, it can only make you at most one size category larger than your opponent.

spikeof2010
2015-03-20, 07:01 PM
I have a few if this isn't dead.

Nothing in your way (Ex) [Offensive]

At Xth level , you can start bypassing resistances. You may take a penalty to attack equal to the amount of damage resistance (up to +1 or Magic) an opponent has. At Yth level and every other level afterwards, the damage resistance you can attempt to by pass goes up by 1. At level 20, this increases to DR/- and DR/Epic.

Blood and Sweat (Ex) [Offensive]
At Xth level, the fighter may damage himself to gain a bonus to attack and damage. This damage cannot be reduced in anyway. They may expend 1 hit point to gain a +2 stacking bonus to damage and attack, at Yth level and every Z levels afterwards, the bonus per hit point goes up by 1.

Network
2015-03-20, 11:29 PM
How could I have missed this thread? It is exactly what I was looking for, and yet I didn't know that RoC had made such thread.

I have an old fighter 'fix' project in a file on my computer but didn't have the opportunity to complete it. My goal was to solve the fighter's problem by making feat chains that only fighters would be able to reliably take. I could see many of the class features in the compendium turned into balanced feats for my project's purpose, if I ever manage to finish it.