Now I know it's a lot of writing but give it a try, I think I achieved most of my design goals with reasonable elegance and would really love feedback on this one.
I will admit it is a WIP and that I'm super aware that what it could really use is an upgraded form of "Warriors Focus Abilities" possibly called "Master Warriors Focus Abilities" which would be significantly more powerful and would become available around level 10 or so. However I think this is in a solid and understandable place right now and definitely worth posting even if it isn't in it's absolutely final form yet.
Remember in critique if you will that I desired it to be Tier 3. This will not compete with Tier one characters and isn't really intended to. This is more designed to be used in slightly more traditional D&D games. So essentially I want it to be something that could get by DM's that would allow Bo9S to allow people to play actual Fighters who were interesting, fun, and valid. Anyway, without further ado, enjoy.
(Hereafter just reffered to as "fighter")
Hit Die- d10.
Skill Points- 4 + Int modifier.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis) Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
BAB: Good
Fortitude: Good
Reflex: Good
Will: Poor
Table: Fighter
Level-- Special Abilities
1st-- Warrior's Focus, Warrior’s Focus Ability, Bonus Feat
2nd-- Combat Style (2 styles)Style feat
3rd-- Warrior's Focus Ability
4th-- Style Feat
5th-- Warriors Focus Ability
6th-- Learning Ease, Style feat
7th-- Warrior's Focus Ability
8th-- Style feat
9th-- Warrior's Focus Ability, Style Fluidity
10th-- Combat Style Mastery(4 styles), Style feat
11th-- Warrior's Focus Ability
12th-- Style feat
13th-- Warrior's Focus Ability
14th-- Style feat
15th-- Warrior's Focus Ability
16th-- Style feat
17th-- Warrior's Focus ability, Greater Style Fluidity
18th-- Style feat
19th-- Warrior's Focus Ability
20th-- Style feat
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. 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.
Warrior's Focus (Ex)-At third level, a fighter in combat enters a focused mental state called the Warrior's Focus. If the Fighter is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a Swift Action to enter the Warrior's Focus. A Fighter may end this state as an immediate action to make a desperate effort to ignore some attack, allowing him to roll two d20's and choose the higher one when making a save. If not ended voluntarily the fighter leaves the Warrior's Focus whenever the stressful situation ends. At the end of the round after a Fighter voluntarily ends his Warrior's Focus he is fatigued for 2 rounds, and may not re-enter his Warrior's Focus state during those rounds.
Combat Style(2 Styles) (Ex)- At level 2, the Fighter develops two distinct fighting styles, which he may name as he sees fit, but will be referred to here as Black Style and White Style. At every level the Fighter receives the "Style feat" feature (level 2 and every 2 levels after) the Fighter gains one feat for each of his 2 styles. The Fighter must still meet all prerequisites for a Style feat he gains, including ability score and base attack bonus minimums. Previous style feats can be used to meet these requirements, but it must be from the same style. (You can not use a Black Style feat to qualify you for a feat in White Style). Additionally, the Fighter may qualify for prestige classes with style feats, however, he can only use abilities from that prestige class while using the style that contains the feat used to meet the class prerequisite.
At any given time, the Fighter will be using one, and only one, of his combat styles. The Fighter will only be able to use the feats from the one style he is currently using on a given turn. The Fighter may switch between combat styles as a move action. Effectively this will give the Fighter two seperate "pools" of feats, only one of which can he ever have active at a given time.
Learning Ease (Ex)- At 6th level, the Fighter's training shows itself, and his dedication allows him to gain access to abilities that would normally be beyond the scope of one with his attributes. The Fighter counts all of his ability scores as +4 for the purpose of meeting feat prerequisites.
Warrior's Focus Special Ability - At 3rd level and every 2 levels thereafter the Fighter gains a Warrior's Focus Special Ability. These special abilities allow the Fighter to use his Warrior's Focus state in new ways, described in the abilities below.
Style Fluidity(Ex) - At 9th level, the Fighter's ability to shift between his combat styles improves, allowing him to switch between styles as a swift action rather than a move action. The Fighter may still switch styles as a Move Action if he wishes.
Combat Style Mastery(4 Styles) (Ex)- At level 10, the Fighter's 2 styles become more distinct, each one diverging into two more separate styles: White Style-1 and White Style-2, and Black Style-1 and Black Style-2. At 10th level, and every 2 levels thereafter, the Fighter gains a bonus feat for each of his four Combat Styles. Each of these styles will be offshoots of the original style and will contain the feats of their original style. (The 4 feats that make up White Style will also be the first 4 feats of both White Style-1 and White Style-2, although the fifth will be different for both. So to will the first 4 feats of Black Style-1 and Black Style-2 be composed of whatever feats made up the original Black Style, though again the fifth will differ)
Greater Style Fluidity(Ex)- At 17th level, the Fighter's mastery of his combat styles peaks. He gains the ability to switch between styles as a free action on his turn, and may choose to change it as an immediate action otherwise.
Acrobatic Assailant: You tumble and leap, swirling around your opponent in a deadly dervish dance. You may now tumble at full speed with no penalty. You also gain the "Everywhere at Once" ability which allows you to take a -2 penalty to your AC for a round to count as occupying both the space you start in, and the space you make your attack in/end in for the purposes of calculating flanking for the duration of your turn. Meaning that if you start your turn on one side of a creature and tumble to its opposing side before making your attacks you count as flanking the creature for yourself. You may expend your Warriors Focus to redirect one enemy attack. Before the enemy rolls an attack expend your Warriors Focus as an immediate action. You may then redirect the enemy attack onto anyone (excepting the original attacker) who is adjacent to you. You may, if you wish, before redirecting the attack move both you and the attacker into a more advantageous position by moving you both 5ft in a direction of your choosing as if you had taken a 5ft foot step and your opponent had taken an immediate 5ft follow.
Berserker Charge: You crash down onto your opponents with murderous force, few men can stand before your charge. You may make a single turn as a part of your charge action allowing you to charge around corners and obstacles. You also gain the "Death From Above" ability, which allows you to sacrifice the +2 to attack from a charge to make a jump check as part of the charge. If your attack is successful you deal an additional +1 damage for every 5 points your jump check exceeded zero. You cannot add more than +10 damage to the attack in this manner. You may expend your Warriors Focus as an immediate action to count as if you have the Pounce ability. If you already have the Pounce ability you may expend your Warriors Focus to gain an additional attack on the charge.
Bludgeoning Weapons Expert: Your blows concuss and batter even the hardiest of opponents into broken heaps. From now on any time you make a critical hit with a bludgeoning weapon your opponent is automatically Staggered for a turn. Additionally you gain the "Bash" ability, which allows you to take a full round action to make a single attack on a creature no larger than 1 size category above you. If successful the attack slams the opponent back 10ft provoking attacks of opportunity as a normal move would. You may expend your Warriors Focus as an immediate action before making an attack with a bludgeoning weapon. The attack gains a +2 to hit and if it is successful your opponent must make a DC15+level Fortitude save or fall prone, granting combat advantage, and count as stunned for 1 round. If the bludgeoning attack you made was a critical hit and the creature failed its save it is stunned for 1 round and staggered next round.
Dead or Alive: Dead men tell no tales and sometimes you want explanations, so you've learned to take targets alive. You no longer take penalties to deal nonlethal damage on an attack and gain the "Knockout" ability which allows you against any creature you are flanking or have combat advantage against to make a single melee attack as a full round action to deal an additional 1d6 nonlethal damage for every 3 levels you have (round up). You may expend your Warriors Focus to make a single melee attack as a full round action against any creature you are flanking or have combat advantage against, you gain a +2 bonus to the attack and deal an additional 1d6 damage (lethal or nonlethal) per level you have.
Duelist: You have mastered the art of one on one combat, the ebb and flow of facing down a single opponent in a mortal duel. You gain the "Dueling Stance" ability, which requires a move action to activate and grants you a +2 bonus to AC against one opponent that you declare but a -2 AC against all others for one round. You also gain the "Riposte" ability which applies a -2 to your AC but allows you to make an additional secondary attack, however you may only make this attack if an opponent misses you with a melee attack. Your attack is resolved on the opponents turn immediately following the missed attack you've chosen to Riposte. You may expend your Warriors Focus as an immediate action to make 2 melee attacks at your secondary BAB.
Duck and Cover: You dodge, duck, dip, dive, and dodge to keep yourself out of harms way. You count as having Evasion and a +2 bonus to Reflex saves against traps. You may expend your Warriors Focus as an immediate action to count as if you have Improved Evasion for a turn.
Foil Enemies: You disrupt, distract, and damage your enemies at the worst of times, and you're a tremendous ally for it. From now on any large or smaller sized opponent you hit with a ranged attack on your turn counts as flanked to all of your allies. You must deal damage to the creature for this effect to function. You may expend your Warriors Focus as an immediate action to "Foil" an enemy action by making a ranged touch attack with a weapon of your choice to stop a single action that an enemy within range has just declared. You make the attack immediately, it deals only a single point of damage (which ignores DR) but if it hits the target must make a DC15+level Will save or lose the action they had just declared. A Fighter may not disrupt an action that is partially completed, meaning they cannot disrupt a move that is partially complete. A Fighter disrupting an attack, whether a Full attack or a Standard attack, may only eliminate a single attack of his choice as opposed to disrupting the entire action. If an opponents action is successfully foiled then the foiled action is completely wasted, and any spell slots, limited ability uses, or the like used to power it are expended.
Hail of Arrows: You rain arrows down onto your enemies, hails of deadly bolts putting anything within your sight in danger. You gain the "Hail of Fire" ability, which applies a -4 to all of your attacks this round but grants an additional ranged attack at your highest BAB. You must be using a bow or crossbow to benefit from this ability. You may expend your Warriors Focus as a Full Round action to double the number of attacks you have in a normal full attack. Additional attacks are are not doubled but added on to the total. You may not however spend more than 2 attacks on any given target being instead required to spread your shots to accomodate your tremendous speed. Any shots you cannot use are wasted.
Heavy Armor Mastery: Your armor is like a second skin to you, and you move like you were born inside of it. You reduce all armor skill penalties by 2 and gain the "Cover Up" ability, which allows you to take a -2 to your attacks for the round to gain Damage Reduction/Adamantine equal to 1/3 your class level (rounded up). You may expend your Warriors Focus as an immediate action to gain +4 to your AC for an entire round, this ability must be declared before any given attack on you is rolled.
Hunt the Airborne: You gain a variety of skills meant to combat flying attackers. You gain the feats "Throw Anything" and "Weapon Recovery". You may also expend your Warriors Focus after hitting a flying creature to send it hurtling towards the ground. The creature is entitled to a DC 15+level reflex save to ignore the effect but if it fails the creature falls from its current height taking falling damage as appropriate and, if it flew by natural means (wings, etc), it may not fly again this encounter unless it recieves healing of some kind
Hunt the Unnatural: You fight that which is not natural to the mundane world. You wear protective trinkets and have the blessings of a dozen priests and witches to keep you safe from things out of the mortal realm. Your attacks affect incorporeal creatures normally. When fighting invisible creatures you only count them as being in normal concealment against your attacks, and invisible creatures do not gain combat advantage on you automatically. You also gain the "Fend Off The Unnatural" ability, which allows you to take a standard action (which you spend focusing intensely/praying/holding particular protective baubles or trinkets) to grant yourself Spell Resistance equal to 5+your level. You may expend your Warriors Focus as an immediate action to grant yourself Spell Resistance equal to 15+level against one spell.
Leader of Men: You are a natural leader, you command and other obey, and your shouts on the battlefield are heeded by allies and troops alike. You gain a series of abilities all of which take a swift action to use to shout a quick command at one ally, who may follow your order for some benefit. You gain "Watch Yourself" which grants one ally a +2 bonus to AC if they fight defensively this turn. You gain "Flank em!" which grants one ally a +2 bonus to attacks made while flanking a creature. Finally you gain "Be Strong" which can be used as an immediate action to grant a creature a +2 bonus to saves against fear based effects for one turn. You may expend your Warriors Focus as an immediate action to grant one person within 100ft who can hear or see you one of the following benefits: a move action, a +2 bonus to all attacks this turn, a +2 bonus to AC this turn. The use of this ability must be declared before any given attack is made by or against a given character.
Light Armor Mastery: You move fast and use what little protection you wear to its best advantage. You gain +1 AC when wearing light armor of any kind and you gain the "Cover Up" ability, which allows you to take a -2 to your attacks for the round to gain Damage Reduction/Adamantine equal to 1/3 your class level (rounded up). You may expend your Warriors Focus as an immediate action to gain +4 to your AC for an entire round, this ability must be declared before any given attack on you is rolled.
Longarms Specialist: You spin and twirl your polearm with devastating efficiency. You move constantly while striking out with your chosen weapon, a perfect combination of defense and attack. While wielding a weapon that grants you reach you may use the blunt end of your weapon to deal bludgeoning damage at no negative, you also gain the "Pole Vault" ability which grants you a +4 to jump checks with a reach weapon in hand, and finally you gain the feat "Hold the Line". You may expend your Warriors Focus as a Full Round action to make a single attack on every enemy within reach. You count your reach as being +5ft higher than normal for the purpose of this attack.
Master Tactician: You are a brilliant strategist who counts his mind foremost amongst his weapons. You gain the "Assess" ability, which allows you to determine the challenge posed to you by an enemy or group of enemies. As a swift action make a Sense Motive check or an untrained Intelligence check VS a DC equal to 10+the opponents CR to determine if the enemy is weaker than you (lower CR than your level), approximately equal (equal CR to your level), or stronger (higher CR). You may assess a group of opponents in a given situation the same way. Simply make the same check except instead of comparing a single opponents CR compare the encounters ECR to your groups level and proceed the same way. You also gain the "Master Plan" ability. If you can prepare for an encounter you may spend at least 1 minute (longer if the DM requires) creating a master plan which requires you to make an untrained intelligence check. Once created you choose when to enact your plan in the encounter, at which time every ally of yours (including you) gains a +1 bonus on all attacks and skill checks for 2 rounds. This bonus increases by +1 for each 10 points your intelligence check exceeded DC10. You may expend your Warriors Focus as an immediate action to increase your attacks, AC, saves, or skill checks by +2 for one round, chosen at the time of activation. This ability must be declared before any given attack on you is rolled.
Mental Shield: You've trained your mind to resist intrustion and shake off attempts at magical enchantment and control. You gain the Mettle ability and gain an additional +2 to Will saves made to resist enchantment effects. You may expend your Warrior's Focus as an immediate action to count as if you have Improved Mettle for a turn.
Medium Armor Mastery: You're able to move quickly and deftly in armour that would slow others down. You ignore the -5ft speed reduction associated with medium armor and reduce armor skill penalties by 1. You also gain the "Cover Up" ability, which allows you to take a -2 to your attacks for the round to gain Damage Reduction/Adamantine equal to 1/3 your class level (rounded up). You may expend your Warriors Focus as an immediate action to gain +4 to your AC for an entire round, this ability must be declared before any given attack on you is rolled.
Mind Games: Your words are just another weapon to you. You gain both "Frighten" and "Goad" as abilities. You may target a single intelligent opponent who can both hear and understand you. Both abilities take a move action to use and grant DC 10+level Will save to ignore their effects. If you use "Frighten" the target is shaken and remains so until it makes the save at the end of a given round. If you use "Goad" then the opponent is forced to target you with any attacks made within 1 round. You may also expend your Warrior's Focus to use Frighten or Goad as an immediate action with a save DC of 15+level
Onslaught: The speed of your attacks is completely overwhelming, you're lightning fast. You gain the "Quick Attacks" ability which allows you to take a -2 to all of your attacks for a round to gain an additional secondary attack. You may expend your Warriors Focus as an immediate action to gain an additional attack at your highest attack bonus
Piercing Weapons Expert: You drive your weapon deep into your opponents body mercilessly and relentlessly, piercing them with scores of mortal wounds. When using a piercing weapon you may add your Dexterity modifier to the damage you deal. You may expend your Warriors Focus to count every attack you make with a piercing melee weapon as a touch attack for a single round
Shield Expert: Your shield has saved your life more times than you can count. You ignore skill check penalties from shields and gain an extra +1 Shield bonus to your AC when using a shield and you may now add your shield bonus to your touch AC. You may expend your Warrior's Focus as an immediate action to ignore an attack made on you. The attack must be ignored before damage is resolved.
Shield Savior: Your shield defends not only you, but your allies in battle. You ignore skill check penalties from shields and gain a +1 shield bonus to your AC when using a shield and any ally adjacent to you gains an additional +1 shield bonus to their AC. You may expend your Warriors Focus as an immediate action to move up to half your speed to move adjacent to an ally and ignore one attack made on that ally. The attack must be ignored before damage is resolved.
Slashing Weapons Expert: You slash and cut at your opponents, gracefully carving your weapon through your enemies flesh until they have bled their last drop of blood. You gain the ability "Slashing Fury" which grants you an additional attack at your highest BAB at a cost of -4 to all of your attacks this round. This ability can only be used with a slashing weapon. You may expend your Warriors Focus on your turn to make a horrible bloodletting wound on your opponent. Make a single attack as a Full Round action, this attack gains a +2 to hit and deals damage as normal. If your attack is successful and deals damage then your opponent is now bleeding. At the end of the creatures turn they are dealt an additional 1 point of damage for every level you have. The creature may then make a Fortitude Saving throw equal to 10+your level. If the creature makes two of these saving throws, or any one of them on a natural 20, it stops bleeding. The creature also automatically stops bleeding if it heals HP in any manner. This ability cannot be used against creatures immune to critical hits.
Sniper: Your entire mindset changes when you aim down an arrow's shaft. Your breathing slows, your muscles relax. You become one with your weapon which now spells swift death for anyone that crosses its path. You gain the "Long Shot" ability which lets you make a single attack as a full round action which reduces your range penalties by one degree, but does not increase your range. So long range attacks are made at a -2 while medium range attacks are made at no penalty. You also gain the "Sniper Shot" ability which lets you make a single attack as a full round action that reduces cover by one degree (though it cannot reduce total cover). Finally you may make a "Perfect Shot" which takes two full rounds to make but counts as both a "Long Shot" and "Sniper Shot". You may also expend your Warrior's Focus to make a single attack as a standard action that counts as a "Perfect Shot" and has an additional +5 to hit and deals an additional +1d6 damage per 2 levels you have, rounded up.
Suppresive Fire: Against the barrage of your shots enemies have to keep their heads down to keep themselves alive. Anyone you make a ranged attack against counts you as in light cover for 1 round as long as you are still armed with a ranged weapon. You may expend your Warriors Focus as a standard action to unleash a barrage of shots which requires 5 arrows/knives/bolts/etc and forces enemies to treat all allies within 50ft of you (including you) as if they were in heavy cover for 1 round.
Tactical Engagement: Your footwork in combat is excellent, pressing forwards or retreating from a blow. Your speed increases by 5ft and you gain an additional "5ft step" every turn that you may take as an immediate action, you also gain the "Lunge" ability which allows you to make a single melee attack as a full round action with an extra 5ft of reach. You may expend your Warriors Focus as an immediate action to gain a move action. If you take an action that would provoke an attack of opportunity with your move action you may ignore those attacks.
Tremendous Strength: Your blows crash into your opponents, hewing flash and shattering bone. You deal additional damage on any melee attack equal to your strength modifier, and you gain a +2 bonus on bull rush checks. You may expend your Warriors Focus as an immediate action to have any attacks you make this round ignore Damage Reduction Adamantine and/or Damage Reduction Silver.
True Warrior: If you miss them by an inch you've missed them by a mile, so your solution is: don't miss. You gain a +1 to all of your attacks as well as the "Reckless Offense" ability which allows you to take a -4 to your AC to add +2 to all of your melee attacks this turn. You may expend your Warriors Focus as an immediate action to add +20 to one attack.
Vicious: You can bleed from a dozen wounds and smile, and you laugh terrifyingly at those who think they will be the one to finally kill you. You gain an additional healing surge and the "Dig Deep" ability which once per day allows you to use a healing surge even if you've used another in the last minute. You may expend your Warriors Focus as an immediate action to add your level to the damage you deal on every attack you make this round. The opponent(s) you are targetting must have attacked you in the encounter to be dealt this extra damage, if you are targetting multiple opponents only those who have attacked you take the extra damage.
War Hero: You are immune to fear and gain the "Embolden" ability. A standard action that grants an ally within 30ft who is Panicked, Frightened, or Shaken a chance to roll a Will save DC 10+thier level to reduce the condition by one degree. You may expend your Warriors Focus as an immediate action to Re-roll a die you've just rolled.
Wrestler: You're a wrestler, a grappler, a barroom brawler. Basically you're not someone to mess with. You gain the ability to use improvised weapons without taking any negatives, and you gain the "Kip up" feat allowing you to go from prone to standing as a free action. You gain a +2 bonus on any opposed strength checks, including grapple checks and you may grapple creatures up to two sizes larger than you. You may expend your Warriors Focus as an immediate action to ignore size modifiers in a grapple for one turn.
