Important things: Depending on your build, Cha may be important. Otherwise, stuff like races, abilities, starting wealth and so on is the same as the Fighter.
The Fighter of Gratis HD: D10THERE WILL BE A TABLE HERE SOON
Class skills (4 + Int per level, x4 at 1st level): Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Ride (Dex), Sleight of Hand (Dex), and Swim (Str).
Class featuresAll of the following are class features of the fighter of Gratis.
Weapon and Armor Proficiency: You are 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 you get a bonus combat-oriented feat in addition to the feat that any other feats you gain at 1st level. You gain an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. You must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Fighter Talents: At 1st level, and every odd-numbered fighter of Gratis level thereafter, you gain a fighter talent, which must be drawn from the list below. You must meet all prerequisites for a fighter talent before you can take it. Unless otherwise noted, each fighter talent is an extraordinary ability and can be taken only once.
Puissance (Ex): At 5th level, you begin to focus your combat skills around a single, particular type of tactic. Choose a fighter bonus feat you do not have, that has one or more other fighter bonus feats which use it for a prerequisite. This feat is your puissance feat, which you gain as a bonus feat.
At the beginning of each day, you may select a fighter bonus feat that uses your puissance as a prerequisite, for which you meet all of the feat prerequisites. For the rest of the day, you gain that feat as a bonus feat, even if you don’t meet any of its other prerequisites.
At 10th level, you may select two feats that use your puissance feat a prerequisite to gain as bonus feats. You may use one of the feats you gain via your puissance as a prerequisite for another, but these feats cannot be used to qualify for feats you do not gain through your puissance. You may select three such feats at level 15, and four such feats at level 20.
If you already have all of the feats that use your puissance feat as a prerequisite, you instead gain a new puissance feat at any level for which you would not be able to choose another feat that uses your puissance feat as a prerequisite.
Tactical Adjustment (Ex): Beginning at 15th level, you may spend 5 minutes clearing your mind and performing refreshing exercises to modify your decisions on how to approach combat for that day. By doing so, you lose the additional bonus feats you gained from your puissance feature as though the day had ended, and may select new bonus feats, as though a new day had begun. You can use this ability once per day at 15th level, and twice per day at 20th level.
Airborne Strike#
Prerequisites: Fighter level 3
Benefit: You learn how to use superior positioning to deal extra damage in melee. Whenever you are flying and higher than your opponent, you gain a +2 bonus on melee weapon damage rolls.
Aligned Strike
Prerequisites: At least one non-neutral alignment component
Benefit: As a free action, you can orient your weapon along one alignment component that you possess. For example, if you are chaotic good, you can make your weapon either chaotic- or good-aligned for the purpose of overcoming damage reduction. This effect lasts until you choose to end it or change it (as a free action) to the other alignment component, or until you no longer wield the weapon.
Ammunition or a thrown weapon affected by this ability remains aligned until it either strikes a target or misses. This is a supernatural ability.
Armor of Faith
Prerequisites: Devotion to a deity or an ideal
Benefit: As an immediate action, you can reduce your base Will save to +0 and gain a bonus to your Armor Class equal to the amount of the reduction. This effect lasts until the beginning of your next turn. This is a supernatural ability.
Armor Optimization#
Benefit: When this class ability is taken, choose a specific type of armor (such as the breastplate). When wearing this type of armor, you gain a +1 dodge bonus to AC and a number of temporary hit points each round equal to half the armor bonus to AC it provides (rounded down, minimum 1). These temporary hit points last for 1 round. This talent may be taken multiple times, each time applying to a different type of armor.
Armored Gait
Benefit: When this class ability is taken, choose a specific type of armor (such as the breastplate). The armor is considered one category lighter when determining your movement rate only. This talent may be taken multiple times, each time applying to a different type of armor.
Armored Grace#
Benefit: When this class ability is taken, choose a specific type of armor (such as the breastplate). The armor’s maximum Dexterity modifier increases by 1, your armor check penalty is reduced by 2, and half of your armor’s weight does not count against your carrying capacity. This talent may be taken multiple times, each time applying to a different type of armor.
Armored Mage
Prerequisite: Knowledge (arcana) 1 rank
Benefit: Choose one arcane spellcasting class, such as sorcerer. You can avoid any chance of arcane spell failure for spells gained from this class as long as you restrict yourself to light armor and light shields. This training does not extend to any other form of armor or shields, nor does this ability apply to spells gained from other spellcasting classes.
Arrow Swarm
Prerequisite: Rapid Shot
Benefit: As a part of a full attack, you may make two extra ranged attacks at your highest attack bonus, but all attacks receive a –5 penalty. You may use this option with rapid shot to gain three extra ranged attacks with a full attack, but the attack penalties for using both options stack.
Aura of Stability
Prerequisite: Fighter level 13
Benefit: As a standard action, you can activate a dimensional anchor effect on yourself with a duration of a number of rounds equal to your class level. In addition, anyone with whom you are grappling is likewise affected by the dimensional anchor while they are grappling. Spell resistance applies, and the caster level of the ability equals your class level.
Battle Hardened
Benefit: Your mind has been forged and tempered through battle, making you ready to act at a moment’s notice and hardened against terror. You gain a +3 bonus on initiative checks and on saves against fear effects.
Big Breath
Prerequisite: Fighter level 5
Benefit: A number of times per day equal to your Constitution modifier, if you have been fatigued or exhausted for at least 1 round, you may attempt a DC 15 Fortitude save as a free action. If you succeed and are exhausted, you become fatigued, instead. If you succeed and are fatigued, you cease to be fatigued. You can use this ability once per round.
Whenever it would be advantageous for you to hold your breath, you are counted as though you began holding your breath at the beginning of the round. If you use this ability on successive rounds, you are counted as though you had been using this ability since the beginning of the first round on which you used it.
Body as Weapon#
Prerequisite: Fighter level 5
Benefit: You gain a +2 bonus on weapon damage rolls made with any natural weapon or, if you are a warforged, with any weapon attached as a warforged component.
Bonus Warforged Feat
Prerequisite: Fighter level 3, must be warforged
Benefit: You gain a warforged feat for which you meet the prerequisites as a bonus feat.
Calming Breath
Prerequisite: Fighter level 3
Benefit: A number of times per day equal to your Wisdom modifier, if you have been shaken, frightened or panicked for at least 1 round, you may attempt a DC 15 Will save as a free action. If you succeed and are panicked, you become frightened, instead. If you succeed and are frightened, you become shaken, instead. If you succeed and are shaken, you cease to be shaken. You can use this ability once per round.
Clear the Path
Benefit: You gain the benefits of the Cleave and Great Cleave feats, but only when fighting defensively, using feats which have combat reflexes as a prerequisite, and/or transferring your shield bonus to AC to another using the Cover talent. To gain this bonus, you must transfer at least a +1 bonus to an ally.
Climb-Fighting#
Prerequisite: Fighter level 5
Benefit: You retain your Dexterity bonus to AC while climbing.
Combat Dancing#
Prerequisite: Fighter level 7, Perform (dance) 5 ranks
Benefit: You gain a +2 dodge bonus against attacks of opportunity. If you use Spring Attack, you gains a +2 circumstance bonus on the attack roll made as part of the maneuver.
Combo (mark time of decision, make extra iteration explicit)
Benefit: Before making any attacks in a round, you can choose to make your first and second unarmed strikes into a “combo,” each of which use an attack bonus that is the average of their two attack bonuses. If both of the attacks in your combo have the same attack bonus and both attacks hit, your base attack bonus increases by 1 for the remainder of the round. This increase in BAB can increase the number of iterative attacks you’re allowed to make.
Confusing Banter (needs scaling)
Prerequisite: Fighter level 7
Benefit: You combine defensive tactics with a stream of wordplay aimed at tricking your opponent into letting his guard down. Whenever you fight defensively, you may attempt a Bluff or Diplomacy check as a free action, opposed by your opponent’s Sense Motive check (the opponent may also add his base attack bonus on this check). If you win, you gain a +2 bonus on attack rolls against that creature until the end of your next turn. This bonus increases to +3 at 11th level, +4 at 15th level, and +5 at 19th level.
This ability only functions against creatures with Intelligence scores of 3 or higher. It is a language-dependent, mind-affecting ability.
Constitution Boost
Prerequisite: Racial penalty to constitution.
Prerequisite: Fighter level 3
Benefit: Your Constitution increases by 2.
Counterattack#
Prerequisite: Fighter level 11
Benefit: You learn to prepare for a potent counterattack. Whenever you make a full attack, at any time before the start of your next turn, you can use an immediate action to make a melee attack (using your highest base attack bonus) against an enemy that attacks you in melee.
Cover#
Benefit: You may transfer your shield bonus and/or your dodge bonus to AC to a creature in a square adjacent to you. The two bonuses can apply to the same or different creatures. If the creature gaining this protection moves more than 5’ away from you, it loses the AC bonus.
Dancing Feint
Prerequisite: Fighter level 3
Benefit: You can use your Perform (dance) skill to feint in combat as if it were the Bluff skill.
Dazzling Display
Benefit: You gain a +4 bonus to feint checks.
Denigrating Banter
Prerequisite: Fighter level 5
Benefit: Your method of fighting assaults your opponent’s self-confidence and pride. Taunts and jibes are as integral to your methods as feints and thrusts. As a standard action, you may bait and taunt a foe. You and your opponent make opposed Charisma checks. If your opponent loses, he suffers a –2 attack penalty, –1 more per 5 points by which he failed the check. This penalty lasts for a number of rounds equal to 1 plus your Charisma modifier (total minimum 1), and the ability can be used up to 3 + your Charisma modifier times per day. This is a language-dependent, mind-affecting, sonic effect.
Dragonscale Husk
Prerequisite: Dragonblood subtype
Benefit: You gain the extraordinary ability to grow a thick, scaly hide that protects you like armor. The dragonscale husk resembles the scales of a dragon of your choice (selected when you gain the class feature). The husk requires 8 hours to grow, but this process can take place at night while you are sleeping.
Your scaled hide grants you an armor bonus to your armor class equal to 6 + 1/3 your fighter level (+7 bonus to AC at 3rd level, +8 bonus to AC at 6th level, and so on, up to a maximum +12 bonus to AC at 18th level). Multiple classes that would gain medium or heavy armor proficiency stack with your Fighter level for determining the dragonscale husk's total bonuses.
As you attain higher levels, your husk grants you increasing resistance to acid, cold, electricity, fire and sonic energy. You gain resistance 5 at 5th level, resistance 10 at 10th level, resistance 15 at 15th level, and resistance 20 at 20th level.
Your dragonscale husk is treated as medium armor for the purpose of determining your speed and whether you can use class features or other special abilities. It allows a maximum Dexterity bonus of +2, an armor check penalty of –4, and no arcane spell failure chance. You can sleep in your husk without penalty. You cannot wear any other armor while your husk is present.
Your dragonscale husk can gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic Arms and Armor feat. You must be present for the entire time it takes to add this enhancement. In addition, spells and infusions that normally target armor, such as magic vestment and armor enhancement, can be cast with your dragonscale husk as the target.
You can't take off your dragonscale husk, but you can choose to shed it. Doing this requires 10 minutes of concentration and results in your sloughing off a pile of scales that crumble to dust if handled.
Dungeon Crasher
Prerequisite: Fighter level 3
Benefit: You excel at overwhelming traps, smashing through doors, and pushing aside your enemies. You gain a +2 competence bonus on saves and to your Armor Class when attacked by traps. You also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.
In addition, you gain a special benefit when making a bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your Strength bonus (if any).
Dungeon Crasher, Improved
Prerequisite: Fighter level 7, dungeon crasher
Benefit: Your dungeon crasher bonuses when dealing with traps increase to +4, and the bonus on Strength checks to break objects increases to +10. The damage you deal when bull rushing an opponent into a wall increases to 8d6 points + three times your Strength bonus.
Elusive Attack (modify for scaling)
Prerequisite: Fighter level 5
Benefit: You master a technique of combining offense and defense. Whenever you make any number of attacks as a part of a full round action, you gain a +2 dodge bonus to AC for each attack. This bonus lasts until the beginning of your next turn.
Encouraging Blow
Prerequisite: Fighter level 5
Benefit: Whenever you threaten a critical hit, you gain a +3 morale bonus to AC against the threatened foe’s attacks for a number of rounds equal to your Charisma modifier (minimum 1). If your critical threat is confirmed, the bonus to your armor class increases to +6.
Encumbered Flight
Prerequisite: Must be able to glide or fly
Benefit: You can glide or fly (whichever you are able to do normally) while carrying a medium load.
Endure and Persist
Prerequisite: Fighter level 7, diehard, and any of big breath, calming breath or steeling breath
Benefit: A number of times per day equal to your Constitution modifier, if you have been disabled or dying for at least 1 round, you may attempt a DC 15 Fortitude save as a free action. If you succeed and are dying, you become recover enough hit points to become disabled. If you succeed and are disabled, you recover hit points equal to your Constitution modifier (minimum 1). You can use this ability once per round.
Exotic Attack#
Benefit: You gain a +2 bonus on attempts to disarm or trip you initiate with an exotic weapon. This bonus increases by +1 per four class levels.
Extended Intimidation
Prerequisite: Fighter level 5
Benefit: A target you successfully intimidate suffers lasting effects. Instead of ending when the you leave, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after your departure. Thereafter, the target’s attitude toward you shifts to unfriendly, but a lingering fear remains. Whenever you return to someone you have previously intimidated, you gain a +4 bonus on your Intimidate check to re-establish the effect.
Fast Flight
Prerequisite: Fighter level 5, must be able to fly
Benefit: You gain a +10 racial bonus to your fly speed, and to your glide speed if you have one.
Favored Enemy (despecify, make a choice)
Prerequisite: Fighter level 5
Benefit: You gain a single favored enemy of your choice, just as if you were a 1st-level ranger.
Fortification
Benefit: Choose a specific type of armor (such as the breastplate). You gain a +4 bonus to AC against the confirmation of a critical when wearing this type of armor. You may take this talent multiple times, each time choosing a different type of armor.
Grit and Guts
Benefit: Your fighter class hit die becomes d12. This change only affects your hit die at this level and future levels; it does not affect your hit die for previous levels of fighter.
Hard Charge (make scale)
Benefit: You and your mount both do +1 damage for each 10 feet you move, when charging a distance at least equal to your mount’s movement. At 10th level, this bonus increases to +2.
Heavy Armor Expertise#
Prerequisite: Fighter level 7
Benefit: When wearing heavy armor, you gain a +1 bonus to your armor class.
Heavy Hitting#
Prerequisite: Fighter level 3
Benefit: Your unarmed strikes do +2 non-lethal damage. You can take this talent multiple times.
Helpful Hints
Benefit: You can use the aid another action to grant a bonus to armor class or attack rolls from up to 60 feet away.
Hit-and-Run Tactics
Benefit: You gain a +2 bonus on initiative checks and, whenever you attack a flat-footed opponent within 30 feet of you, you may add your Dexterity bonus (if any) as a competence bonus on weapon damage rolls.
Improved Spur
Benefit: Once per round as a swift action, you may provide your mount with a +10 foot bonus to its movement for 1 round. A mount may gain the benefit of this ability a number of times each day equal to its Constitution bonus (if any).
Insurmountable Counter (make scale)
Prerequisite: Fighter level 5
Benefit: You gain a +2 dodge bonus to AC whenever you are attacked by an opponent using Power Attack or Combat Expertise.
Intimidation Focus
Prerequisite: Fighter level 3
Benefit: You gain Skill Focus (Intimidate) as a bonus feat.
Iron Jaw#
Benefit: You gain damage reduction X/–, where X is equal to your Constitution modifier. This damage reduction is effective only against nonlethal damage, grapple damage and unarmed strikes that are not made by characters with improved unarmed strike. You also gain a +2 bonus to saves against being dazed or stunned.
Jousting Charge#
Benefit: If you are seated on a mount and have a light or heavy shield readied, you and your mount do not suffer the –2 penalty to AC for charging.
Main-Gauche
Prerequisite: Fighter level 3
Benefit: You learn how to fight using a dagger in your off-hand for defense as well as offense. You are treated as having the Two-Weapon Fighting feat when wielding a rapier in one hand and a dagger in another hand. In addition, you gain a +1 bonus to AC during any round in which you fight defensively while wielding these weapons.
This talent is treated as the equivalent of Two-Weapon Fighting for the purposes of qualifying for feats and prestige classes.
Ocean Tangle
Prerequisite: Fighter level 5
Benefit: When grappling in water deep enough to swim in, you can use a Swim check in the place of any Grapple check.
Overpowering Attack
Prerequisite: Fighter level 15
Benefit: You can focus your attention in combat to deliver a single deadly attack. As a full-round action, make one attack at your highest base attack bonus. That attack deals double damage, as do any other attacks you make before the start of your next turn.
Planar Study#
Prerequisite: Fighter level 5
Benefit: You learn arcane secrets that aid you in combating foes encountered on the planes. You gain a +2 bonus on damage rolls against elementals, outsiders, and creatures that have the extraplanar subtype while on the Material Plane (such as a fiendish dire wolf).
Quick Turn
Benefit: When making a charge on a mount, your mount may make one turn of up to 90 degree per point of Dexterity modifier it has. Each turn you try to steer your mount into requires a DC 15 Ride check. If you fail one of these checks, this charge becomes a double move.
Racial Foes#
Prerequisite: Fighter level 3
Benefit: If your race has any common racial enemies (such as a dwarf’s racial enemies are orcs, goblinoids and giants), you gain a +2 bonus on damage rolls against members of those races.
Rain of Blows
Benefit: As part of a full attack, you may make an additional melee attack at your highest attack bonus, but all attacks receive a –3 penalty. You may use this option with storm of blows to gain three extra melee attacks with a full attack, but the attack penalties for using both options stack.
Resolute (allow for choice of penalty/bonus)
Prerequisite: Fighter level 3
Benefit: As an immediate action, you can reduce your base attack bonus by up to one-half and gain a bonus on your Will save equal to the amount of the reduction. This effect lasts until the end of your next action. This is a supernatural ability.
Rope Movement
Prerequisite: Fighter level 5
Benefit: As long as riggings or hanging ropes are available, you may make a Use Rope check in place of a Tumble check to move through an opponent’s square without generating an attack of opportunity.
Rousing Speech
Prerequisite: Fighter level 3
Benefit: Either before or during combat, you can make a speech and attempt a DC 15 Diplomacy check as a full round action. All allies within 60 feet of you gain a +1 morale bonus on attack rolls for 1 round, plus an additional round for every “point” by which you beat the DC of the check. You may use this ability once per day for every two fighter levels you have.
Shake It Off (make scale)
Benefit: If you would be stunned, the duration of that condition is reduced by 1 round, to a minimum of 1 round. This duration is further reduced by 1 round per 4 class levels.
Share Shield
Benefit: Whenever you are seated on a mount and you take a move action, you may attempt a DC 15 Ride check. If you succeed, both you and your mount benefit from your shield bonus to AC (if any) for the remainder of that round.
Shield Strike
Benefit: You may use a readied shield as if it were a free hand for purposes of special maneuvers, such as Stunning Fist and Deflect Arrows.
Slow Fall
Prerequisite: Fighter level 5
Benefit: When falling near a sail, tapestry or similar object, you can use a bladed weapon, rope, or pole to slow your fall to effectively reduce the distance of your fall by 30 feet.
Sneak Attack
Prerequisite: Fighter level 3
Benefit: You gain sneak attack, as the rogue ability of the same name, dealing an extra 1d6 damage with any sneak attack you make. This bonus increases by 1d6 for every 4 class levels you have (past 3rd level). If you get sneak attack damage from another source, the bonuses on damage stack.
Sniper
Benefit: As a part of a full attack with a ranged weapon, you may give up one or more of your iterative attacks to enhance a single ranged attack you make during that round. If you do, your critical threat range with the enhanced attack increases by 1 for each iterative attack you gave up with this ability. This benefit stacks with other abilities that enhance critical threat range, but is never multiplied. You may apply this ability only to one attack in any given round.
Staggered Gait (sucks because trample is bad)
Prerequisite: Trample
Benefit: On a successful overrun action, your mount can make two hoof attacks against each target it knocks down, though each hoof attack has a –2 penalty. If your mount has claws but no hooves, it may use its claws, instead. The same applies to any similar type of natural attack your mount might have.
Steady Hand
Benefit: Any time your mount would make a Will save against a mind-affecting effect, you may made a Ride check against the effect’s DC. If you succeed, your mount is treated as though it made its save.
Steeling Breath
Prerequisite: Fighter level 5
Benefit: A number of times per day equal to your Constitution modifier, if you have been nauseated or sickened for at least 1 round, you may attempt a DC 15 Fortitude save as a free action. If you succeed and are nauseated, you become sickened, instead. If you succeed and are sickened, you cease to be sickened. You can use this ability once per round.
Storm of Blows
Prerequisite: Rain of Blows
Benefit: As part of a full attack, you may make an additional melee attack at your highest attack bonus, but all attacks receive a –6 penalty. You may use this option with rain of blows to gain three extra melee attacks with a full attack, but the attack penalties for using both options stack.
Strange Strike (make scale)
Benefit: You gain a +1 competence bonus on attack rolls when using an exotic weapon that your opponent is not proficient in. This bonus increases by 1 for every 5 fighter levels you have.
Strength Boost
Prerequisite: Racial penalty to strength
Prerequisite: Fighter level 5
Benefit: Your Strength increases by 2.
Swift Demoralization
Prerequisite: Fighter level 9
Benefit: You can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.
Swinging Bull Rush# (very situational)
Prerequisite: Fighter level 5
Benefit: If you swing on a rope, vine or a similar hanging object as a part of a movement made to bull rush an opponent, you gain a +1 bonus on your bull rush check for every 5 feet you moved while swinging on the rope.
Vicious Mount#
Benefit: As long as you are riding a mount, whenever your mount attacks, it may make an additional attack at its highest attack bonus, and it gains a +2 bonus on damage rolls. On a successful critical hit with any of its natural weapons, your mount’s damage multiplier increases by 1.
Vital Aim
Benefit: When using a ranged weapon to attack an opponent who is subject to critical hits, you may use your Dexterity modifier as a damage bonus. If your weapon normally uses Strength as a damage modifier, using this bonus replaces that one.
Talents names with #s and parenthetical notes next to them need fixing. If those notes appear in
red, it's because I've made an attempt to fix them, but no one has provided feedback on whether those talents are up to par, yet. Features and talents with names in
blue are new to the class entirely.
I'm not quite done adding in features to the class, and I may also not be done removing them. Everything is ultimately up to the say-so of sirpercival. If he doesn't like it, it changes or goes away. Primarily, I will be adding in Specialist talents. A character can have only two Specialist talents, and in addition to modifying either the class skills or proficiencies of the class, they also add on effects that make certain builds more functional and enhance the effects of a few of the talents on the list.
Critique and suggestions requested.