House Rules: Classes - Fighter
Level BAB Fort Save Ref Save Will Save Special
1 +1 +2 +2 +0 Bonus feat, combat stamina, deeds, grit
2 +2 +3 +3 +0 Bonus feat, mettle
3 +3 +3 +3 +1 Armor training 1, bonus feat
4 +4 +4 +4 +1 Bonus feat
5 +5 +4 +4 +1 Bonus feat, weapon training 1
6 +6 +5 +5 +2 Bonus feat
7 +7 +5 +5 +2 Armor training 2, bonus feat
8 +8 +6 +6 +2 Bonus feat
9 +9 +6 +6 +3 Bonus feat, weapon training 2
10 +10 +7 +7 +3 Bonus feat
11 +11 +7 +7 +3 Armor training 3, bonus feat
12 +12 +8 +8 +4 Bonus feat, improved mettle
13 +13 +8 +8 +4 Bonus feat, weapon training 3
14 +14 +9 +9 +4 Bonus feat
15 +15 +9 +9 +5 Armor training 4, bonus feat
16 +16 +10 +10 +5 Bonus feat
17 +17 +10 +10 +5 Bonus feat, weapon training 4
18 +18 +11 +11 +6 Bonus feat
19 +19 +11 +11 +6 Armor mastery, bonus feat
20 +20 +12 +12 +6 Bonus feat, weapon mastery

Skills: 4 + Intelligence modifier
Class skills: The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (martial) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Bonus Feats

At 1st level, and at every 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 2nd level, and every even levels thereafter (4th, 6th, 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.

Combat Stamina

At 1st level, a fighter gains Combat Stamina as a bonus feat.

Grit (Ex)

A fighter is known for his resolve in the face of adversity. Starting at 1st level, a fighter gains a number of grit points equal to his level plus his Wisdom modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his level plus Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum.

Critical Hit: Each time the fighter confirms a critical hit while in the heat of combat, he regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the fighter’s character level does not restore grit.

Killing Blow: When the fighter reduces a creature to 0 or fewer hit points while in the heat of combat, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the fighter’s character level to 0 or fewer hit points does not restore grit.

Surviving a Critical Hit: When the fighter receives a critical hit and remains conscious, he regains 1 grit point.

Deeds

Fighters spend grit points to accomplish deeds.

Daring Stunt (Ex): At 1st level, the fighter may spend 1 grit point as a swift action to add a competence bonus equal to his level when making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check.

Second Wind (Ex): At 1st level, the fighter may spend 1 grit point as a standard action to gain a number of temporary hit points equal to half of his maximum hit points. These temporary hit points lasts until the end of the encounter. The may fighter may perform this deed only once per encounter.

Unbreakable (Ex): At 1st level, the fighter may spend 1 grit point to gain a +4 circumstance bonus on a single saving throw as an immediate action.

Desperate Maneuver (Ex): At 3rd level, the fighter may spend 1 grit point as a swift action to perform a combat maneuver without provoking an attack of opportunity.

Ready for Battle (Ex): At 3rd level, as long as the fighter has 1 grit point, he gains the following benefits. First, he gets a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon or shield is not hidden, he can draw a single weapon or shield (except for tower shield) as part of the initiative check.

Utility Trick (Ex): At 3rd level, as long as the fighter has 1 grit point, he may perform any one of the following tricks. The fighter must declare the utility trick he wishes to use before using the ability.

  • Field Bandage: By using a healer’s kit to quickly dress and bandage a wound, the fighter may grant 1d6 temporary hit points per three character levels to the target (not to exceed the target’s maximum hit points) as a full round action. These temporary hit points last for ten minutes. A target of field bandage may only only receive the benefits of this ability once per day or until they have received magical healing equaling or exceeding the amount of temporary hit points restored by this ability. In addition, the fighter may bandage himself or an adjacent creature to staunch a bleeding wound. This ends a single bleed condition affecting the creature, and may be done as part of a normal field bandage.
  • Improvised Attack: The fighter may use objects not meant to be weapons as if he was proficient with them and does not have the -4 penalty to attack rolls.
  • Taunt: As a standard action, the fighter may provoke a single target, either through words such as insults, or through actions such as spitting on them. On its next turn, the target will focus its attack on the fighter. The target must have an Intelligence score for this utility trick to have effect.

Parrying Blow (Ex): At 5th level, when an opponent makes a melee attack against the fighter, he can spend 1 grit point and expend a use of an attack of opportunity to attempt to parry that attack. The fighter makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the fighter, the fighter takes a –2 penalty on this roll. If his result is greater than the attacking creature's result, the creature's attack automatically misses. The fighter must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 grit point, the fighter can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within his reach.

Shake It Off (Ex): At 5th level, the fighter may spend 1 grit point as a swift action to ignore the fatigued, shaken, or sickened condition for the duration of the encounter from a single source.

Tough It Out (Ex): At 9th level, the fighter may spend 1 grit point as a swift action to ignore the dazed, diseased, or staggered condition for the duration of the encounter from a single source.

Suck It Up (Ex): At 13th level, the fighter may spend 1 grit point as a swift action to ignore the exhausted, frightened, or nauseated condition for the duration of the encounter from a single source.

Pushing The Limit (Ex): At 15th level, the fighter may spend 1 grit point as a swift action to perform a standard actions while in the disabled condition without losing 1 hit point.

Uncanny Focus (Ex): At 15th level, the fighter may spend 1 grit point as a swift action to ignore the confused, cowering, or panicked condition for the duration of the encounter from a single source.

Unrelenting Force (Ex): At 17th level, the fighter may spend 1 grit point as a swift action to ignore the paralyzed, petrified, or stunned condition for the duration of the encounter from a single source.

Cheat Death (Ex): At 19th level, whenever the fighter is reduced to 0 or fewer hit points, he can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.

Deadly Blow (Ex): At 19th level, when the fighter confirms a critical hit with a weapon attack, in addition to the normal damage, he can spend 1 grit point to inflict a deadly blow. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the fighter's level + the fighter's Strength modifier. This is a death attack. Performing this deed does not grant the fighter a grit point.

Stunning Blow (Ex): At 19th level, when a fighter hits a creature with a melee weapon, he can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the fighter’s level + the fighter’s Strength modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

Mettle (Ex)

At 2nd level, the fighter is able to resist effects with great willpower of fortitude. If he succeeds on a Fortitude or Will save against an effect with a partial effect on a successful save, he instead suffer no effects from the attack.

Improved Mettle (Ex)

At 12th level, the fighter is incredibly resistant to effects that assault the body or mind. If he succeeds on a Fortitude or Will save against an effect with a partial effect on a successful save, he instead suffers no effects from the attack. If he fails the save, he instead suffers the partial effect.

Martial Fighter


Level Maneuvers Known Maneuvers Readied Stances
1st 5 2 1
2nd 6 2 2
3rd 6 3 2
4th 7 3 2
5th 7 4 3
6th 8 4 3
7th 8 5 3
8th 9 5 4
9th 9 6 4
10th 10 6 4
11th 10 7 5
12th 11 7 5
13th 11 8 5
14th 12 8 5
15th 12 9 6
16th 13 9 6
17th 13 10 6
18th 14 10 6
19th 15 11 7
20th 16 12 7

Maneuvers Known (Ex): A martial fighter begins his career with knowledge of five martial maneuvers. At 1st level, he can ready all three of his starting maneuvers, but as he advances in level he will have to choose which maneuvers he readies (see Maneuvers Readied). The martial fighter may select four disciplines from the following to learn maneuvers from: Broken Blade, Golden Lion, Iron Tortoise, Piercing Thunder, Primal Fury, Scarlet Throne, Solar Wind, Tempest Gale, and Thrashing Dragon disciplines (if selecting Scarlet Throne or Tempest Gale, add the associated discipline skill to the list of class skills known). Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by the fighter is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown below. The martial fighter must meet a maneuver's prerequisite to learn it. See Systems and Use chapter.

Upon reaching 4th level, and at every even numbered class level thereafter, he can choose to learn a new maneuver in place of one he already knows. In effect, the martial fighter loses the old maneuver in exchange for the new one. The martial fighter need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The martial fighter can swap only a single maneuver at any given level. A martial fighter's primary initiator attribute is Wisdom, and each class level counts as a full initiator level.

This replaces the bonus feats gained at 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level.

Maneuvers Readied (Ex): A martial fighter may ready two of his five starting maneuvers, but as he advances in level and learns more maneuvers he must choose which maneuvers to ready. He readies his maneuvers by performing weapon drills exercising for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Any given maneuver may only be readied once. Martial fighter do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes practicing his discipline’s weapon drills allows him to ready new maneuvers. The martial fighter begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the martial fighter initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).

In order for the martial fighter to recover her maneuvers he must perform one of two actions. The martial fighter may recover a single maneuver as a standard action. He may also spend a full round action to recover his initiating modifier in maneuvers (minimum 2). If he does so, enemies who attack the martial fighter while recovering maneuvers provoke an attack of opportunity from him and the martial fighter may take a free 5-ft. step to reposition himself each time he is attacked. While recovering maneuvers, the martial fighter gains the benefits the Combat Reflexes feat, and may substitute his Wisdom modifier for his Dexterity modifier for this feat if it is higher.

Stances Known (Ex): The martial fighter begin play with knowledge of one stance from any of his available disciplines. At the indicated levels (see class table), the martial fighter selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the martial fighter cannot learn a new stance at higher levels in place of one he already knows.

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