I know many people have made their own versions of Fighter rewrites, but I figured I'd take a stab at it, myself. I figured that the Fighter should be adaptable and flexible, allowing for a large number of build styles. After reading various other threads on the subject, plus some discussions with others, as well as many hours of thought, I came up with this:
The Fighter With Class (Abilities)Alignment: Any
Hit Die: d10
| Saves |
Lv | Base Attack Bonus | Fort | Ref | Will | Class Abilities |
1 | +1 | +2 | +0 | +0 | Bonus Feat |
2 | +2 | +3 | +0 | +0 | Bonus Feat |
3 | +3 | +3 | +1 | +1 | Weapon Aptitude |
4 | +4 | +4 | +1 | +1 | Bonus Feat |
5 | +5 | +4 | +1 | +1 | Weapon Specialization |
6 | +6/+1 | +5 | +2 | +2 | Bonus Feat |
7 | +7/+2 | +5 | +2 | +2 | Greater Weapon Focus |
8 | +8/+3 | +6 | +2 | +2 | Bonus Feat |
9 | +9/+4 | +6 | +3 | +3 | Weapon Mastery |
10 | +10/+5 | +7 | +3 | +3 | Bonus Feat |
11 | +11/+6/+1 | +7 | +3 | +3 | Greater Weapon Specialization, Fighter Ability |
12 | +12/+7/+2 | +8 | +4 | +4 | Bonus Feat |
13 | +13/+8/+3 | +8 | +4 | +4 | Fighter Ability |
14 | +14/+9/+4 | +9 | +4 | +4 | Bonus Feat |
15 | +15/+10/+5 | +9 | +5 | +5 | Fighter Ability |
16 | +16/+11/+6/+1 | +10 | +5 | +5 | Bonus Feat |
17 | +17/+12/+7/+2 | +10 | +5 | +5 | Fighter Ability |
18 | +18/+13/+8/+3 | +11 | +6 | +6 | Bonus Feat |
19 | +19/+14/+9/+4 | +11 | +6 | +6 | Fighter Ability |
20 | +20/+15/+10/+5 | +12 | +6 | +6 | Bonus Feat |
Class Skills (4+int mod skill points per level, x4 at 1st level): Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Martial Lore (Int), Ride (Dex), Spot (Wis), Swim (Str)
Weapon and Armour Proficiency: Fighters are proficient with all simple and martial weapons, with light and medium armour, and shields (but not tower shields). They can also pick three of the following, so long as they meet the prerequisites: an exotic weapon proficiency, heavy armour proficiency, tower shield proficiency, an exotic armour proficiency, an exotic shield proficiency, Improved Unarmed Strike.
Tome of Battle Rules: Your Fighter level is your initiator level, if you are single-classed, and is treated as a martial adept class when calculating your initiator level if you multiclass with non-martial adept classes. If you multiclass Fighter with another martial adept class, both classes count fully. For every 6 Fighter levels, you may take the Martial Study feat one additional time, to a maximum of 6 times at level 18. Fighters may recharge their manoeuvres learned through the Martial Study feat by either making a full attack or spending a full-round action to do nothing more than refocus their thoughts. They must not activate any manoeuvres during their turn while attempting to recharge them.
Bonus Feats: At 1st level and every even level, a Fighter gains a bonus feat. These bonus feats can be any listed as Fighter bonus feats, and the Fighter can ignore any prerequisite ability score minimums, but must still meet all other prerequisites. This only applies to feats taken as bonus feats through Fighter levels, and not to feats gained any other way. A Fighter can instead choose to take one of the Fighter Abilities listed below, instead of a feat.
Weapon Aptitude: At level 3, the Fighter can now change any one Weapon Focus feat to another weapon of his choice as a full-round action. He must still be proficient in the chosen weapon. Any feats with Weapon Focus as a prerequisite automatically change to match the new selection as well, with the exception of Weapon Supremacy. He may only change one Weapon Focus feat at a time, regardless of how many times he has taken the feat.
Weapon Specialization: At 5th level, Fighters get Weapon Specialization in all weapons they have Weapon Focus for, for free.
Greater Weapon Focus: At 7th level, Fighters get Greater Weapon Focus for free in every weapon they have taken Weapon Focus for.
Weapon Mastery: At level 9, the Fighter gets the appropriate Melee Weapon Mastery or Ranged Weapon Mastery for whichever weapon(s) he has taken Weapon Focus for.
Greater Weapon Specialization: At level 11, the Fighter gains Greater Weapon Specialization in each weapon he has taken Weapon Focus for.
Fighter Ability: In place of selecting a bonus feat at even levels, a fighter may instead select any Fighter Ability they qualify for from the list below. At 11th level, and each odd level thereafter, fighters may select one ability from the list without sacrificing a bonus feat. The Fighter must have the minimum number of class levels to pick that ability. All Fighter abilities are extraordinary, and may be used as often as the Fighter desires, unless stated otherwise. Each ability may be taken only once, unless otherwise specified.
Agile Charge - When you make a charge, you can make up to your Dexterity bonus (min 1) turns of up to 90 degrees each during the movement. Fighter Level 4+
Agile Riposte - When an opponent within reach misses you with an attack, you may make an attack of opportunity against him. Usable once per round. If you have Opportunistic, you may use the extra attacks of opportunity to instead grant you more uses per round of Agile Riposte. Fighter Level 1+
Armoured Manoeuvrability - Worn armour limits your agility less than normal. Increase the maximum Dexterity value of any worn armour or shield by 2, and reduce the armour check penalty by 1. Increase these bonuses by 1 for every 5 levels of fighter you have. Fighter Level 4+
Arterial Strike - By aiming your blow to hit a vital artery, you can cause your foe to bleed out much more quickly than normal. You must be wielding a slashing or piercing weapon to use this ability, and it only functions against living creatures that have blood or a similar flowing substance. You take a -2 penalty to the attack roll, but if you hit, your foe starts bleeding out from the wound, losing an additional 1 HP per round at the start of its turn, until it heals some HP or receives a heal check (DC 10 + ½ class level + either your Strength or Intelligence modifier) to stanch the wound. The bleeding from multiple Arterial Strikes stack, but all can be healed at the same time. Fighter Level 4+
Battle Anticipation - As an immediate action, you may choose to act as though you had readied your action. You may take a standard action however you like, as you did not need to declare it beforehand, and readjust your initiative accordingly. You can take no actions on your next turn. Fighter Level 12+
Battle Tempo - Prerequisite: Battle Anticipation. You improve your ability to read the flow of battle, and when you use Battle Anticipation, you may instead take your full turn. Your swift action for the next round is still consumed, and you cannot take any actions on the next round. Fighter Level 16+
Battlefield Tactician - You may add the greater of your Intelligence or Wisdom bonus to all opposed rolls for bull rush, disarm, grapple, intimidate, overrun, sunder, and trip. Fighter Level 1+
Bell Ringer - You may make a precision strike against a target within 30' as a standard action. If you hit, you deal normal damage, and the target must make a Fortitude save (DC 10 + ½ class level + either your Strength or Dexterity modifier) or be dazed for 1 round, plus 1 round for every 6 levels of fighter you have. Fighter Level 4+
Body Blow - As a standard action, you line up a strike to a crucial part of your foe's physiology. Your target must be within 60', and if you hit, you deal 1d4 damage per 5 fighter levels to one physical ability of your choice (Strength, Dexterity, or Constitution) in addition to the normal damage. Fighter Level 6+
Blur of Steel - You gain an extra attack at your highest bonus when making a full attack, but all attacks for 1 round take a -2 penalty. Does not stack with other sources granting extra attacks. Counts as Rapid Shot for qualifying for prerequisites. You may take this ability up to twice, gaining a second extra attack, and increasing the total penalty to -4 on attack rolls for the round. Fighter Level 4+ for the 1st, Level 10+ for the 2nd.
Chink in the Armour - By spending a full-round action studying your target, who must be within 60', you find a weak point. On your next turn, all your attacks against the studied foe count as touch attacks. If you do not attack that foe on your next turn, the benefits of this ability are wasted. Fighter Level 6+
Cleaving Sunder - Prerequisites: Improved Sunder and Cleave. If you successfully destroy a wielded or held item (weapon, shield, wand, etc) with a sunder, you may immediately make a cleave attack against that foe. If you have Great Cleave and drop the foe you cleaved with this ability, you may continue cleaving other targets, as per Great Cleave. Fighter Level 4+
Crippling Blow - As a standard action, make an attack against a foe within 30' and choose one of its limbs. If you hit, you deal normal damage, and debilitate that limb. If you picked a leg, reduce the target's base speed by a percentage equal to the number of crippled legs (50% for a biped, 25% for a quadruped, etc); if you chose a wing, reduce the fly speed similarly to the leg injury; if you picked a limb with a natural attack or wielding a weapon, the foe takes a -5 penalty to attack rolls with it; if you attacked the head, the foe takes a -2 penalty on all d20 rolls. These penalties stack if the limb qualifies for more than one of these penalties, but further attempts to cripple the same limb while it still suffers the penalties only extend the duration. The penalties last for 1 minute or until the target receives healing equal to the damage this attack dealt. Fighter Level 8+
Death Blow - As a full-round action, you make a precisely calculated attack. The target must be within 30', and if you hit, he must make a Fortitude save (DC 10 + ½ class level + either your Strength or Intelligence modifier) or die. If your target succeeds on his saving throw, he instead takes double damage from the attack. If the target is immune to death effects, the Death Blow automatically fails, and you instead just deal normal damage if you hit. Fighter Level 12+
Dirty Trick - Using a handful of dirt or spitting hot pepper juice, or any number of other tricks, you seek to blind your opponent. As a swift action, you may pick one creature within 5' of you, which must make a Reflex save (DC 10 + ½ class level + either your Intelligence or Charisma modifier) or become blinded for 1d4+1 rounds. Each time you use this ability in the same encounter, the DC lowers by 2, as your foes learn to expect it. If a given foe has not observed your previous attempts, he does not benefit from a reduced save DC. Fighter Level 2+
Eagle Eyes - The maximum range on feats or special abilities that have a hard range limit, such as Sneak Attack or Point Blank Shot, is increased by +100%. This may be taken multiple times, increasing the range limit by another +100% each time. Fighter Level 2+
Focused Power - By taking a brief moment to focus, you can channel some extra force into your attacks. As a swift action, you can add half your fighter level to the damage of your attacks until the end of your turn. Fighter Level 6+
Furious Assault - As a standard action, you can deliver a full attack, though every attack takes a -2 penalty. If you have Reckless Assault as well, the penalty to AC for charging returns to -2, and the attack penalty from Furious Assault is reduced to -1. Fighter Level 11+
Greater Disarm - Prerequisite: Improved Disarm. If you successfully disarm your opponent, you may choose any square within your reach to have the weapon drop in, including your own square, if you wish. Fighter Level 2+
Greater Trip - Prerequisite: Improved Trip. You are treated as one size category larger when determining the maximum size of creature you can trip, as well as for calculating opposed rolls on trips, whether you are tripping or being tripped. May be taken up to twice. Fighter Level 4+ for the 1st, Level 12+ for the 2nd.
Greater Whirlwind - Prerequisite: Improved Whirlwind. When you use the Whirlwind Attack feat, you may make a second attack against each foe within your melee weapon's reach, though the second attack is at a -5 penalty. If your reach is only 5', you instead may make a full attack against every foe adjacent to you. Fighter Level 15+
Guardian's Threat - If a foe you threaten attacks someone other than you, you may make an attack of opportunity against it. You may only use this ability once against a foe using a full attack. Fighter Level 4+
Hammer Blow - If you score a critical hit with a bludgeoning weapon or confirm a critical against a foe that is immune to criticals, you hit your foe so hard that you cause severe internal and structural damage. Not only do you automatically knock your target prone, but it takes a penalty to its attack rolls, damage rolls, skill checks, and ability checks equal to the critical multiplier of your weapon. This penalty lasts until the creature is healed to full HP. Penalties from multiple critical hits stack. If you have a weapon that deals multiple damage types, you can only use one of this, Puncturing Wound, or Severing Strike if you have them as well. Fighter Level 15+
Head Shot - You take a little extra time to line up a devastating strike to your foe's head or nervous system or the like. As a standard action, you make an attack against a foe within 60', and if you hit you deal 1d4 damage per 5 fighter levels to one mental ability of your choice (Intelligence, Wisdom, or Charisma), in addition to the attack's normal damage. Fighter Level 6+
Ignore the Pain - As a move action, you steel yourself against the pain of your injuries. You gain a number of temporary HP equal to 4x your fighter level. You may only use this ability if your current HP are below your maximum HP by at least your character level or hit dice, and you are in combat. You can only use this ability once per encounter. These temporary HP do not stack, and last for up to 10 minutes. Fighter Level 6+
Improved Whirlwind - Prerequisite: Whirlwind Attack. When using the Whirlwind Attack feat, you may strike at all opponents in reach, instead of just adjacent foes. If your reach is only 5', you may instead make two attacks against each adjacent opponent at your highest attack bonus. Fighter Level 8+
Master Flanker - You may choose any square adjacent to you as an additional square you occupy for the purposes of flanking others, regardless of whether the square is occupied or not, even if it is filled by a wall or other obstruction. Fighter Level 4+
Opportunistic - You may make an extra attack of opportunity per round, plus one for every 5 fighter levels you have. You must still abide by all other rules governing attacks of opportunity. If you have Agile Riposte and/or Redirect Attack, you may instead spend these extra attacks of opportunity to use either of those other abilities an extra time. Fighter Level 2+
Parry - You are exceptionally well trained at parrying incoming blows. Whenever you are targeted by an attack that uses an attack roll, and you are aware of it and not denied your Dexterity bonus to AC, you may choose to expend an attack of opportunity to attempt to parry it. If you have a shield in your off-hand, you may choose to parry with it, otherwise you must use whatever melee weapon you wield. You make an attack roll, but must use your Dexterity modifier instead of Strength, unless your weapon is wielded in two hands. If you choose to use your weapon, the roll is at -5. If you choose your shield, the roll does not take any off-hand penalties, and gets a bonus equal to the AC bonus you get from your shield. Your AC is equal to your Parry result for the incoming attack. You may choose to parry any attack after having seen the attack roll, but before any results have been applied. Fighter Level 1+
Puncturing Wound - If you confirm a critical hit with a piercing weapon, even if the target is immune to critical hits, you manage to pierce a vital location. The foe is no longer able to take full-round actions until it is fully healed, and has a -5 penalty to all concentration checks until then. If your weapon has a x3 critical multiplier, it is limited to a single action each round and the concentration penalty is -10. If the weapon is a x4 or greater multiplier, the foe can only make a move action each round, in addition to the concentration penalty. If you have a weapon that deals multiple damage types, you can only use one of this, Hammer Blow, or Severing Strike if you have them as well. Fighter Level 15+
Reckless Assault - You may make a full attack at the end of a charge, but if you do, the AC penalty for charging increases to -5. If you have Furious Assault as well, the penalty to AC for charging returns to -2, and the attack penalty from Furious Assault is reduced to -1. Fighter Level 6+
Redirect Attack - When an opponent adjacent to you misses you with a melee attack, you may pick another opponent adjacent to you and within reach of the attacker. The attacker must then reroll his attack against the new target. Usable once per round. If you have Opportunistic, you may use the extra attacks of opportunity to instead grant you more uses per round of Redirect Attack. Fighter Level 1+
Severing Strike - If you are wielding a slashing weapon and score a critical hit (or succeed on a critical hit against a foe that has immunity), you manage to sever one of the foe's limbs. Randomly determine which limb, other than the head, that gets severed, in addition to the damage. You can only sever a limb of a creature up to your size if your weapon has a x2 critical multiplier, one size category larger than yourself for a x3, or two sizes bigger if your weapon has a x4 or more critical multiplier. If you have a weapon that deals multiple damage types, you can only use one of this, Hammer Blow, or Puncturing Wound if you have them as well. Fighter Level 15+
Shield Blocker - If you wield a one-handed or light weapon in your primary hand and a shield in your off-hand, you may add your shield bonus to your saving throws. Fighter Level 4+
Shield Defender - If you wield a one-handed or light weapon in your primary hand and a shield in your off-hand, you may grant your shield bonus to AC to all allies adjacent to you. If you have Shield Blocker, you may also grant its bonus to their saving throws as well, and if you have the Shield Ward feat, you may also add the bonus to their touch ACs. These are still shield bonuses for the purposes of stacking. Fighter Level 2+
Shield Master - If you wield a one-handed or light weapon in your primary hand and a shield in your off-hand, increase your shield bonus to AC by +1, and a further +1 for every five fighter levels you have. Counts as Shield Specialization feat for the purpose of prerequisites. Fighter Level 1+
Shield Striker - If you wield a one-handed or light weapon in your primary hand and a shield in your off-hand, you may treat your weapon as one category heavier (light becomes one-handed, one-handed becomes two-handed) for purposes of the Power Attack feat and opposed disarm rolls, and deal damage with the weapon as if it were one category larger. Fighter Level 6+
Silencing Strike - By delivering your blow to the right spot, you can silence your foe, by damaging his larynx or driving the wind from him, or some other method. As part of an attack, you deliver a precise attack to a creature within 30'. If it hits, your attack deals subdual damage instead, but the enemy is also rendered mute for 1d4 rounds + either your Strength or Intelligence bonus, unless they make a Fortitude save (DC 10 + ½ class level + either your Strength or Inttelligence modifier). If the creature is immune to subdual damage, it cannot be muted with this ability. Fighter Level 4+
Snap Strike - As an immediate action, you can make a single attack, albeit at a -5 penalty. Fighter Level 14+
Steadfast Determination - You may reroll a failed saving throw, but must choose to reroll before the outcome is determined, and you must use the second resuld even if it is lower. Usable once per day for every 6 fighter levels you have, but you cannot make more than one reroll per save attempt. May be taken multiple times. Fighter Level 6+
Supreme Cleave - Prerequisite: Great Cleave. You may move after successfully cleaving a target and continue the next cleave attack after your movement, so long as you have not already moved during your turn. If you also have Tactical Positioning, you may use it during the Supreme Cleave as well, and it does not count as your movement for the turn. Fighter Level 8+
Tactical Positioning - As an immediate action, you may take a 5' step, so long as you are able to move freely. Does not count as your 5' step for the turn and so may be used in addition to your regular 5' step or other movement. If used in conjunction with your regular 5' step, you may take a single 5' step through difficult terrain. If used during another creature's turn, it can be used to interrupt an attack, should the step take you out of reach or behind total cover, or to give you other benefits of your new position such as cover or concealment. If used for such, it must be taken before the attack roll is made. Fighter Level 8+
Unerring Accuracy - A natural 1 on an attack roll is no longer an automatic miss. Fighter Level 15+
Unshakable - You gain immunity to Fear effects. Fighter Level 1+
Vicious Criticals - Choose a weapon you have Weapon Focus for. With that weapon, the critical multiplier is increased by 1. This ability will switch to the new weapon whenever you use your Weapon Aptitude ability. Fighter Level 12+
Wall of Thorns - For your foes, your threatened squares to cost an additional 5' to enter. Fighter Level 6+
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Because Fighters now get the Weapon Focus chain of feats for free, those feats are changed from Fighter levels as a prerequisite to an equivalent Base Attack Bonus, with the exception of Weapon Supremacy.
Edit: added several new abilities to the list, lowered the requirements for several others.
Edit 2: added Tarkisflux's clarification for Fighter Ability, and added several more abilities after brainstorming with a friend.