I've read a lot of posts about how a fighter isn't good enough at high levels. Myself and my players all agree. The fighter should have a number of abilities unique to fighters only that are just based off of their battlefield prowess. A lot of you may or may not agree with this, but here is a rough, rough draft of what I'd do to fix it. A 20th level fighter should own his opponents in combat.
Level Special
1 Bonus Feat
2 Bonus Feat
3 Armour Training
4 Fighter Lesser Ability
5 Weapon Training
6 Fighter Lesser Ability
7 Armour Training
8 Fighter Lesser Ability
9 Weapon Training
10 Fighter Ability
11 Armour Training
12 Fighter Ability
13 Weapon Training
14 Fighter Ability
15 Armour Training
16 Fighter Major Ability
17 Weapon Training
18 Fighter Major Ability
19 Armour Mastery
20 Fighter Major Ability
Armor Training (Ex): Starting at 3rd level, a fighter gains added protection from the armor he is wearing. Whenever he is wearing armor, he gains an additional +1 armor bonus to his armor class and he reduces the armor check penalty by 1 (to a minimum of 0). This armor class bonus applies to the Fighters Touch AC as well. Every 4 levels thereafter (7th, 11th, 15th and
19th), a fighter gains even more protection, increasing these bonuses by +1 each time, for a total of +5 to armor class at 19th level, with a –5 reduction to the armor check penalty. These bonuses apply even with the fighter is flat footed or denied AC, but not when helpless or unconscious.
Fighter Lesser Ability
Shield Specialization: When a fighter uses any type of shield the shield provides added protection. The fighter gains an additional +1 shield bonus to his armor class and he reduces the armor check penalty by 1 (to a minimum of 0).
Shield Defense: The Fighter shield bonus is added to the fighters touch armor class.
Truly Intimidating: As a move equivalent action, the fighter may make an intimidation check against all opponents currently threatened by the fighter. If he succeeds, all opponents threatened by him must attack the fighter the following round, ignoring other opponents as they see the fighter as the biggest threat.
Armour Mastery (Ex): The fighter gains DR 1/- for every level of Armor Training he possesses (DR 1/- at level 3, 2/- at level 7, 3/- at level 11, 4/- at level 15 and 5/- at level 17).
Weapon Expertise: Any weapon the fighter has a bonus with Weapon Training in does increased damage by one step. 1d4 becomes 1d6. 1d6 becomes 1d8, 1d8 becomes 1d10, etc.
Damaging Attack: The Fighter may ignore the first 5 points of DR by an opponent.
Bonus Feat: The fighter may take a Fighter Bonus Feat
Fighter Abilities
Shield Specialization II: Requires Shield Specialization. When a fighter uses any type of shield the shield provides added protection. The fighter gains an additional +1 shield bonus (for a total of +2) to his armor class and he reduces the armor check penalty by 1 (for a total of 2, to a minimum of 0). In addition, as a move equivalent action, the fighter may provide additional protection to an ally in a 5 foot adjacent square, providing the shield bonus to the allies AC in addition to his own. If the ally has an existing shield bonus, take whichever one is higher. The fighter can only protect one such ally a turn.
Armor Mastery II (Ex): Requires Armor Mastery. The fighter gains DR 2/- for every level of Armor Training he possesses (4/- at level 10, 6/- at level 11, 8/- at level 15 and 10/- at level 17).
Truly Intimidating II: Requires Truly Intimidating. As a move equivalent action, the fighter may make an intimidation check against all opponents currently threatened by the fighter. If he succeeds, all opponents threatened by him must attack the fighter the following round, ignoring other opponents as they see the fighter as the biggest threat. In addition, all those that failed their save are Shaken for 1 round + Chr modifier in rounds.
Powerful Strike: Requires Power Attack: Once per round, you can try a free trip attack on any opponent you do damage to with a Power Attack.
Shrug it off: As a full round action, the fighter shrugs off damage that would fall a lesser mortal. He heals ½ his hit points and makes a free intimidation check against all opponents who see him do so. Any opponents that fail are Shaken for 1 round plus the fighters Charisma modifier in rounds. The fighter may do this 1/day.
Retributive Strike: Designate an opponent that has damaged you. On your next attack if you hit you automatically deal double damage to that opponent.
Retalitory Strike: Requires Retributive Strike: Once per round, when an opponent successfully hits you, you receive an automatic attack of opportunity against the opponent.
Opportunistic Strike: 5 Foot steps made within your threatened area provoke an attack of opportunity by you.
Just that good: Once per round, you may make a free attack against an opponent who’s CR is less than or equal to half your level. This bonus attack takes place during your standard attack action.
Weapon Expertise II: Requires Weapon Expertise. Any weapon the Fighter has a +2 bonus or higher with Weapon Training has its damage increased by two steps. 1d4 base becomes 1d8, 1d6 becomes 1d10, 1d8 becomes 1d12.
Damaging Attack II: Requires Damaging Attack. The fighter may ignore the first 10 points of DR by an opponent.
Fighter Bonus Feat
Fighter Major Abilities
Shield Specialization III: Requires Shield Specialization II. When a fighter uses any type of shield the shield provides added protection. The fighter gains an additional +1 shield bonus (for a total of +3) to his armor class and he reduces the armor check penalty by 1 (for a total of 3, to a minimum of 0). In addition, as a free action, the fighter may provide additional protection to an ally in a 5 foot adjacent square, providing the shield bonus to the allies AC in addition to his own. If the ally has an existing shield bonus, take whichever one is higher. The fighter may only protect one such ally a turn.
Armor Mastery III (Ex): Requires Armor Mastery II. The fighter gains DR 3/- for every level of Armor Training he possesses (12/- at level 15 and 15/- at level 17).
Armor Mastery IV (Ex): Requires Armor Mastery III. The fighter gains DR 4/- for every level of Armor Training he possesses (20/-).
Sweeping Blades: Requires Mobility: The fighter may make a charge attack, running his full distance. He attacks everything along his path that he would threaten with a charge attack and does not provoke an attack of opportunity.
Panther Like Reflexes: Requires Opportunistic Strike. Attacking you in hand to hand provokes an attack of opportunity by you against the opponent.
Battlefield Presence: Once per combat, the fighter may make an intimidation check against all opponents that can see him. Opponents that are intimidated are unable to act for 1 round except to defend, and are shaken for 1 round + charisma modifier in rounds.
Battle Master: Requires Great Cleave. During your attack, you receive a free attack against any opponent you threaten whose CR is equal to or lower than ½ your level.
Weapon Expertise III: Requires Weapon Expertise II. Any weapon the Fighter has a +3 bonus or higher with Weapon Training has its damage increased by three steps. 1d4 base becomes 1d10, 1d6 becomes 1d12, etc.
Damaging Attack III: Requires Damaging Attack II. The fighter ignores Damage Reduction.
Fighter Bonus Feat
What do you think? *ducks behind cover*
Skester