qazzquimby
2015-03-12, 01:46 PM
For reasons I cannot comprehend, I have begun gestalting the fighter and every fighter fix I can find into a single class, of great complexity and incredible might.
The trend is interesting. The more a class is broken, the more its fixed, and by gestalting those fixes you can make an inversion of the original breakage. A more or less balanced class will have few if any fixes, and will stay put, while fighters and wizards are fixed all over the place, transforming them respectively into an unstoppable titan and a sniveling child with a twig.
I've been working off this. (http://www.minmaxboards.com/index.php?topic=1172.0)
Are there any other sources people can point me to?
And is anyone at all interested in this, or am I just insane?
WIP
Overflowed at level 5, see here (http://www.giantitp.com/forums/showsinglepost.php?p=18949171&postcount=6) and here (http://www.giantitp.com/forums/showsinglepost.php?p=18949773&postcount=10) for the rest of the class.
HD: d12
Skill Points: 4+Int per level
The Fighter
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
CF I
CF II
CF III
CF IV
Maneuvers Known
Maneuvers Readied
Stances Known
1st
+1
+2
+0
+0
Warlord's Knowledge, Find Weakness, Eardatch Ability, Shifting Tactics, Kerrick Combat Focus, Improved Unarmed Strike, Weapon Focus, Ruthless Charge, Cheap shot, True aptitude, Combat feats, Chosen weapon, Height of battle, Bonus feat x9
2
0
0
0
3
3
1
2nd
+2
+3
+0
+0
Restrict Movement, DR 1/-, Warcraft +2 (damage)Path of the Warrior, Bravery, Uncanny Dodge, Sneak Attack +1d6, Bkdubs Combat focus, Bonus feat x12
2
0
0
0
4
3
1
3rd
+3
+3
+1
+1
Master of Many Styles (2nd Seerow Combat Style), Guardian, Brawn over Brains, Dungeon Crasher, Combat Ability, Exemplar Aptitude, RobbyPants Art of War, Canny defense, Defensive training, Weapon bond, JaronK’s art of war, Instant reaction, Otto Art of war, Physical prowess
3
0
0
0
5
3
1
4th
+4
+4
+1
+1
Disrupt (Move action), Improved reaction +1, Born to Have Magic Weapon and Magic Armor, Path of the Warrior, Retraining, Mastery of Arms, Weapon Specialization, Ever Vigilant (Maintain), Flexible feat, Bonus feat x12
3
0
0
0
5
4
2
5th
+5
+4
+1
+1
Warror's Expertise, Protect (5ft, 25%), Sixth Sense, Elusive Attack+2, Grit, Combat Style Focus, Fighting Style, First Fighting Style Benefit, Sneat Attack +2d6, RobbyPants Battlefield Recon, Surprise Lunge, Downcasting Rebuke, Tricky dodge, Weapon ability, Adaptable feat, Tactical training, Height of battle, physical prowess
3
1
0
0
6
4
2
6th
+6
+5
+2
+2
Divert (Move action), DR 3/- Warcraft +4 (skills), Path of the Warrior, Bravery +2, Combat Ability, Improved Uncanny Dodge, Combat Vigor, Tide of Battle (Expend), Bonus feat x12
3
1
0
0
6
4
2
7th
+7
+5
+2
+2
Martial Adaptation (1feat), Extended reach +5ft, Improvise, Improved Dungeon Crasher, Iron Mind, Second Fighting Style Benefit, Shake it Off, Foil, Weapon ability, Weapon sapience, Battlefield Recon, Grin and bear it, Otto Improved art of war, physical prowess
4
1
0
0
7
4
2
8th
+8
+6
+2
+2
Disrupt (Swift), Improved Reaction +2, Featster, Bodybuilding, Path of the Warrior, Tough Defence, Mastery of Arms, Tremulous Steps (Maintain), Flexible feat, Bonus feat x13
4
1
0
0
7
4
2
9th
+9
+6
+3
+3
Master of Many Styles (3rd Seerow Combat Style), Protect (10ft), Feat Chainer, Counterattack, Combat Ability, Third Fighting Style Benefit, RobbyPants True Grit, Mighty Assault, One for Flinching, Weapon ability, immediate step, height of battle, physical prowess,
4
2
0
0
8
4
2
10th
+10
+7
+3
+3
Divert (Swift action), DR 6/-, Warcraft +6 (AC) Path of the Warrior, Bravery +3, Sneak Attack +3d6, Shellshock (Expend), Adaptable feat, Bonus feat x13
4
2
1
0
8
5
3
11th
+11
+7
+3
+3
Battlefield Mobility, Protect (50%), Impossible Feat, Elusive attack +4, Combat Style Focus, Whirlwind Strikes 1/encounter, +5’ reach with Whirlwind Strikes, Fourth Fighting Style Benefit, Array of Stunts, Weapon ability, JaronK True Grit, Otto greater art of war, dancing blade, physical prowess
5
2
1
0
9
5
3
12th
+12
+8
+4
+4
Mass disrupt (Move Action), Improved Reaction +3, Toughness, Path of the Warrior, Tough Defense (Will), Combat Ability, Master of Arms, Dual Styles, Show of Force, Through the Haze (Maintain), Flexible feat, Bonus feat x14
5
2
1
0
9
5
3
13th
+13
+8
+4
+4
Martial Adaptation (2 feats), Extended Reach +10ft, Combat Experience, Greater Grit, Combat Awareness, Whirlwind Strikes 2/Encounter, Fifth Fighting Style Benefit, Improved Shake it Off, Rapid Counter, Weapon ability, Brace for impact, combat master, physical prowess
5
3
1
0
10
5
3
14th
+14
+9
+4
+4
Mass Divert (Move Action), DR 10/-, Warcraft +9 (Saves), Path of the Warrior, Bravery +4, Paragon Aptitude, True Threat (Expend), Bonus feat x15
5
2
2
0
10
5
3
15th
+15
+9
+5
+5
Master of Many Styles (4th Seerow Combat Style), Protect (15ft), Expand Feats, Overpowering Attack, Combat Ability, Whirlwind Strikes 3/Encounter, Sneak Attack 4d6, Improved Foil, Maiming Strike, Redirect Charge, Weapon ability, Adaptable feat, Otto superior art of war, fighter’s resilience, physical prowess
6
3
2
1
11
6
3
16th
+16
+10
+5
+5
Mass Disrupt (Swift Action), Improved Reaction +4, Path of the Warrior, Master Dungeon Crawler, Force of Will, Mastery of Arms, Action Without Thought (Maintain), Flexible feat, Bonus feat x15
6
3
2
1
11
6
4
17th
+17
+10
+5
+5
Disciplined Soldier, Protect 75%, Combat Master, Elusive attack +6, Combat Style Focus, Whirlwind Strikes 4/Encounter, Improved Array of Stunts, Weapon ability, Battle superiority, physical prowess
6
4
2
1
12
6
4
18th
+18
+11
+6
+6
Mass Divert (Swift Action), DR 15/-, Warcraft +12 (Strength) Path of the Warrior, Bravery +5, Combat Ability, Battleshaper (Expend), Bonus feat x16
6
4
3
1
12
6
4
19th
+19
+11
+6
+6
Martial Adaptation (3 feats), Extended Reach +15ft, Sacrifice Feat, Lord of Battle, Whirlwind Strikes 5/Encounter, +10’ reach with Whirlwind Strikes, Greater Shake it Off, Weapon ability, Fearless, Otto perfect art of war, masterful attack, physical prowess
7
4
3
2
13
6
4
20th
+20
+12
+6
+6
Warmaster, Mass Disrupt (Double, Improved Reaction +5, Path of the Warrior, Weapon Mastery, Mastery of Arms, Full Attack with Whirlwind Strikes, Sneak attack +5d6, Supreme Reach, Strike of Immeasurable Power, Deceptive Defense, Defensive Mastery, Lord of War Flexible feat, Perfect self, Adaptable feat, Bonus feat x10
7
4
3
2
13
7
4
Class Features
Weapon Groups and Armor Proficiency: Fighters have proficiency with Basic Weapons Group and four other weapon groups of their choice. They are proficient with all armor and all shields.
1/5/9/13/17 Height of Battle (Ex): A fighter is at his best when the chaos of battle is swirling around him. If the fighter is in a stressful and/or dangerous enough situation that he would normally be unable to “take 10” on skill checks, he enters into a Height of Battle. This occurs even when the fighter is caught off-guard, regardless if he can spend an action or not. When he first enters this Height of Battle, a fighter may choose one of the following options:
Raging Bull: The fighter gains a +2 bonus on all Bull Rush checks.
Disarming Strike: The fighter gains a +2 bonus on all Disarm checks.
Wily Swordsman: The fighter gains a +2 bonus on all Feint checks.
Serpent's Grip: The fighter gains a +2 bonus on all Grapple checks.
Sunder-wraith: The fighter gains a +2 bonus on all Sunder checks.
Fighter's Footwork: The fighter gains a +2 bonus on all Trip checks.
At 5th level, and every 4 levels thereafter (9th, 13th, and 17th), the fighter may choose an extra option from the above list when first entering his Height of Battle and gains the given bonus on checks for all the chosen options. In addition, at 5th level and every 4 levels thereafter, the bonus increases by +1 (+3 total at 5th level, +4 total at 9th level, and so forth). When initiating any of the chosen options, the fighter does not provoke an attack of opportunity.
The fighter has several class features that require him to lose this bonus in order to affect a greater outcome. Each class feature that allows this mechanism describes for how many rounds he will lose this bonus.
As soon as the fighter would normally be able to “take 10” on skill checks, he loses his Height of Battle bonus. The fighter may enter a new Height of Battle as a move-equivalent action, which does not provoke an attack of opportunity. Doing so allows him to change his Height of Battle bonus to focus.
1/2/4/6/8/10/12/14/16/18/20 Bonus Feats: At 1st level, a fighter gets a number of bonus combat-oriented feats equal to the multiplier in the class table in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains additional bonus feats this way at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including base attack bonus minimums. He may ignore any stat based prerequisites of Fighter feats he selects.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Starting at 5th level, and every even numbered level after that, you may retrain one Bonus Feat you gained from this feature to another feat you qualify for.
1 Chosen weapon (Ex): At 1st level, a fighter chooses one weapon in his possession. He receives the Weapon Focus feat with that type of weapon. Until 3rd level, the fighter may change his chosen weapon by training with a new weapon for 24 hours.
1 Combat Feats (Ex): Fighters make extensive use of feats, and master powerful techniques other warriors would never dream of. In a manner similar to how a Wizard prepares spells, fighters prepare themselves for the day, drawing on a wide breadth of combat experience and proficiency. Fighters prepare feats instead of spells, drawn from the fighter's list of Combat Feats (given below), his feats divided into tiers much like a spellcaster's spells are divided into levels. Fighters begin play knowing 3 Tier I feats, but can only prepare 2 as indicated on the table above (can prepare 7 Tier I feats at 20th level). A fighter can prepare a lower Tier feat he knows into a higher Tier "slot" when he prepares his feats. At each level, a fighter learns a new feat, and can learn any feats of Tiers that are available to him. At 5th, 10th, and 15th level a fighter learns an additional feat of any Tier available to him (25 total known feats at 20th level). When a fighter learns a feat that says it can be taken multiple times he may ready that feat multiple times, but only needs to learn it once.
Tier I feats include all fighter feats whose prerequisites require BAB no greater than +4, skill ranks no greater than 7, and ability scores no greater than 15. Tier II feats include all fighter feats whose prerequisites require BAB no greater than +9, skill ranks no greater than 12, and ability scores no greater than 17. Tier III feats include all fighter feats whose prerequisites require BAB no greater than +14, skill ranks no greater than 17, ability scores no greater than 19, and Epic fighter feats.
Tier IV feats include all fighter feats whose prerequisites require BAB 15 or higher, skill ranks 18 or higher, ability scores 20+, and Epic fighter feats.
Any feat which has another feat as a prerequisite is always the same Tier as that feat or higher. To learn a feat a fighter must still qualify for it as normal. To prepare a feat that requires other feats as prerequisites those feats must be prepared first. Fighter can "empty" their "feat slots" and reprepare feats with 5 minutes rest for each slot emptied this way.
"Retraining Feats" - At 5th, 10th, 15th, and 20th levels a fighter can lose combat feats he's learned throughout his career to learn other ones in their place. At 5th level he can replace any Tier I feat he knows with any other Tier I feat he meets the prerequisites for. At 10th he can replace another Tier I feat, but can also replace a Tier II feat. At 15th level he can replace another Tier I feat, another Tier II feat, and can also replace a Tier III feat. At 20th level he can replace a feat of each Tier available to him if he chooses.
1 True Aptitude (Ex): That little thing that Warblades do is cute and all, trying so hard to emulate what comes so naturally to a fighter. A fighter with Weapon Focus, Weapon Specialization, or any other feats of that nature (any feat with benefits that apply to a specific weapon) can switch the weapon to which those feats applies as a swift action.
1 Cheap Shot (Ex): A fighter deals extra damage equal to her fighter level when she strikes a flatfooted or flanked foe.
1 Ruthless Charge (Ex): Anytime a fighter charges, he adds his level to the damage of his attack.
1 RobbyPants Art of War (Ex): Fighters train extensively in the basic arts of combat. At 3rd level the fighter gains a +1 bonus to opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks. This bonus increases by +1 every three fighter levels thereafter.
1 Improved Unarmed Strike (Ex): At 1st level, a fighter gains the Improved Unarmed Strike feat even if he does not meet the prerequisites.
1 Weapon Focus (Ex): At 1st level, a Fighter gains the Weapon Focus feat.
1/11 Kerrick Combat Focus (Ex): At the beginning of combat, the fighter enters a heightened state of awareness called combat focus. While in this state, the fighter gains a +2 bonus to Reflex saves and and +2 dodge bonus to Armor Class, as he can see threats coming and react more quickly. These bonuses don't apply against any attack that would deny the fighter his Dex bonus to AC. If the fighter is dazed, stunned, or knocked unconscious, he loses his combat focus and cannot regain it until he rests for 5 minutes. The focus otherwise lasts for the duration of the encounter.
At 11th level, the fighter does not lose combat focus from being dazed or stunned, and needs to rest for only 1 minute before he can regain his focus.
1 Initiator Level (Ex): Your initator level is equal to your fighter level.
1 Maneuvers Readied (Ex): You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
1 Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
1 Shifting Tactics (Ex): Your training with a wide range of armor, weaponry and tactics gives you great skill with particular weapons. You have the flexibility to adjust your training. Once per day, after resting for at least 8 hours (these hours do not need to be consecutive), you can spend 1 hour in practice to change any [fighter] feat you possess with another [fighter] feat. You must meet all prerequisites of the new feat. You cannot lose a feat that is the prerequisite for any other feats or abilities you have.
1 Eardatch Ability (Ex): Gain an ability off the following list at every odd level, and gain two at 20th level. You may choose from any lists of your level or less. Each ability can be taken once.
First level
Battle Clarity: as the warblade ability plus, use int mod in place of dex mod for reflex saves and this bonus if it would more better, whether flatfooted or not.
b Gain +10' of movement. This is reduced to +5' in medium armor or while carrying a medium load and is eliminated in heavy armor or while carrying a heavy load. You may take this ability a second time if you have +6 or higher BAB, a third if you have +11 or higher, and a fourth if you have +16 or higher.
Steely Resolve 5: as the crusader ability plus furious counter-strike.
Swift Kick: requires improved unarmed strike: as a swift action, make a single unarmed strike at your highest base attack bonus. This attack suffers a -2 penalty to hit.
Tower Shield Mastery: Eliminate the penalty to hit for wielding a tower shield and you may make attacks of opportunity without penalty while gaining total cover from a tower shield.
Third level
Armored Stability: Treat armor check penalty as a bonus instead of a penalty to balance checks made to stay standing of prevent being moved. Also add half this penalty, but no more than half your BAB, as a bonus to resist trip, overrun, bull-rush, and grapple attempts, and as a bonus on bull-rush and overrun attempts to initiate such maneuvers.
Battle Ardor: As the warblade ability, also, a successful critical hit imposes a penalty to the target's AC equal to your int bonus for a number of rounds based on your critical multiplier: 2 rounds for x2, 4 rounds for x3, and 6 rounds for x4.
Shield Parry: with any shield you can bash with, you may parry an attack as an immediate action by rolling an attack with the shield. The opponent must reroll the attack roll and misses if it's roll does not exceed your roll. You declare a parry after being hit but before damage is rolled.
Stance: Choose any stance from the following list, regardless of prerequisites except for initiator level. Treat your initiator level as equal to your BAB - 2 for the purpose of this selection. Iron Guard's Glare, Stance of Clarity, Punishing Stance, Island of Blades, Stonefoot Stance, Blood in the Water, Bolstering Voice, Leading the Charge, Thicket of Blades, Pearl of Black Doubt, Absolute Steel Stance, Giant Killing Style, Crushing Weight of the Mountain, Roots of the Mountain, Leaping Dragon Stance, Wolverine Stance, Tactics of the Wolf, Hearing the Air, Dancing Blade Form, Shifting Defense, Giant's Stance, Press the Advantage, Immortal Fortitude, Supreme Blade Parry, Strength of Stone, Wolf Pack Tactics, Swarm Tactics. You may take this ability more than once, each time choosing a new stance to learn, though you may still be in only one stance at a time.
Uncanny Dodge: as the Barbarian ability of the same name.
Fifth level
Armor Expertise: You may move in medium armor as though it were light, and in heavy armor as though it were medium. At 9th level this improves so that you may move in heavy armor as though it was light.
Insightful Reflexes: requires combat reflexes. You may add either your int bonus or your wis bonus to the total number of attacks of opportunity you can make in a round in addition to your dex bonus.
Martial Purge: As a standard action you may make a second saving throw to end a spell, power, or effect affecting you (or at least end it with respect to you if it affects an area or multiple targets), or, if the effect did not allow a save, by making a level check against DC 11 + the caster level/manifester level/etc. or the effect, or Hit Dice, if there is none. You may only attempt this ability against a particular effect once in a 24 hour period. If you are prevented from taking standard actions by the effect you wish to end you may attempt to use this ability anyway. Similarly, you cannot be compelled by an effect to not attempt to use this ability against such an effect (this includes effects that dominate)
Sneak Attack: +2d6
Seventh level
Battle Cunning: As the warblade ability.
Improved Uncanny Dodge: as the Barbarian Ability.
Maneuver Mastery: Requires Improved Bull-rush, Disarm, Grapple, Overrun, Sunder, or Trip. For each of these combat maneuvers for which you have the corresponding "improved" feat for, you may take 10 on the opposed roll.
Ninth level
Evasion: Requires lightning reflexes
Mettle: Requires Iron Will
Steely Resolve 15: Requires Steely resolve 5.
Eleventh level
Battle Skill: As warblade ability
Combat Fortune: once each encounter, as an immediate action, you may re-roll any save, attack roll, ability check, or force the re-roll of an attack against you.
Sneak Attack: +4d6 total, requires Sneak Attack +2d6.
Thirteenth level
Armor Mastery: If an attack that hits you would miss you if your armor bonus was twice what is currently is, you have DR x/- against that attack, where x is your Base Attack Bonus.
Improved Ready Action: You may ready move, swift, and full-round actions by spending the same action on your turn.
Spell Parry: By reading an attack you may counter a spell (or power) as if casting dispel magic. You must threaten a square that the spell's line of effect passes through, be the target of the spell, or threaten the caster to use this ability. Use your BAB in place of caster level for the check (no maximum) and add 2 to the check for each of the following feats you possess: Mage slayer, pierce magical protection, pierce magical concealment.
Fifteenth level
Battle Mastery: As the warblade ability.
Impetuous Endurance: As the (17th level) Knight ability (don't automatically fail saves on a natural 1)
Seventeenth level
Certain Strike: Once each round you may take 10 on an attack roll
Controlled threat: Up to once each round you may declare a successful hit a critical threat. You may not use this ability if you have used this ability as many times or more this day than twice the threat range of the weapon you are attacking with (eg: with a 19-20 threat range weapon, you could not use the ability if you have used it 4 or more times this day already.)
Sneak Attack: +6d6 total. requires sneak attack +4d6.
Steely Resolve 30: requires Steely resolve 15.
Nineteenth level
Perfected Form: Once each day you may treat any attack roll, saving throw, or ability check as if you rolled a natural 20.
Spell Blade: Requires Spell parry. If you would counter a spell with the spell parry ability, you may instead reflect it back on the caster as with spell turning, except that the caster is entitled to a DC 10 + spell level +1/2 your BAB reflex save to avoid the rebounding spell. If you parry a spell with an empty spell storing weapon, you may instead absorb the spell into the weapon, even if it is higher than 3rd level. If you start your action with a spell of 4th level or higher in your spell storing weapon, you must make a will save against the Spell's save DC or be forced to release the spell as a standard action to any legitimate target within range.
1 Find Weakness (Ex): Fighters learn to recognise new abilities and adapt to them. A fighter can make skill checks to identify spells, creatures, etc. as if he had a number of ranks in the relevant skill equal to his fighter level +3. A fighter can only learn information on his target's game stats with this ability - for instance, when identifying a troll he could learn of its regeneration and how to overcome it, but not that it is called a troll or how common trolls are in the area. However, if he has ranks in the relevant skill he can still learn this information with a normal check.
1 Warlord's Knowledge (Ex): The Fighter can make a special knowledge check with a bonus equal to his Fighter class level in place of any knowledge check involving battle on a small or large scale. This may be used to identify creatures, gain information about battle formations, draw out a siege plan, and so on. 5 ranks of Knowledge(History) provides a +2 synergy bonus with Warlord's Knowledge.
2 Bkdubs Combat Focus (Ex): Fighters are expected to be alert, ready to take advantage of the flow of the field in an instant. By spending a move action, a fighter of 2nd level and higher can enter a focused state of mind. This state lasts for a number of rounds equal to 5 or 1/2 fighter level +2 (whichever is higher), and during the focus the fighter gains a +2 bonus to a single saving throw. As a swift or immediate action the fighter can voluntarily end his focus to reroll a single d20 roll. Fighters cannot gain or maintain Combat Focus outside of battle for the state of mind and body needed to achieve this simply doesn't exist except in those conditions.
2 Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear effects. This bonus increases by +1 for every four fighter levels the fighter possesses.
2/5/10/15/20 Sneak Attack: A Fighter gains the ability to make sneak attacks as a Rogue. At 2nd level a Fighter gains an extra 1d6 damage on all sneak attacks. This increases to 2d6 at 5th level and by an additional 1d6 every five levels thereafter.
2 Uncanny Dodge(Ex): As the Rogue ability.
2 Path of the Warrior: At 2nd level, and every 2 levels thereafter, a fighter gains a special ability of his choice from among the following options.
Adaptation (Ex): For every round a fighter is engaged in combat with an opponent, or observes that opponent fighting, he gains a cumulative +1 bonus on attack rolls, damage rolls, armor class, saving throws and sense motive checks against that opponent until the end of the encounter. These bonuses cannot exceed +5.
Armor Compatibility (Ex): The fighter gains a +1 armor bonus to his armor class when wearing any type of armor he is proficient with. This stacks with the armor bonus granted by the equipped armor. When wearing that armor, his maximum dexterity bonus and his armor check penalty are both improved by one. While wearing heavy armor, he can be used as cover by his allies. He treats any heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. Furthermore, he reduces any falling damage by his armor bonus to AC.
Battle Prowess (Ex): The fighter suffers only a -3 penalty on all iterative attacks, instead of -5. This does not allow the fighter to gain extra attacks at lower levels, he gains them normally.
Counterstrike (Ex): Every creature which attacks and misses the fighter with melee or ranged weapon and is threatened by him provokes an attack of opportunity from the fighter. The fighter may use this ability a number of times each round equal to his dexterity modifier (minimum 1), but this does not allow him to make additional attacks of oppurtunity on a single creature multiple times. If the fighter is fighting defensively, he gains a +4 bonus on attacks of opportunity made using this ability.
Counter-Tactics: Brutes (Ex): The fighter knows how to fight melee opponents who rely on brute force. He gains a +3 bonus against attempts to bull-rush, overrun, or sunder him or items in his possession. These bonuses increase by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Flyers (Ex): The fighter knows how to fight flying creatures. He gains a +3 dodge bonus to AC against flying opponents, and against opponents attacking from higher ground or horseback. This bonus increases by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Giants (Ex): The fighter can undergo training against large creatures. He gains a +2 dodge bonus to AC against a creature for every size category larger it is then himself. The overall bonus to AC increase by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Leaders (Ex): The fighter knows how to fight opponents who command their troops. As a standard action that does not provoke attacks of opportunity, a fighter may make an Intimidate check to demoralize opponents within 30 feet of him with an Intelligence score of 3 or higher. Every opponent that becomes demoralized loses all morale bonuses to abilities, attack rolls, damage rolls, and skills (this includes bonuses from spells and spell-like effects), for a number of rounds equal to 3 + fighter's Charisma modifier. The fighter gains a +4 bonus on his Intimidate check used in this fashion if he possesses Tactical Genius.
Counter-Tactics: Manipulators (Ex): The fighter gains a +3 bonus on saving throws against all mind affecting spells and effects. This bonus increases by +2 if he possesses Tactical Genius.
Counter-Tactics: Mobs (Ex): The fighter knows well how to defend himself from multiple opponents at the same time. He gains a +2 dodge bonus to AC and Damage Reduction 5 against attacks made by all opponents after the first one in any given round. The fighter gains Uncanny Dodge as a class feature in addition to this bonus if he possesses Tactical Genius. The fighters levels stack with rogue levels to determine uncanny dodge effectiveness, and if he already possesses or later gains uncanny dodge, he gains improved uncanny dodge instead.
Counter-Tactics: Opportunists (Ex): The fighter knows how to fight melee opponents who use opportunity to deliver deadly blows. He gains +3 dodge bonus to AC against attacks of opportunity and gains Damage Reduction equal to half his fighter level against precision damage (such as Sneak Attack). He gains an additional +2 dodge bonus to AC against attacks of opportunity and damage reduction equal to his fighter level against precision damage if he possesses Tactical Genius.
Counter-Tactics: Ranged (Ex): The fighter knows how to defend himself from projectiles and thrown weapons. He gains a +3 dodge bonus to AC against all ranged attacks. This bonus increases by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Snatchers (Ex): The fighter knows how to fight grasping creatures. He gains +3 dodge bonus against grapple attempts and bite attacks. He also gains Damage Reduction equal to half his fighter level (rounded down) against bite attacks, constriction, and crushing damage when swallowed whole. He gains an additional +3 dodge bonus to AC against grapple attempts and bite attacks, and gains Damage Reduction equal to his fighter level against bite attacks, constriction, and crushing damage when swallowed whole if he possesses Tactical Genius.
Counter-Tactics: Spellcasters (Ex): The fighter knows how to fight spellcasters. He gains +3 dodge bonus to Armor Class and a +3 bonus on Reflex saving throws against spells and spell-like effects. In addition, he can use his Constitution modifier in place of his Wisdom modifier when making Will saves against spells and spell-like abilities. His bonus to Armor Class and Reflex saving throws increases by +2 and gains a +2 bonus on Will saving throws if he possesses Tactical Genius.
Counter-Tactics: Tactical (Ex): The fighter knows how to fight melee opponents who use various skillful tactics. He gains +3 bonus against attempts to disarm, feint, or trip him. These bonuses increase by +2 if the fighter possesses Tactical Genius.
Resilience (Ex): If a fighter makes a successful Fortitude or Will saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability. In addition, the fighter no longer automatically fails a Fortitude or Will saving throw on a result of 1. He still fails if the roll result is to low, however.
Shield Compatibility (Ex): The fighter gains a +1 shield bonus to his armor class when using any type of shield he is proficient with. This stacks with the shield bonus granted by the equipped shield. When using that shield, his armor check penalty is improved by one. In addition, as an swift action he may apply his shield bonus as a bonus to his reflex saving throws and to reduce the damage he takes from fire, acid and cold effects for one round.
Skills of War (Ex): A fighter has invested in learning skills that are not about killing others, but are still essential on the battlefield. He gains a +2 bonus on all Craft checks to make armor, weapons, items and vehicles related to war, on Heal checks, on Bluff checks to perform feint in combat, on Knowledge skills to determine enemies' abilities and weaknesses, and on Survival checks. He gains Bluff and Survival skills as class skills, if he did not already have them as such.
Swift Tactics (Ex): A fighter has learned to cover more distance in combat easily. As a swift action, the fighter may move 10 feet. This does not provoke attacks of opportunity, and the fighter may still make a 5 foot move this round before or after making a full attack action. The fighter cannot use this ability when fatigued or exhuasted or when wearing heavy armor or carrying a heavy load. The fighter may opt to use this ability when it is not his turn as an immediate action when being struck by an attack of opportunity to gain a +4 dodge bonus to armor class against that attack (thus making him unable to use the swift version of this ability during his following turn).
Tactical Genius (Ex): The fighter gains additional benefits with counter-tactic ability's. Read each individual effect to see the benefits. In addition, he increases the bonuses granted by the below feats by +1 (bonus types stay unchanged). The feats are: Dodge, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, and Trample.
Warrior Prodigy (Ex): The fighter treats his ability scores, base attack bonuses, base saving throw bonuses and skill ranks as 2 points higher for the purpose of meeting the prerequisites of feats with the 'fighter' descriptor or for entering prestige classes.
Weapon Compatibility (Ex): The fighter gains a +1 bonus to all attack rolls when using a weapon he is proficient with. He also gains a +2 bonus on all disarm and trip checks with that weapon. The weilded weapon's hardness is treated as doubled in the fighters hands, and gains a +2 bonus on saving throws made against any effect that specifically targets the weapon. In addition, the weapon's base damage dice is increased by one.
2 Warcraft (Ex): A fighter is master of numbers. He can do everything and he is good at it. At 2nd level, he can add his Warcraft modifier to all damage rolls. At 6th level, a fighter can add his Warcraft modifier to skill checks, provided the skill is on his fighter class list. At 10th level, he can add his Warcraft modifier to his Armor class as dodge bonus. At 14th level, a fighter can add his halved (round down) Warcraft modifier to his saves as resistance bonus. At 18th level, he can add his halved Warcraft modifier to Strength score as inherent bonus.
2 Damage Reduction (Ex): A fighter gains damage reduction at the levels indicated on the class table.
2 Restrict Movement (Ex): At 2nd level a fighter excels in controlling the battlefield. Any enemy to whom he has line of sight and line of effect must spend the first 10ft of its movement each round moving towards the fighter (Reflex half, DC = 10 + half your character level + your Int modifier). This ability improves by +5ft at every additional fighter level. For every point of Charisma bonus you may treat your position as 5ft away from your actual position for the purposes of this ability. If another fighter with this ability is in range, you may choose to reduce the range of his Restrict Movement by that of your own. This ability does not function while the fighter is flat-footed or helpless, and he may choose not to use this ability or to use it below full strength. You may count levels in dwarven defender as fighter levels for determining the strength of this ability.
The trend is interesting. The more a class is broken, the more its fixed, and by gestalting those fixes you can make an inversion of the original breakage. A more or less balanced class will have few if any fixes, and will stay put, while fighters and wizards are fixed all over the place, transforming them respectively into an unstoppable titan and a sniveling child with a twig.
I've been working off this. (http://www.minmaxboards.com/index.php?topic=1172.0)
Are there any other sources people can point me to?
And is anyone at all interested in this, or am I just insane?
WIP
Overflowed at level 5, see here (http://www.giantitp.com/forums/showsinglepost.php?p=18949171&postcount=6) and here (http://www.giantitp.com/forums/showsinglepost.php?p=18949773&postcount=10) for the rest of the class.
HD: d12
Skill Points: 4+Int per level
The Fighter
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
CF I
CF II
CF III
CF IV
Maneuvers Known
Maneuvers Readied
Stances Known
1st
+1
+2
+0
+0
Warlord's Knowledge, Find Weakness, Eardatch Ability, Shifting Tactics, Kerrick Combat Focus, Improved Unarmed Strike, Weapon Focus, Ruthless Charge, Cheap shot, True aptitude, Combat feats, Chosen weapon, Height of battle, Bonus feat x9
2
0
0
0
3
3
1
2nd
+2
+3
+0
+0
Restrict Movement, DR 1/-, Warcraft +2 (damage)Path of the Warrior, Bravery, Uncanny Dodge, Sneak Attack +1d6, Bkdubs Combat focus, Bonus feat x12
2
0
0
0
4
3
1
3rd
+3
+3
+1
+1
Master of Many Styles (2nd Seerow Combat Style), Guardian, Brawn over Brains, Dungeon Crasher, Combat Ability, Exemplar Aptitude, RobbyPants Art of War, Canny defense, Defensive training, Weapon bond, JaronK’s art of war, Instant reaction, Otto Art of war, Physical prowess
3
0
0
0
5
3
1
4th
+4
+4
+1
+1
Disrupt (Move action), Improved reaction +1, Born to Have Magic Weapon and Magic Armor, Path of the Warrior, Retraining, Mastery of Arms, Weapon Specialization, Ever Vigilant (Maintain), Flexible feat, Bonus feat x12
3
0
0
0
5
4
2
5th
+5
+4
+1
+1
Warror's Expertise, Protect (5ft, 25%), Sixth Sense, Elusive Attack+2, Grit, Combat Style Focus, Fighting Style, First Fighting Style Benefit, Sneat Attack +2d6, RobbyPants Battlefield Recon, Surprise Lunge, Downcasting Rebuke, Tricky dodge, Weapon ability, Adaptable feat, Tactical training, Height of battle, physical prowess
3
1
0
0
6
4
2
6th
+6
+5
+2
+2
Divert (Move action), DR 3/- Warcraft +4 (skills), Path of the Warrior, Bravery +2, Combat Ability, Improved Uncanny Dodge, Combat Vigor, Tide of Battle (Expend), Bonus feat x12
3
1
0
0
6
4
2
7th
+7
+5
+2
+2
Martial Adaptation (1feat), Extended reach +5ft, Improvise, Improved Dungeon Crasher, Iron Mind, Second Fighting Style Benefit, Shake it Off, Foil, Weapon ability, Weapon sapience, Battlefield Recon, Grin and bear it, Otto Improved art of war, physical prowess
4
1
0
0
7
4
2
8th
+8
+6
+2
+2
Disrupt (Swift), Improved Reaction +2, Featster, Bodybuilding, Path of the Warrior, Tough Defence, Mastery of Arms, Tremulous Steps (Maintain), Flexible feat, Bonus feat x13
4
1
0
0
7
4
2
9th
+9
+6
+3
+3
Master of Many Styles (3rd Seerow Combat Style), Protect (10ft), Feat Chainer, Counterattack, Combat Ability, Third Fighting Style Benefit, RobbyPants True Grit, Mighty Assault, One for Flinching, Weapon ability, immediate step, height of battle, physical prowess,
4
2
0
0
8
4
2
10th
+10
+7
+3
+3
Divert (Swift action), DR 6/-, Warcraft +6 (AC) Path of the Warrior, Bravery +3, Sneak Attack +3d6, Shellshock (Expend), Adaptable feat, Bonus feat x13
4
2
1
0
8
5
3
11th
+11
+7
+3
+3
Battlefield Mobility, Protect (50%), Impossible Feat, Elusive attack +4, Combat Style Focus, Whirlwind Strikes 1/encounter, +5’ reach with Whirlwind Strikes, Fourth Fighting Style Benefit, Array of Stunts, Weapon ability, JaronK True Grit, Otto greater art of war, dancing blade, physical prowess
5
2
1
0
9
5
3
12th
+12
+8
+4
+4
Mass disrupt (Move Action), Improved Reaction +3, Toughness, Path of the Warrior, Tough Defense (Will), Combat Ability, Master of Arms, Dual Styles, Show of Force, Through the Haze (Maintain), Flexible feat, Bonus feat x14
5
2
1
0
9
5
3
13th
+13
+8
+4
+4
Martial Adaptation (2 feats), Extended Reach +10ft, Combat Experience, Greater Grit, Combat Awareness, Whirlwind Strikes 2/Encounter, Fifth Fighting Style Benefit, Improved Shake it Off, Rapid Counter, Weapon ability, Brace for impact, combat master, physical prowess
5
3
1
0
10
5
3
14th
+14
+9
+4
+4
Mass Divert (Move Action), DR 10/-, Warcraft +9 (Saves), Path of the Warrior, Bravery +4, Paragon Aptitude, True Threat (Expend), Bonus feat x15
5
2
2
0
10
5
3
15th
+15
+9
+5
+5
Master of Many Styles (4th Seerow Combat Style), Protect (15ft), Expand Feats, Overpowering Attack, Combat Ability, Whirlwind Strikes 3/Encounter, Sneak Attack 4d6, Improved Foil, Maiming Strike, Redirect Charge, Weapon ability, Adaptable feat, Otto superior art of war, fighter’s resilience, physical prowess
6
3
2
1
11
6
3
16th
+16
+10
+5
+5
Mass Disrupt (Swift Action), Improved Reaction +4, Path of the Warrior, Master Dungeon Crawler, Force of Will, Mastery of Arms, Action Without Thought (Maintain), Flexible feat, Bonus feat x15
6
3
2
1
11
6
4
17th
+17
+10
+5
+5
Disciplined Soldier, Protect 75%, Combat Master, Elusive attack +6, Combat Style Focus, Whirlwind Strikes 4/Encounter, Improved Array of Stunts, Weapon ability, Battle superiority, physical prowess
6
4
2
1
12
6
4
18th
+18
+11
+6
+6
Mass Divert (Swift Action), DR 15/-, Warcraft +12 (Strength) Path of the Warrior, Bravery +5, Combat Ability, Battleshaper (Expend), Bonus feat x16
6
4
3
1
12
6
4
19th
+19
+11
+6
+6
Martial Adaptation (3 feats), Extended Reach +15ft, Sacrifice Feat, Lord of Battle, Whirlwind Strikes 5/Encounter, +10’ reach with Whirlwind Strikes, Greater Shake it Off, Weapon ability, Fearless, Otto perfect art of war, masterful attack, physical prowess
7
4
3
2
13
6
4
20th
+20
+12
+6
+6
Warmaster, Mass Disrupt (Double, Improved Reaction +5, Path of the Warrior, Weapon Mastery, Mastery of Arms, Full Attack with Whirlwind Strikes, Sneak attack +5d6, Supreme Reach, Strike of Immeasurable Power, Deceptive Defense, Defensive Mastery, Lord of War Flexible feat, Perfect self, Adaptable feat, Bonus feat x10
7
4
3
2
13
7
4
Class Features
Weapon Groups and Armor Proficiency: Fighters have proficiency with Basic Weapons Group and four other weapon groups of their choice. They are proficient with all armor and all shields.
1/5/9/13/17 Height of Battle (Ex): A fighter is at his best when the chaos of battle is swirling around him. If the fighter is in a stressful and/or dangerous enough situation that he would normally be unable to “take 10” on skill checks, he enters into a Height of Battle. This occurs even when the fighter is caught off-guard, regardless if he can spend an action or not. When he first enters this Height of Battle, a fighter may choose one of the following options:
Raging Bull: The fighter gains a +2 bonus on all Bull Rush checks.
Disarming Strike: The fighter gains a +2 bonus on all Disarm checks.
Wily Swordsman: The fighter gains a +2 bonus on all Feint checks.
Serpent's Grip: The fighter gains a +2 bonus on all Grapple checks.
Sunder-wraith: The fighter gains a +2 bonus on all Sunder checks.
Fighter's Footwork: The fighter gains a +2 bonus on all Trip checks.
At 5th level, and every 4 levels thereafter (9th, 13th, and 17th), the fighter may choose an extra option from the above list when first entering his Height of Battle and gains the given bonus on checks for all the chosen options. In addition, at 5th level and every 4 levels thereafter, the bonus increases by +1 (+3 total at 5th level, +4 total at 9th level, and so forth). When initiating any of the chosen options, the fighter does not provoke an attack of opportunity.
The fighter has several class features that require him to lose this bonus in order to affect a greater outcome. Each class feature that allows this mechanism describes for how many rounds he will lose this bonus.
As soon as the fighter would normally be able to “take 10” on skill checks, he loses his Height of Battle bonus. The fighter may enter a new Height of Battle as a move-equivalent action, which does not provoke an attack of opportunity. Doing so allows him to change his Height of Battle bonus to focus.
1/2/4/6/8/10/12/14/16/18/20 Bonus Feats: At 1st level, a fighter gets a number of bonus combat-oriented feats equal to the multiplier in the class table in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains additional bonus feats this way at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including base attack bonus minimums. He may ignore any stat based prerequisites of Fighter feats he selects.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Starting at 5th level, and every even numbered level after that, you may retrain one Bonus Feat you gained from this feature to another feat you qualify for.
1 Chosen weapon (Ex): At 1st level, a fighter chooses one weapon in his possession. He receives the Weapon Focus feat with that type of weapon. Until 3rd level, the fighter may change his chosen weapon by training with a new weapon for 24 hours.
1 Combat Feats (Ex): Fighters make extensive use of feats, and master powerful techniques other warriors would never dream of. In a manner similar to how a Wizard prepares spells, fighters prepare themselves for the day, drawing on a wide breadth of combat experience and proficiency. Fighters prepare feats instead of spells, drawn from the fighter's list of Combat Feats (given below), his feats divided into tiers much like a spellcaster's spells are divided into levels. Fighters begin play knowing 3 Tier I feats, but can only prepare 2 as indicated on the table above (can prepare 7 Tier I feats at 20th level). A fighter can prepare a lower Tier feat he knows into a higher Tier "slot" when he prepares his feats. At each level, a fighter learns a new feat, and can learn any feats of Tiers that are available to him. At 5th, 10th, and 15th level a fighter learns an additional feat of any Tier available to him (25 total known feats at 20th level). When a fighter learns a feat that says it can be taken multiple times he may ready that feat multiple times, but only needs to learn it once.
Tier I feats include all fighter feats whose prerequisites require BAB no greater than +4, skill ranks no greater than 7, and ability scores no greater than 15. Tier II feats include all fighter feats whose prerequisites require BAB no greater than +9, skill ranks no greater than 12, and ability scores no greater than 17. Tier III feats include all fighter feats whose prerequisites require BAB no greater than +14, skill ranks no greater than 17, ability scores no greater than 19, and Epic fighter feats.
Tier IV feats include all fighter feats whose prerequisites require BAB 15 or higher, skill ranks 18 or higher, ability scores 20+, and Epic fighter feats.
Any feat which has another feat as a prerequisite is always the same Tier as that feat or higher. To learn a feat a fighter must still qualify for it as normal. To prepare a feat that requires other feats as prerequisites those feats must be prepared first. Fighter can "empty" their "feat slots" and reprepare feats with 5 minutes rest for each slot emptied this way.
"Retraining Feats" - At 5th, 10th, 15th, and 20th levels a fighter can lose combat feats he's learned throughout his career to learn other ones in their place. At 5th level he can replace any Tier I feat he knows with any other Tier I feat he meets the prerequisites for. At 10th he can replace another Tier I feat, but can also replace a Tier II feat. At 15th level he can replace another Tier I feat, another Tier II feat, and can also replace a Tier III feat. At 20th level he can replace a feat of each Tier available to him if he chooses.
1 True Aptitude (Ex): That little thing that Warblades do is cute and all, trying so hard to emulate what comes so naturally to a fighter. A fighter with Weapon Focus, Weapon Specialization, or any other feats of that nature (any feat with benefits that apply to a specific weapon) can switch the weapon to which those feats applies as a swift action.
1 Cheap Shot (Ex): A fighter deals extra damage equal to her fighter level when she strikes a flatfooted or flanked foe.
1 Ruthless Charge (Ex): Anytime a fighter charges, he adds his level to the damage of his attack.
1 RobbyPants Art of War (Ex): Fighters train extensively in the basic arts of combat. At 3rd level the fighter gains a +1 bonus to opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks. This bonus increases by +1 every three fighter levels thereafter.
1 Improved Unarmed Strike (Ex): At 1st level, a fighter gains the Improved Unarmed Strike feat even if he does not meet the prerequisites.
1 Weapon Focus (Ex): At 1st level, a Fighter gains the Weapon Focus feat.
1/11 Kerrick Combat Focus (Ex): At the beginning of combat, the fighter enters a heightened state of awareness called combat focus. While in this state, the fighter gains a +2 bonus to Reflex saves and and +2 dodge bonus to Armor Class, as he can see threats coming and react more quickly. These bonuses don't apply against any attack that would deny the fighter his Dex bonus to AC. If the fighter is dazed, stunned, or knocked unconscious, he loses his combat focus and cannot regain it until he rests for 5 minutes. The focus otherwise lasts for the duration of the encounter.
At 11th level, the fighter does not lose combat focus from being dazed or stunned, and needs to rest for only 1 minute before he can regain his focus.
1 Initiator Level (Ex): Your initator level is equal to your fighter level.
1 Maneuvers Readied (Ex): You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
1 Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
1 Shifting Tactics (Ex): Your training with a wide range of armor, weaponry and tactics gives you great skill with particular weapons. You have the flexibility to adjust your training. Once per day, after resting for at least 8 hours (these hours do not need to be consecutive), you can spend 1 hour in practice to change any [fighter] feat you possess with another [fighter] feat. You must meet all prerequisites of the new feat. You cannot lose a feat that is the prerequisite for any other feats or abilities you have.
1 Eardatch Ability (Ex): Gain an ability off the following list at every odd level, and gain two at 20th level. You may choose from any lists of your level or less. Each ability can be taken once.
First level
Battle Clarity: as the warblade ability plus, use int mod in place of dex mod for reflex saves and this bonus if it would more better, whether flatfooted or not.
b Gain +10' of movement. This is reduced to +5' in medium armor or while carrying a medium load and is eliminated in heavy armor or while carrying a heavy load. You may take this ability a second time if you have +6 or higher BAB, a third if you have +11 or higher, and a fourth if you have +16 or higher.
Steely Resolve 5: as the crusader ability plus furious counter-strike.
Swift Kick: requires improved unarmed strike: as a swift action, make a single unarmed strike at your highest base attack bonus. This attack suffers a -2 penalty to hit.
Tower Shield Mastery: Eliminate the penalty to hit for wielding a tower shield and you may make attacks of opportunity without penalty while gaining total cover from a tower shield.
Third level
Armored Stability: Treat armor check penalty as a bonus instead of a penalty to balance checks made to stay standing of prevent being moved. Also add half this penalty, but no more than half your BAB, as a bonus to resist trip, overrun, bull-rush, and grapple attempts, and as a bonus on bull-rush and overrun attempts to initiate such maneuvers.
Battle Ardor: As the warblade ability, also, a successful critical hit imposes a penalty to the target's AC equal to your int bonus for a number of rounds based on your critical multiplier: 2 rounds for x2, 4 rounds for x3, and 6 rounds for x4.
Shield Parry: with any shield you can bash with, you may parry an attack as an immediate action by rolling an attack with the shield. The opponent must reroll the attack roll and misses if it's roll does not exceed your roll. You declare a parry after being hit but before damage is rolled.
Stance: Choose any stance from the following list, regardless of prerequisites except for initiator level. Treat your initiator level as equal to your BAB - 2 for the purpose of this selection. Iron Guard's Glare, Stance of Clarity, Punishing Stance, Island of Blades, Stonefoot Stance, Blood in the Water, Bolstering Voice, Leading the Charge, Thicket of Blades, Pearl of Black Doubt, Absolute Steel Stance, Giant Killing Style, Crushing Weight of the Mountain, Roots of the Mountain, Leaping Dragon Stance, Wolverine Stance, Tactics of the Wolf, Hearing the Air, Dancing Blade Form, Shifting Defense, Giant's Stance, Press the Advantage, Immortal Fortitude, Supreme Blade Parry, Strength of Stone, Wolf Pack Tactics, Swarm Tactics. You may take this ability more than once, each time choosing a new stance to learn, though you may still be in only one stance at a time.
Uncanny Dodge: as the Barbarian ability of the same name.
Fifth level
Armor Expertise: You may move in medium armor as though it were light, and in heavy armor as though it were medium. At 9th level this improves so that you may move in heavy armor as though it was light.
Insightful Reflexes: requires combat reflexes. You may add either your int bonus or your wis bonus to the total number of attacks of opportunity you can make in a round in addition to your dex bonus.
Martial Purge: As a standard action you may make a second saving throw to end a spell, power, or effect affecting you (or at least end it with respect to you if it affects an area or multiple targets), or, if the effect did not allow a save, by making a level check against DC 11 + the caster level/manifester level/etc. or the effect, or Hit Dice, if there is none. You may only attempt this ability against a particular effect once in a 24 hour period. If you are prevented from taking standard actions by the effect you wish to end you may attempt to use this ability anyway. Similarly, you cannot be compelled by an effect to not attempt to use this ability against such an effect (this includes effects that dominate)
Sneak Attack: +2d6
Seventh level
Battle Cunning: As the warblade ability.
Improved Uncanny Dodge: as the Barbarian Ability.
Maneuver Mastery: Requires Improved Bull-rush, Disarm, Grapple, Overrun, Sunder, or Trip. For each of these combat maneuvers for which you have the corresponding "improved" feat for, you may take 10 on the opposed roll.
Ninth level
Evasion: Requires lightning reflexes
Mettle: Requires Iron Will
Steely Resolve 15: Requires Steely resolve 5.
Eleventh level
Battle Skill: As warblade ability
Combat Fortune: once each encounter, as an immediate action, you may re-roll any save, attack roll, ability check, or force the re-roll of an attack against you.
Sneak Attack: +4d6 total, requires Sneak Attack +2d6.
Thirteenth level
Armor Mastery: If an attack that hits you would miss you if your armor bonus was twice what is currently is, you have DR x/- against that attack, where x is your Base Attack Bonus.
Improved Ready Action: You may ready move, swift, and full-round actions by spending the same action on your turn.
Spell Parry: By reading an attack you may counter a spell (or power) as if casting dispel magic. You must threaten a square that the spell's line of effect passes through, be the target of the spell, or threaten the caster to use this ability. Use your BAB in place of caster level for the check (no maximum) and add 2 to the check for each of the following feats you possess: Mage slayer, pierce magical protection, pierce magical concealment.
Fifteenth level
Battle Mastery: As the warblade ability.
Impetuous Endurance: As the (17th level) Knight ability (don't automatically fail saves on a natural 1)
Seventeenth level
Certain Strike: Once each round you may take 10 on an attack roll
Controlled threat: Up to once each round you may declare a successful hit a critical threat. You may not use this ability if you have used this ability as many times or more this day than twice the threat range of the weapon you are attacking with (eg: with a 19-20 threat range weapon, you could not use the ability if you have used it 4 or more times this day already.)
Sneak Attack: +6d6 total. requires sneak attack +4d6.
Steely Resolve 30: requires Steely resolve 15.
Nineteenth level
Perfected Form: Once each day you may treat any attack roll, saving throw, or ability check as if you rolled a natural 20.
Spell Blade: Requires Spell parry. If you would counter a spell with the spell parry ability, you may instead reflect it back on the caster as with spell turning, except that the caster is entitled to a DC 10 + spell level +1/2 your BAB reflex save to avoid the rebounding spell. If you parry a spell with an empty spell storing weapon, you may instead absorb the spell into the weapon, even if it is higher than 3rd level. If you start your action with a spell of 4th level or higher in your spell storing weapon, you must make a will save against the Spell's save DC or be forced to release the spell as a standard action to any legitimate target within range.
1 Find Weakness (Ex): Fighters learn to recognise new abilities and adapt to them. A fighter can make skill checks to identify spells, creatures, etc. as if he had a number of ranks in the relevant skill equal to his fighter level +3. A fighter can only learn information on his target's game stats with this ability - for instance, when identifying a troll he could learn of its regeneration and how to overcome it, but not that it is called a troll or how common trolls are in the area. However, if he has ranks in the relevant skill he can still learn this information with a normal check.
1 Warlord's Knowledge (Ex): The Fighter can make a special knowledge check with a bonus equal to his Fighter class level in place of any knowledge check involving battle on a small or large scale. This may be used to identify creatures, gain information about battle formations, draw out a siege plan, and so on. 5 ranks of Knowledge(History) provides a +2 synergy bonus with Warlord's Knowledge.
2 Bkdubs Combat Focus (Ex): Fighters are expected to be alert, ready to take advantage of the flow of the field in an instant. By spending a move action, a fighter of 2nd level and higher can enter a focused state of mind. This state lasts for a number of rounds equal to 5 or 1/2 fighter level +2 (whichever is higher), and during the focus the fighter gains a +2 bonus to a single saving throw. As a swift or immediate action the fighter can voluntarily end his focus to reroll a single d20 roll. Fighters cannot gain or maintain Combat Focus outside of battle for the state of mind and body needed to achieve this simply doesn't exist except in those conditions.
2 Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear effects. This bonus increases by +1 for every four fighter levels the fighter possesses.
2/5/10/15/20 Sneak Attack: A Fighter gains the ability to make sneak attacks as a Rogue. At 2nd level a Fighter gains an extra 1d6 damage on all sneak attacks. This increases to 2d6 at 5th level and by an additional 1d6 every five levels thereafter.
2 Uncanny Dodge(Ex): As the Rogue ability.
2 Path of the Warrior: At 2nd level, and every 2 levels thereafter, a fighter gains a special ability of his choice from among the following options.
Adaptation (Ex): For every round a fighter is engaged in combat with an opponent, or observes that opponent fighting, he gains a cumulative +1 bonus on attack rolls, damage rolls, armor class, saving throws and sense motive checks against that opponent until the end of the encounter. These bonuses cannot exceed +5.
Armor Compatibility (Ex): The fighter gains a +1 armor bonus to his armor class when wearing any type of armor he is proficient with. This stacks with the armor bonus granted by the equipped armor. When wearing that armor, his maximum dexterity bonus and his armor check penalty are both improved by one. While wearing heavy armor, he can be used as cover by his allies. He treats any heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. Furthermore, he reduces any falling damage by his armor bonus to AC.
Battle Prowess (Ex): The fighter suffers only a -3 penalty on all iterative attacks, instead of -5. This does not allow the fighter to gain extra attacks at lower levels, he gains them normally.
Counterstrike (Ex): Every creature which attacks and misses the fighter with melee or ranged weapon and is threatened by him provokes an attack of opportunity from the fighter. The fighter may use this ability a number of times each round equal to his dexterity modifier (minimum 1), but this does not allow him to make additional attacks of oppurtunity on a single creature multiple times. If the fighter is fighting defensively, he gains a +4 bonus on attacks of opportunity made using this ability.
Counter-Tactics: Brutes (Ex): The fighter knows how to fight melee opponents who rely on brute force. He gains a +3 bonus against attempts to bull-rush, overrun, or sunder him or items in his possession. These bonuses increase by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Flyers (Ex): The fighter knows how to fight flying creatures. He gains a +3 dodge bonus to AC against flying opponents, and against opponents attacking from higher ground or horseback. This bonus increases by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Giants (Ex): The fighter can undergo training against large creatures. He gains a +2 dodge bonus to AC against a creature for every size category larger it is then himself. The overall bonus to AC increase by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Leaders (Ex): The fighter knows how to fight opponents who command their troops. As a standard action that does not provoke attacks of opportunity, a fighter may make an Intimidate check to demoralize opponents within 30 feet of him with an Intelligence score of 3 or higher. Every opponent that becomes demoralized loses all morale bonuses to abilities, attack rolls, damage rolls, and skills (this includes bonuses from spells and spell-like effects), for a number of rounds equal to 3 + fighter's Charisma modifier. The fighter gains a +4 bonus on his Intimidate check used in this fashion if he possesses Tactical Genius.
Counter-Tactics: Manipulators (Ex): The fighter gains a +3 bonus on saving throws against all mind affecting spells and effects. This bonus increases by +2 if he possesses Tactical Genius.
Counter-Tactics: Mobs (Ex): The fighter knows well how to defend himself from multiple opponents at the same time. He gains a +2 dodge bonus to AC and Damage Reduction 5 against attacks made by all opponents after the first one in any given round. The fighter gains Uncanny Dodge as a class feature in addition to this bonus if he possesses Tactical Genius. The fighters levels stack with rogue levels to determine uncanny dodge effectiveness, and if he already possesses or later gains uncanny dodge, he gains improved uncanny dodge instead.
Counter-Tactics: Opportunists (Ex): The fighter knows how to fight melee opponents who use opportunity to deliver deadly blows. He gains +3 dodge bonus to AC against attacks of opportunity and gains Damage Reduction equal to half his fighter level against precision damage (such as Sneak Attack). He gains an additional +2 dodge bonus to AC against attacks of opportunity and damage reduction equal to his fighter level against precision damage if he possesses Tactical Genius.
Counter-Tactics: Ranged (Ex): The fighter knows how to defend himself from projectiles and thrown weapons. He gains a +3 dodge bonus to AC against all ranged attacks. This bonus increases by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Snatchers (Ex): The fighter knows how to fight grasping creatures. He gains +3 dodge bonus against grapple attempts and bite attacks. He also gains Damage Reduction equal to half his fighter level (rounded down) against bite attacks, constriction, and crushing damage when swallowed whole. He gains an additional +3 dodge bonus to AC against grapple attempts and bite attacks, and gains Damage Reduction equal to his fighter level against bite attacks, constriction, and crushing damage when swallowed whole if he possesses Tactical Genius.
Counter-Tactics: Spellcasters (Ex): The fighter knows how to fight spellcasters. He gains +3 dodge bonus to Armor Class and a +3 bonus on Reflex saving throws against spells and spell-like effects. In addition, he can use his Constitution modifier in place of his Wisdom modifier when making Will saves against spells and spell-like abilities. His bonus to Armor Class and Reflex saving throws increases by +2 and gains a +2 bonus on Will saving throws if he possesses Tactical Genius.
Counter-Tactics: Tactical (Ex): The fighter knows how to fight melee opponents who use various skillful tactics. He gains +3 bonus against attempts to disarm, feint, or trip him. These bonuses increase by +2 if the fighter possesses Tactical Genius.
Resilience (Ex): If a fighter makes a successful Fortitude or Will saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability. In addition, the fighter no longer automatically fails a Fortitude or Will saving throw on a result of 1. He still fails if the roll result is to low, however.
Shield Compatibility (Ex): The fighter gains a +1 shield bonus to his armor class when using any type of shield he is proficient with. This stacks with the shield bonus granted by the equipped shield. When using that shield, his armor check penalty is improved by one. In addition, as an swift action he may apply his shield bonus as a bonus to his reflex saving throws and to reduce the damage he takes from fire, acid and cold effects for one round.
Skills of War (Ex): A fighter has invested in learning skills that are not about killing others, but are still essential on the battlefield. He gains a +2 bonus on all Craft checks to make armor, weapons, items and vehicles related to war, on Heal checks, on Bluff checks to perform feint in combat, on Knowledge skills to determine enemies' abilities and weaknesses, and on Survival checks. He gains Bluff and Survival skills as class skills, if he did not already have them as such.
Swift Tactics (Ex): A fighter has learned to cover more distance in combat easily. As a swift action, the fighter may move 10 feet. This does not provoke attacks of opportunity, and the fighter may still make a 5 foot move this round before or after making a full attack action. The fighter cannot use this ability when fatigued or exhuasted or when wearing heavy armor or carrying a heavy load. The fighter may opt to use this ability when it is not his turn as an immediate action when being struck by an attack of opportunity to gain a +4 dodge bonus to armor class against that attack (thus making him unable to use the swift version of this ability during his following turn).
Tactical Genius (Ex): The fighter gains additional benefits with counter-tactic ability's. Read each individual effect to see the benefits. In addition, he increases the bonuses granted by the below feats by +1 (bonus types stay unchanged). The feats are: Dodge, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, and Trample.
Warrior Prodigy (Ex): The fighter treats his ability scores, base attack bonuses, base saving throw bonuses and skill ranks as 2 points higher for the purpose of meeting the prerequisites of feats with the 'fighter' descriptor or for entering prestige classes.
Weapon Compatibility (Ex): The fighter gains a +1 bonus to all attack rolls when using a weapon he is proficient with. He also gains a +2 bonus on all disarm and trip checks with that weapon. The weilded weapon's hardness is treated as doubled in the fighters hands, and gains a +2 bonus on saving throws made against any effect that specifically targets the weapon. In addition, the weapon's base damage dice is increased by one.
2 Warcraft (Ex): A fighter is master of numbers. He can do everything and he is good at it. At 2nd level, he can add his Warcraft modifier to all damage rolls. At 6th level, a fighter can add his Warcraft modifier to skill checks, provided the skill is on his fighter class list. At 10th level, he can add his Warcraft modifier to his Armor class as dodge bonus. At 14th level, a fighter can add his halved (round down) Warcraft modifier to his saves as resistance bonus. At 18th level, he can add his halved Warcraft modifier to Strength score as inherent bonus.
2 Damage Reduction (Ex): A fighter gains damage reduction at the levels indicated on the class table.
2 Restrict Movement (Ex): At 2nd level a fighter excels in controlling the battlefield. Any enemy to whom he has line of sight and line of effect must spend the first 10ft of its movement each round moving towards the fighter (Reflex half, DC = 10 + half your character level + your Int modifier). This ability improves by +5ft at every additional fighter level. For every point of Charisma bonus you may treat your position as 5ft away from your actual position for the purposes of this ability. If another fighter with this ability is in range, you may choose to reduce the range of his Restrict Movement by that of your own. This ability does not function while the fighter is flat-footed or helpless, and he may choose not to use this ability or to use it below full strength. You may count levels in dwarven defender as fighter levels for determining the strength of this ability.