Yes, I'm posting yet another fighter alteration. I'm sure its been done dozens of times, but none the less, here is mine. I had this posted in a Redgar's Repository post a while back. It was fairly well recieved there, so I figured it was time to bring it out into the more general populace.
Hit Die: d10.
Class Skills
The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (tactics and war) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
[code]Table: The Fighter
Level BAB Fort Ref Will Special
1st +1 +2 +0 +1 Bonus feat, Weapon Aptitude
2nd +2 +3 +0 +1 Bonus feat
3rd +3 +3 +1 +2 Height of Battle 1/encounter
4th +4 +4 +1 +2 Bonus feat
5th +5 +4 +1 +3 Mastery of Battle
6th +6/+1 +5 +2 +3 Bonus feat
7th +7/+2 +5 +2 +3
8th +8/+3 +6 +2 +4 Bonus feat
9th +9/+4 +6 +3 +4 Height of Battle 2/encounter
10th +10/+5 +7 +3 +5 Bonus feat, Mastery of Battle
11th +11/+6/+1 +7 +3 +5
12th +12/+7/+2 +8 +4 +6 Bonus feat
13th +13/+8/+3 +8 +4 +6
14th +14/+9/+4 +9 +4 +6 Bonus feat
15th +15/+10/+5 +9 +5 +7 Height of Battle 3/encounter, Mastery of Battle
16th +16/+11/+6/+1 +10 +5 +7 Bonus feat
17th +17/+12/+7/+2 +10 +5 +8
18th +18/+13/+8/+3 +11 +6 +8 Bonus feat
19th +19/+14/+9/+4 +11 +6 +9
20th +20/+15/+10/+5 +12 +6 +9 Bonus feat, Mastery of Battle[/code]
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every other fighter level thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feats 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.
Weapon Aptitude: You training with a wide range of weaponry and tactics gives you great flexibility to adjust your fighting styles and tactics. Each morning you may spend 1 hours in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice section to make this change.
You can adjust any number of feats this way, and you don't have to adjust all of them in the same way. However you can't change the weapon choices in such a way that you no longer meet the prerequisites for some other feat you possess. For example, if you have Weapon Focus (Longsword) and Weapon Specialization (Longsword), you cannot change your Weapon Focus without also changing your Weapon Specialization in the same way.
Height of Battle (Ex): Once per encounter, a fighter of 3rd level or higher can draw on his unmatched combat experience for a burst of inspired effort that lesser warriors simply cannot match. As an immediate action, he can gain a bonus on all attack and damage rolls, or a bonus to Armor class and all saving throws (this ability can be used even after an attack or save has already been rolled, possible negating harm that would have otherwise affected the fighter). This bonus is equal to 1/2 his fighter class level and lasts 1 round.
At 9th level, and at every six levels there after, the fighter may use height of battle one additional time per encounter. He cannot use height of battle more than once per round.
Mastery of Battle: Each time you gain this ability you may choose a single ability from the following list. Some abilities have prerequisites. Unless noted otherwise, you may not choose an ability multiple times.
[code]
Ambidexterity Prerequisite: Two-Weapon Fighting, Dex 15
Your two-weapon fighting penalties are reduced by -2.
Bonus Feat You may gain any feat for which you qualify. You may choose this ability multiple times.
Martial Mastery Your initiator level is increases by 2. You immedietely learn two maneuvers as if you hade taken
the Martial Study Feat. You also learn one stance as though you had taken the Martial Stance
feat. Finally, maneuvers gained through this ability and the Martial Study feat, can be recovered
one at a time by making a Concentration check (DC 15 + the level of the maneuver) as a swift
action. You may choose this ability multiple times
Mastery of Disarming You gain a +4 bonus on Disarm checks
Mastery of Dodging You gain a +2 dodge bonus to AC. This is lost if you are
denied your Dex bonus to AC
Mastery of Grappling Prerequisites: Improved Grapple
You gain a +4 bonus on Grapple checks.
Mastery of Grappling 2 Prerequisite: Mastery of Grappling
You are considered one size category large for the
purpose of grappling.
Mastery of Range Your precision range is expanded by 30ft.
Mastery of Survival You gain a +1 bonus on all saving throws, and 1 extra HP
per HD. This may be selected multiple times.
Mastery of Tripping You gain a +4 bonus on trip attempts.
Mastery of War You gain a +1 bonus on all attacks. This may be selected multiple times.
Ranged Weapon Mastery Prerequisite: Mastery of Range, Mastery of War
You do not provoke attacks of opportunity for using a
ranged weapon, and threaten all squares within 10ft of
you when using a ranged weapon.
Shield Mastery You gain a +3 bonus to shield AC when wielding and light
or heavy shield or a tower shield.
Swift Strikes Prerequisite: BAB +6, Dex 15
When making an attack as a standard action, you may
make one extra attack at a -5 penalty. If you fighting
with two weapon, you may also make an attack with your
off-hand weapon.
True Power Attack Prerequisite: Mastery of War, Power Attack
When using the Power Attack feat, you deal damage on a
2 for 1 ratio with a one handed weapon. In addition, you are permitted
to use the Power Attack feat with a light weapon, gaining
damage on a 1 for 1 ratio.[/code]
This addresses several issues with the Fighter. The boosted skill point and extra skills give him some extra capability outside of combat, able to perform first aid, have decent enemy detection capabilities, and even resist being feinted. The boosted Will save makes the fighter less vulnerable to mental assaults, returning a hint of the fighters ability to shrug off enemy abilities from the older editions.
Height of Battle functions on the same line as the barbarians rage, the paladin's smite, or the rangers combat enhancement spells. It lets the fighter exceed his normal limits, to have an immediate surge in offensive capabilities, or be able to shrug off an otherwise lethal combination of attacks. As its name implies, its best used at the height of the battle, to shift the tide in the other direction.
Battle Mastery is designed to enhance the fighter towards his chosen specialty, or to just enhance generalism. Mastery of Disarming, Grappling 1 and 2, and Tripping enhance a combat options that otherwise lose much of the capability at high levels. Mastery of Dodging, Survival, and War enhance the fighters general capabilities and will likely be the most chosen options.
Ambidexterity allows a fighter to access unpenalized two-weapon fighting as early as 5th level.
Mastery of Range plays directly to a multiclass Rogue/Fighter but also brings Point Blank shot into play more often, and interacts well with the Ranged Disarm feat. Also, leading into Ranged Weapon Mastery is also a benefit since Ranged Weapon Mastery is extremely valuable to any archer.
True power Attack both emulates the Improved Power Attack class feature of some prestige classes, and allows something unique; the ability to Power Attack with a light weapon.
Shield Mastery combined with True Power Attack, allows a Sword and Board fighter a chance to compete with other weapon choices again.
Bonus Feat lets you gain additional feats if you prefer.
Finally, Swift Strikes is something no other fighting type character can emulate, allowing a fighter to maintain multiple hit capability that he relies upon for damage, while still being a mobile character.
Basically, it addresses the fighters lack of personal, nonmagical defense, while providing him unique abilities that no one else has.
Edit: I removed the ability to true power attack to increase the damage output of a two-handed weapon. Alot of people seemed to have power level issues with this, and I'm bbeginning to agree. So out it goes. Also, addin Power Attack as a prerequisite for it. Makes no sense otherwise.
Edit: Altered True Power Attack to not modify two-handed weapons. Idea courtesy of Talisman. - 12/27/07
Edit: Just a few changes - 01/01/08
- Spelling
- Increase Mastery of Disarming to +4 (idea for boost courtesy of Talisman)
- Increased Mastery of Tripping to +4 (idea for boost courtesy of Talisman)
- Increase Mastery of Grappling to +4 (idea for boost courtesy of Talisman)
- Increased Shield Mastery to +3
- Slight Formatting Changes
Edit: - 02/07/08
- Mastery of Grapplingrequires Improved Grapple
- Mastery of Grappling can only be seleted once
- Slight formatting changes
Edit: - 02/07/08