I've grown increasingly dissatisfied with all of the Heroic classes. Use them if you wish but I think they all need to be taken back to formula.
Note: This class revision is intended for balance within D&D Heroic Edition
but it is hoped that it will be playable in regular D&D.
The Fighter is not the master of esoteric blade magic or a cunning swashbuckler. Through years of hard training and dedication he has mastered the art of combat weaponry, be it with sword or bow. His skill allows him to do best what weapons are meant to do; kill the enemy by stabbing him in his face.
Changes to the Fighter.
The fighter loses the generic bonus feats and gains abilities that actually make him a better fighter. He gains a standard action at will attack that deals extra damage and at higher levels bypasses various types of damage reduction. He gains a modification of the Combat Focus feats that grant additional abilities and scale with level. His skill list is also improved with useful combat related skills.
(4 + Int modifier per level, x4 at 1st level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Weapon & Armor Proficiencies:
|1||+1||+2||+0||+0||Battle Mastery, Weapon Focus, Weapon Training, Adept ability|
|3||+3||+3||+1||+1||Battle Fortitude, Adept ability|
|6||+6/+1||+5||+2||+2||Battle Agility, Vicious Strike|
|8||+8/+3||+6||+2||+2||Greater Weapon Focus|
|9||+9/+4||+6||+3||+3||Battle Vigor, Adept ability|
|12||+12/+7/+2||+8||+4||+4||Battle Awareness, Greater Weapon Specialization|
The fighter is proficient with all simple, martial, and exotic weapons. The fighter is proficient with all types of armor and shields (including tower shields and exotic armor & exotic shields).
At 2nd level the fighter may choose any feat for which he meets the prerequisites.
Weapon Training (Ex):
The fighter knows how to strike at weak spots in the body. Each weapon attack that the fighter makes deals bonus damage equal to his fighter level. In the case of a critical hit the bonus damage is multiplied.
At 6th level the fighter can make a full attack action as a standard action. Feats and abilities that allow the fighter to make a single attack as a standard action, such as Spring Attack, instead allow the fighter to make a full attack.
Battle Mastery (Ex):
The fighter knows that in personal combat the focused warrior will defeat the undisciplined and fool hardy. In battle the fighter can focus his awareness of his self, allies, and opponents to an almost supernatural level, allowing him to seize opportunies others are not aware of, avoiding blows by anticipating them and striking with precision that penetrates the thickest armor.
As a swift action the fighter can activate battle mastery and it lasts until the end of the encounter. Battle mastery may be activated any number of times per day. While in Battle Mastery the fighters mind clears of all distractions and enables him to focus on the combat, analyzing movements and anticipating attacks. This manifests as a +1 dodge bonus to his armor class and a +1 morale bonus to all saving throws, which increases by +1 for every 4 fighter levels to a maximum +6 at 20th level.
Battle Fortitude (Ex): At 2nd level the fighter learns the secrets of fortitude in battle, granting him bonuses on combat maneuvers while battle mastery is active. He gains a +2 bonus on bull rush, disarm, grapple checks, overruns, and trip attempts. This bonus applies whether the fighter is initiating the action or defending against it. These bonuses increase by +2 for every 3 fighter levels to a maximum +12 at 18th level.
The fighter also gains Damage Reduction 1/--. This increases by 1 for every 4 fighter levels, to a maximum DR 6/-- at 20th level.
Battle Agility (Ex): Proper and efficient movement within a fight is essential to defeating your opponent. The fighter knows this and has trained to increase his mobility when fighting. At 3rd level and higher when a fighter's battle mastery is active he gains a +10ft enhancement bonus to his base land speed and a +3 competence bonus on Balance, Climb, Jump, Ride, Swim & Tumble checks. The speed bonus increases by 5ft for every 3 fighter levels to a maximum +30ft at 18th level. The skill bonuses increase by +1 for every 4 fighter levels to a maximum +6 at 18th level.
Battle Vigor (Ex): At 9th level the fighter's focus and concentration improves to the point where he can consciously accelerate his bodies healing process. When in battle mastery he gains Fast Healing 3, up to half his full normal hit points. The rate of fast healing increase by +1 for every 3 fighter levels to a maximum 6 at 18th level.
Battle Awareness (Ex): At 12th level The fighters intense will and focused concentration enables him to detect his enemies without relying on his eyes. Subtle shifts in the wind that bring odors to his nose and slight vibrations in the earth alert him to the presence of his enemies. While in battle mastery the fighter gains Blindsight out to 30ft, which increases by 5ft for every two fighter levels to a maximum 50ft at 20th level.
At 1st, 3rd, 5th, 7th, & 9th level a fighter may choose a special ability from the list below. Each ability may only be chosen once with the exception of the bonus feat ability which may be chosen any number of times.
Bonus Feat (Ex): The fighter may choose any feat for which he meets the prerequisites.
Battle Training (Ex): The fighter adds a +6 bonus to his Initiative checks.
Close Quarters Fighting (Ex): As the feat, except the fighter does not need to threaten the enemy that attempts to grapple him in order to make his attack of opportunity. The fighters weapon strikes at whatever appendage the enemy is using to grapple the fighter with. Requires BAB +3.
Deadeye (Ex): The fighter adds his Dexterity modifier to his damage rolls when making a ranged attack with a weapon.
Experts Defense (Ex): Enemies that the fighter threatens take a -4 penalty on attack rolls that do not specifically target the fighter.
Finesse Fighter (Ex): Whenever making or resisting the disarm, trip, and sunder special attacks the fighter does not take the -4 penalty for wielding a light weapon if he is using one. Instead he gains the +4 bonus for wielding a two-handed weapon, even if he is not wielding one.
Flanking Expert (Ex): When flanking an opponent the fighter receives a +4 bonus on attack rolls (instead of +2) and a +2 bonus on damage rolls.
Light Step (Ex): The fighter may move through difficult terrain at his normal speed.
Improved Critical (Ex): When wielding a weapon that does the fighters chosen damage type the critical threat range of the weapon is doubled. This ability does not stack with any other ability or effect that increases the threat range of a weapon. Requires Fighter level 7.
Riposte (Ex): As an immediate action a fighter may make a single attack against an opponent that just struck him in melee. Note: This ability does not allow a fighter to take a full attack action in place of the single attack, as per Weapon Training.
Tactical Expert (Ex): Whenever the fighter is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the fighter is treated as one size larger than normal if doing so is advantageous to him. A fighter is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. This ability does not allow the fighter to wield weapons one size larger without penalty.
Watchful Blade (Ex): The fighter's weapon is constantly moving, shifting positions and tracking his enemies movements almost unconsciously. The enemies he threatens find his weapon everywhere they seek to go, blocking their movement. Any opponent that you threaten that makes any kind of movement provokes an attack of opportunity from you.
Weapon Deflection (Ex): The fighter's weapon acts as an extension of his body and he may react with it as he would his own hands. He gains the Deflect Arrows feat without having to meet the prerequisites and in addition does not require to have one hand free to use the ability. The fighter may instead deflect the arrow with a wielded weapon or shield.
At 11th, 13th, 15th, 17th, & 19th level the fighter may choose a special ability from the list below. Each ability may only be chosen once. If he chooses the fighter may take a special ability from the Adept list instead of a Master ability.
Weapon Focus (Ex):
Grapple Expert (Ex): When grappling the fighter may, as a standard action, make an opposed grapple check to deal his weapon training bonus damage to his opponent. The fighter does not roll weapon damage, but adds 1 & 1/2 times his Strength modifier to the weapon training bonus damage.
Knockback (Ex): When making a weapon attack the fighter may exert additional force, pushing back his enemy with the attack. After a succesful with weapon attack the fighter may make a free bull rush attempt against the enemy hit. The fighter does not move into the opponents square nor does he have to move with the target to push the target back additional distance. The fighter makes the bull rush attempt as normal, adding his Srength and size bonus to the bull rush check. If the fighter fails the strength check nothing happens. Requires: Improved Bull Rush and either Large size, Powerful Build, or Tactical Expert.
Opportunist (Ex):Once per round, the fighter can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the fighter’s attack of opportunity for that round. Even a fighter with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Quick Step (Ex): The fighter may take a 10ft step as a 5ft step.
Strike with No Thought (Ex): When combat begins the fighter gains a free surprise round before any other actions are taken. The only action he may take during this surprise round is to draw his weapon and make a single attack against an enemy within range. If there is no enemy within range that the fighter may attack then he may only draw his weapon. If the fighter is the creature initiating combat he does not gain this ability but is instead able to act in his surprise round as normal. The fighter must be conscious and aware of the attacker to use this ability. Note: This ability does not allow a fighter to take a full attack action in place of the single attack, as per Weapon Training. Requires: Battle Training, Quick Draw.
Superior Critical (Ex): When wielding a weapon that does the fighters chosen damage type the critical multiplier of the weapon increases by +1. Requires: Improved Critical
Tactical Strike (Ex): The fighter knows how to adapt the grip on his weapon and positioning of his body to acheive maximum effiency. When wielding any manufactored melee weapon the fighter increases his reach by +5ft.
Weapons Master (Ex): When wielding a weapon that deals the fighters chosen damage type the fighter gains a +8 bonus on critical confirmation rolls. Requires: Improved Critical.
A fighter may choose slashing, piercing, or bludgeoning weapons. He gains a +2 attack bonus when wielding any weapon that does the chosen damage. This ability counts as the Weapon Focus feat for any other ability that requires the feat.
Weapon Specialization (Ex):
When wielding a weapon that does the same type of damage as the fighter's Weapon Focus ability, the fighter does an additional +6 damage. This ability counts as the Weapon Specialization feat for any other ability that requires the feat.
Vicious Strike (Ex):
The fighters training has taught him to strike harder and deeper with his weapons than other warriors. The ferocity of his attacks allows him to deal vicious wounds to enemies that would otherwise resist them. When making a weapon attack the fighter overcomes piercing, bludgeoning, or slashing damage reduction as if the weapon dealt the required type of damage. The weapon only acts as piercing, bludgeoning, or slashing in regards to overcoming damage reduction, not for any other purpose, such as the fighters Weapon Focus & Weapon Specialization abilities.
Greater Weapon Focus (Ex)
: The fighter's attack bonus with the selected damage type increases by +4, for a total of +6. This ability counts as the Greater Weapon Focus feat for any other ability that requires the feat.
Weapon Mastery (Ex):
The fighter gains a +4 attack and damage bonus on all weapon attack and damage rolls. This bonus stacks with the attack and damage bonus from the fighters Weapon Focus and Weapon Specialization abilities including their Greater versions when it would apply. This ability counts as the Melee Weapon Mastery or Ranged Weapon Mastery feat for any other ability that requires the feat.
Greater Weapon Specialization (Ex):
The fighter's damage bonus with the selected damage type increases by +4, for a total of +10. This ability counts as the Greater Weapon Specialization feat for any other ability that requires the feat.
Wounding Strike (Ex):
The fighter hits harder and more accurately than anyone else. His strikes cut, pierce, and smash the enemy where it hurts the most. When making a weapon attack the fighter is able to bypass damage reduction that requires a special material without having to wield a weapon composed of the special material.
Aligned Strike (Su):
The fighter channels the power of his ethical and moral beliefs into his weapons. Any weapon wielded by a 16th level or higher fighter becomes aligned according to both of his alignments (Lawful or Chaotic, Good or Evil). If the fighter is neutral in any part of his alignment he must choose either Law or Chaos if he is neutral ethically or Good or Evil if he is neutral morally. This must be decided when the fighter first gains this ability and thereafter it may not be changed.
Weapon Supremacy (Ex):
The fighter gains the Weapon Supremacy feat (PHB II, pg 85), except that it applies to all weapons that deal the type of damage the fighter selected with his Weapon Focus ability. This ability counts as the Weapon Supremacy feat for any other ability that requires the feat.
Critical Strike (Ex):
The 20th level fighter has an intuitive understanding of combat and the nature of violence. Once per encounter he may take a full attack action as an immediate action.
Epic Heroic Fighter Progression
Epic Heroic Fighter
Hit Die: d10
Skill points at Each Additional Level
4 + Int modifier
Epic Heroic Fighter
|21st|| Battle Mastery|
|22nd|| Bonus Feat|
|23rd|| Battle Mastery|
|24th|| Bonus Feat|
|25th|| Battle Mastery|
|26th|| Bonus Feat|
|27th|| Battle Mastery|
|28th|| Bonus Feat|
|29th|| Battle Mastery|
|30th|| Bonus Feat|
The epic fighter’s bonus damage continues to advance at the same rate.
Adept & Master Abilities
The fighter does not gain any additional adept or master abilities after 19th level but may choose one of the adept or master abilities instead of a bonus feat.
The epic fighter gains a bonus feat at level 22 and every two levels afterwards. The feat may be any that he qualifies for.
The epic fighter’s martial prowess continues to advance.
At 21nd level
he may as an immediate action delay the effect of a single attack, spell, or ability used against him. The damage or effect does not take hold until the end of his next turn. He may only use this ability while under the effect of his battle mastery ability and he may use it once per encounter.
At 23th level
his battle mastery abilities improve. His Dodge bonus to Armor Class and Moral bonus to saves improve by +5 (to +11). His Damage Reduction improves to DR 10/--, his enhancement bonus to speed increases to +50ft and his Fast Healing increases to Fast Healing 10.
At 25th level
the fighter’s accuracy and damage with his weapons improve. He gains a +10 bonus to all weapon attacks and a +10 bonus to all weapon damage rolls.
At 27th level
the fighter may avoid an attack that would otherwise strike him. Once per round when struck by an attack from an opponent the fighter may automatically avoid all damage from the attack.
At 29th level
the fighter may use Critical Strike once per round as an immediate action.