zax Fighter


Homebrew and House Rules

Verdant Wheel

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hey folks, over in Proud Grognard's 'fighter rehaul' thread and TheLoneCleric's 'grit fighter' thread i have finally been inspired to finish the last in my pool-revisions of the three core martial classes. (see 'zax rogue' and 'zax monk' threads for the other two still in progress)

i had been wanting to do something like this in the wave of Gunslinger and the Inquisitor being the subject of the Fighter's envy over Grit and Teamwork. these two concept-mechanics have always struck me as belonging to the Fighter.

one of the main structural changes is the pool mechanic inventivizing investment in a single mental stat (INT, WIS or CHA). to me, this increases MAD (multiple ability dependency) in a positive way. it also allows for builds to emerge around ability-score-governed feat choice. there is now multiple reasons to increase a single mental stat (by point-buy or score allocation) besides just feat chain qualification.

with skills, i know that the 4-skill point fighter is a popular concept, and i agree with the sentiment that the fighter needs out-of-combat utility. but i think 4 skill points is overboard, and suggest in it's place the reappropriation of the Bravery bonus spread given to a Professional group of skills. this should give more bang for the skill point without having this most prime combat class gain the versatility of a prime skill class.

also, the problem of narrow feats - either by lack of versatility or lack of improvement - has been addressed through the Weapon Aptitude and Improved Technique mechanic.

thank you Proud Grognard especially for imagining/authoring pretty much the whole of the abilites presented, as i have thus neatly arranged. if this were other than a community free forum, i might draw your ire for obtrusion of royalties. lol.

so i present for feedback version 1.0 fighter

Fighter

HD: d10
Skill Points: 2
Good Save: Fortitude
BAB: Full
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge: Dungeoneering (Int), Knowledge: Engineering (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

1 -Bonus Feat, Professional (background)

2 -Bonus Feat, Weapon Aptitude, Professional +1
3 -Heroics Pool, Deeds, Armor Training 1
4 -Bonus Feat
5 -Weapon Training 1
6 -Bonus Feat, Professional +2
7 -Deeds, Armor Training 2

8 -Bonus Feat
9 -Weapon Training 2
10-Bonus Feat, Professional +3
11-Deeds, Armor Training 3
12-Bonus Feat
13-Weapon Training 3
14-Bonus Feat, Professional +4
15-Deeds, Armor Training 4
16-Bonus Feat
17-Weapon Training 4
18-Bonus Feat, Professional +5

19-Deeds, Armor Mastery
20-Bonus Feat, Weapon Mastery

Class Features:

Spoiler:

Starting Proficiencies:
A fighter is proficient with all simple and martial weapons and with all armors (heavy, light, and medium) and shields (including tower shields).

At first level, if he chooses, a fighter may exchange proficiency in heavy armor and tower shields for proficiency with one exotic weapon, or, he may exchange proficiency in medium and heavy armor and all shields for proficiency with two exotic weapons.

Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Professional:
At first level, a fighter chooses a Professional background. Each background has three skills associated with it, which become class skills if they weren't already. At 2nd level, the fighter gains a +1 competence bonus to each of these skills and to corresponding Profession skill checks, +1 for each four levels after 2nd, to a maximum of +5 at 18th level.

Ambassador: Diplomacy, Knowledge (Nobility), Knowledge (History)
Bodyguard: Intimidate, Knowledge (Local), Perception
Collegiate Ward: Knowledge (Arcane), Knowledge (Planes), Spellcraft
Engineer: Disable Device, Knowledge (Engineering), Use Magic Device (Cha)
Horseman: Handle Animal, Knowledge (Nature), Ride
Hunter: Heal, Knowledge (Nature), Survival
Inspector: Diplomacy, Perception, Sense motive
Knight: Diplomacy, Knowledge (Nobility), Ride
Mercenary: Diplomacy, Sense Motive, Survival
Militia Soldier: Diplomacy, Knowledge (Local), Perception
Sailor: Acrobatics, Knowledge (Geography), Swim
Teamster: Appraise, Handle Animal, Perception
Temple Protector: Knowledge (Nobility), Knowledge (Religion), Spellcraft
Thug: Bluff, Intimidate, Stealth

Alternatively and at the DM's discretion, a player may create their own Professional background.

Weapon Aptitude (Ex):
At 2nd level, a fighter who focuses his training on one weapon may expand the focus of his training to a different weapon once per day. He must be proficient with the weapon, and must choose it ahead of time by getting 8 hours of sleep and spending 1 hour in practice and exercise. Doing so allows him to apply the benefits of feats that specify a single weapon (such as Weapon Focus, Weapon Specialization, Improved Critical) or any fighter class features that specify a single weapon or weapon group (such as Weapon Training and Weapon Mastery), to this chosen weapon equally for that day.

Lastly, if a fighter of 4th level or higher chooses to swap a feat that specifies a single weapon (see Bonus Feats) upon gaining an appropriate level, he may additionally swap out any other feats that specify that same weapon to similar feats under the specification of a new single weapon he is proficient with, up to one swapped feat for every four levels of fighter he has attained. In effect, he loses the bonus feat(s) in exchange for the new one(s). This counts as his entire swap for that level.

Heroics Pool (Ex):
At 3rd level, a fighter gains a Heroics Pool and chooses one of his mental ability scores (Intelligence, Wisdom, or Charisma) to govern it. Once selected, this cannot be changed. He gains a number of points in his pool equal to his chosen ability modifier (minimum 1). This pool replenishes every morning after 8 hours of rest; these hours do not need to be consecutive.

When a fighter makes a devastating attack, fells a worthy foe, or accomplishes a feat of daring, the DM may allow him to replenish his Heroics Pool by 1 point. A devastating attack usually involves confirming a critical hit against a foe of comparable HD or CR. Felling a worthy foe usually involves reducing a foe of comparable HD or CR to 0 HP or less with cleverly executed tactics. A feat of daring usually involves taking a significant risk to life or limb for a greater party gain. The DM may further rule that other circumstances warrant such an award. It is further considered sport to ask the DM ahead of time if a given undertaking would be considered worthy of consideration in this regard.

Deeds (Ex):

Leader in Battle:
At 3rd level, so long as the fighter retains at least 1 point in his heroics pool, all of his allies are treated as if they possessed the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.

Goad the Enemy:
At 3rd level, so long as the fighter retains at least 1 point in his heroics pool, all enemies he strikes are goaded into suffering a -1 penalty to attack any of fighter's allies for 1 round. This penalty sinks to -2 at 7th level, and by -1 every four levels thereafter, to a maximum penalty of -5 at 19th level. Any foe under this effect does not suffer this penalty if they attack the fighter himself. This is a mind-affecting effect.

Grind the Teeth:
At 3rd level, the fighter may substitute his Fortitude save bonus for any saving throw as an immediate action. Performing this deed costs 1 point from his heroics pool.

Hustle Up:
At 3rd level, the fighter may spend 1 point from his heroics pool as a swift action to gain a +10 inherent bonus to speed for 1 minute. He may not use this ability while wearing medium armor until 7th level, nor may he use this ability while wearing heavy armor until 11th level.

Improved Technique:
At 7th level, the fighter may choose a single feat he possesses, and temporarily gains access to any Improved and Greater versions of that feat so long as he meets it's normal pre-requisites. Performing this deed is a swift action that consumes 1 points from his heroics pool and lasts for 1 minute.

Just a Graze:
At 7th level, the fighter may spend 1 points from his heroics pool as an immediate action to gain Temporary Hit Points equal to twice his fighter level. These hit points last for 1 minute, and upon expiration, any unused points convert a like amount of damage into non-lethal damage.

Put Your Back Into It:
At 7th level, the fighter may perform incredible feats of strength or endurance. He gains a bonus equal to half his fighter level to any single Strength or Constitution based skill check by expending 1 points from his heroics pool as a free action. He may not use this ability whilst taking 10 or taking 20 on the associated skill check.

Leader in War:
At 11th level, the fighter may grant any Teamwork feat to himself and all allies who can see or hear him. This may either be performed as a swift action that lasts for 1 minute, or may take an hour to activate and last an entire day. In the latter case, preparation time is spent lecturing, in a group workshop, or through practice sparring, and all allies must participate actively to gain the benefits. Performing this deed consumes 2 points from the fighter's heroics pool.

Break Through:
At 11th level, the fighter may ignore difficult terrain and act as if under a freedom of movement spell for 1 round by expending 2 points from his heroics pool as a free action. To ignore the magical effect of an enemy's spell, he must make a fighter level check (1d20 + fighter level) against a DC equal to 11 + his enemy's caster level to succeed. If this check exceeds the DC by 5 or more, the magical effect is completely dispelled.

Fast Break:
At 11th level, the fighter may take additional move action this round by expending 2 points from his heroics pool. Performing this deed is a free action.

Sudden Shift:
At 15th level, the fighter may suddenly move 5 feet without provoking any attacks of opportunity as a free action. He may do this at any point during his turn, and may even interrupt his own full attack or other attack action. This does not count against his normal movement, and he is entitled to take his 5-foot as normal as if he had otherwise not moved this round. Performing this deed consumes 2 points from the fighter's heroics pool.

Lethal Attack Maneuver:
At 15th level, the fighter may convert a successful attack into a lethal attack maneuver. After rolling damage, the fighter may spend 2 points from his heroics pool as a free action use the same attack roll to resolve any combat maneuver he knows immediately against the same foe. Any special bonuses to the combat maneuver the fighter possesses (such as those granted by feats) raise the effective attack roll for the purpose of confirming the maneuver. If the combat maneuver requires him to move, he must have sufficient movement left this round to complete the move, and he may do so immediately as part of performing this deed.

Take You With Me:
At 19th level, the felled fighter may resolve one last attack against the foe that felled him. This deed is performed as an immediate action as the fighter is reduced to 0 or less Hit Points, and he must already have his weapon drawn and ready. Performing this deed consumes 3 points from the fighter's heroics pool.

Counterstrike:
At 19th level, the fighter may counterattack each foe that attacks him this round. As an immediate action following being attacked, the fighter expends 3 points from his heroics pool. Each foe that attacks him this round provokes an attack of opportunity from the fighter. Further, each incoming attack is considered a discreet opportunity, and a fighter who may make multiple attacks of opportunity may make multiple counterattacks against a foe who strikes him multiple times, trading hits back and forth.

Armor Training (Ex):
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex):
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Armor Mastery (Ex):
At 19th level, a fighter gains DR 5/— whenever he is wearing light armor or using a shield, DR 10/— whenever he is wearing medium armor and using a shield, or DR 15/— whenever he is wearing heavy armor and using a tower shield.

Weapon Mastery (Ex):
At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Deeds quick-ref list:

Spoiler:

3rd:
Leader in Battle
Goad the Enemy
Grind the Teeth
Hustle Up
7th:
Improved Technique
Just a Graze
Put Your Back Into It
11th:
Leader in War
Break Through
Fast Break
15th:
Sudden Shift
Lethal Attack Maneuver
19th:
Take You With Me
Counterstrike

(i name these threads "zax blah" for my ease of reference, not because all the ideas are original...)

cheers!


is he a north going zax or a south going zax?

Verdant Wheel

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Verdant Wheel

Fast Break
i am thinking of changing to >

Spoiler:

At 7th level, so long as the fighter retains at least 1 point in his heroics pool, he may move his full speed before making a full attack in the same round. This takes his full effort, and he may not take any swift actions, immediate actions, or attacks of opportunity this round, and additionally he suffers a -1 penalty to all subsequent attacks for each 5 feet of movement he spends.

Just a Graze
i am thinking of changing to >

Spoiler:

At 3rd level, the fighter may spend 1 point from his heroics pool as an immediate action to gain temporary hit points equal to his fighter level. These hit points last for 1 minute, and upon expiration, any remaining points convert a like amount of damage the fighter has sustained into non-lethal damage.

because 2x is too much for 1 point and +3 HP at 3rd is a modest boost

Verdant Wheel

2 people marked this as a favorite.

alright,
i have a second toned-down version of my fighter. changes include:

0) vital statistics unchanged (BAB/HD/Saves/Skills/Proficiency)
1) Bravery changed to a pool!
2) pool simplified to: saving throw substitution, weapon share, feat swapping
3) old Bravery scheme converted to bonus to skills. basically +1 skill point per level assigned.

so,
the fighter didn't need much help. two of his problems are the rigidness of his of his feat selection (as he navigates feat trees) and his lack of skill points and interesting skills. i am allowing him now to get two-for-one on his Weapon Focus/Specialization/Training/Mastery in exchange for him 'preparing' the slots in the morning. i feel like this adds some flavor to his daily routine. also, he may now swap out his most recent bonus feat as a standard action. thus to do it in the middle of a fight must be payed for in action economy. these abilities allow him to play around with different builds and have a workable concept at every level rather than at the level his 'investment feats' kick in. secondly, he now chooses a Profession which grants 3 skills (plus one profession skill) free ranks at levels 2/6/10/14/18. this is 20 ranks over 20 levels. it was my way to get around the 'even numbers only' for skill ranks. lastly, as a throwback to earlier editions, and to compete with ranger and paladin, i allow him to roll his good save in a bad save's place. i was careful with the wording to disallow random bonuses to be used also - this is merely a base + ability score substitution. finally, i added one caveat to the capstone. let me know what you all think!

...

Fighter
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.
Alignment: Any

HD: d10
BAB: Full
Good Save: Fortitude
Proficiency: Simple and martial weapons, all armors and all shields.

Skill Points: 2
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Starting Money: 3d6x10 gp (average 105 gp)

Class Table:
1 - Bonus Feat, Professional (background)

2 - Bonus Feat, Professional +1
3 - Armor Training 1

4 - Bravery Pool, Bonus Feat

5 - Weapon Training 1
6 - Bonus Feat, Professional +2
7 - Armor Training 2
8 - Bonus Feat
9 - Weapon Training 2
10- Bonus Feat, Professional +3
11- Armor Training 3

12- Bonus Feat
13- Weapon Training 3
14- Bonus Feat, Professional +4
15- Armor Training 4
16- Bonus Feat
17- Weapon Training 4
18- Bonus Feat, Professional +5
19- Armor Mastery
20- Bonus Feat, Weapon Mastery

Class Features:

Spoiler:

Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Professional:
Many great fighters come from humble origins, while others aspire to greatness the moment they pick up a sword. At first level, a fighter chooses a Professional background. Each background has three skills associated with it, which become class skills if they weren't already. At 2nd level, the fighter gains +1 bonus rank in each of these skills and to the corresponding Profession skill. The number of bonus ranks per skill increases by 1 every four levels after 2nd, to a maximum of +5 to at 18th level. A fighter's ranks in a single skill may not exceed his character level, as normal.

Ambassador: Diplomacy, Knowledge (nobility), Knowledge (history)
Artisan: Appraise, Craft (any two)
Bodyguard: Intimidate, Knowledge (local), Perception
Demon Hunter: Knowledge (planes), Spellcraft, Use Magic Device
Driver: Diplomacy, Handle Animal, Intimidate
Engineer: Disable Device, Knowledge (engineering), Use Magic Device
Explorer: Knowledge (geography), Knowledge (dungeoneering), Survival
Fisherman: Craft (fishhook), Knowledge (nature), Swim
Gambler: Bluff, Sense Motive, Sleight of Hand
Gladiator: Bluff, Perform (choose act, comedy, or dance), Sense Motive
Hero: Diplomacy, Perception, Use Magic Device
Horseman: Acrobatics, Handle Animal, Ride
Inspector: Diplomacy, Perception, Sense Motive
Knight: Diplomacy, Knowledge (nobility), Ride
Locksmith: Craft (locks), Disable Device, Knowledge (local)
Mercenary: Diplomacy, Sense motive, Survival
Mountaineer: Climb, Knowledge (nature), Survival
Midwife: Diplomacy, Heal, Knowledge (local)
Sailor: Acrobatics, Knowledge (geography), Swim
Soldier: Diplomacy, Knowledge (local), Perception
Teamster: Appraise, Handle Animal, Perception
Templar: Knowledge (planes), Knowledge (religion), Spellcraft
Trapper: Heal, Knowledge (nature), Survival
Thug: Bluff, Intimidate, Sleight of Hand
Witch Hunter: Knowledge (arcana), Spellcraft, Use Magic Device

Bravery Pool (Ex):
By taking up arms, a fighter knowingly thrusts himself into danger and peril. Whether by staying in shape from constant exercise, studying the lore of warcraft from books or veterans, rising to the task of setting an example for others, or through sheer nerve, the fighter survives these dangers time and time again. A fighter of 4th level or higher has bravery. In game terms, bravery is a fluctuating measure of the fighter's general combat prowess. At the start of each day, a fighter gains a number of bravery points equal to his Wisdom modifier (minimum 1). His bravery goes up or down throughout the day, but usually cannot go higher than his Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A fighter spends bravery to perform deeds (see below), and regains bravery in the following ways.

*Deliver a Devastating Attack: Whenever the fighter rolls a natural 20 and confirms a critical hit against a worthy opponent, he regains 1 bravery point.

*Felling Blow with a Favored Weapon: Whenever the fighter reduces a worthy opponent's hit points to below 0 during a challenging encounter with a weapon that benefits from one of his feats, he regains 1 bravery point.

*Implementing a Sound Stratagem: Whenever the fighter launches an effective strategy, he can regain bravery. As a general guideline, an effective strategy should be risky but not suicidal. It should have a clear goal, require a good deal of coordination and leadership, and its outcome should be uncertain. If it is successful, even partially, the DM is free to reward the fighter with bravery.

(note: generally, the difference between the fighter's character level and the encounter's challenge rating must be no greater than two to qualify.)

Fighters spend bravery points to fight with valor and perform extraordinary deeds. Some deeds require the expense of bravery points to activate. Others stay in effect as long as the fighter has at least 1 bravery point. The following is a short list of what a fighter may use his bravery to pull off.

*A fighter who masters one weapon masters all weapons. Every morning he may choose two weapons he is proficient with. If he practices with these weapons for at least an hour, then for the rest of the day these weapons share the general benefits of feats and class abilities that specify one type of weapon (like Weapon Focus and Weapon Training). This ability is active so long as the fighter retains at least 1 point of bravery.

*A fighter gains the uncanny ability to weather dragon's breath and wizard's spells. He may substitute his Fortitude base save bonus and Constitution modifier for the base save bonus and ability score modifier of any single saving throw. He must declare this before he rolls. This ability is activated as an immediate action and costs 1 bravery.

*A fighter can adjust his strategy in the middle of a tough fight. He can choose to learn a new combat feat in place of the last fighter bonus feat he has learned. In effect, the fighter loses the old feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. He must meet all the prerequisites of the new feat. This ability is activated as a standard action, costs 1 bravery, and lasts indefinitely.

Alternatively, upon gaining it, a fighter may instead tie his daily pool to either his Intelligence score or his Charisma score. In the first case, replace all instances of the word bravery with the word tactics, all instances of Wisdom with Intelligence. In the second case, replace all instances of the word bravery with the word leadership, all instances of Wisdom with Charisma. In both cases, nothing changes but the word used to describe the pool, and the ability score used to govern it. Once selected, this cannot be changed.

Armor Training (Ex):
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex):
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Armor Mastery (Ex):
At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex):
At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). Also, he cannot be disarmed while wielding a weapon of this type. Finally, while using this weapon, any bravery points the fighter recovers are doubled.


While I don't strictly dislike the idea of Professional, wouldn't it be more effective to just give a fighter more skill points? And maybe a few more class skills?

Verdant Wheel

it would be more effective.

but i'd generally like to keep the chassis. and watch the creep.

as written, Professional grants +20 ranks over 20 levels, essentially boosting the Fighter's skill points to 3 per level average (instead of 2).

i didn't want to give 4 full unrestricted points per level. also, i didn't want to select which skills my conception of a fighter ought to have. so this seemed a nice compromise. it allows more customization but with restricted versatility.


So... what exactly was wrong with fighters before? They were already kind of OP...

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