Afrodyte
Explorer
I know that the current fighter works pretty well for most people, but from what I've seen on this and other boards, some want a bit more for the fighter. This alt.fighter is designed to:
1. Give an incentive for people to take the fighter to at least 20th level.
2. Provide options for non-tank fighters without picking up the baggage of multiclassing or needing a PrC
3. Allow the fighter to hold his own without needing magical items to remain viable at high levels
4. Give more flavor to fighter abilities
Note: Things marked with a question mark are things that I'm not quite decided on yet. I am leaning towards the idea that if the effect it has on the class concept and balance with other classes is virtually nil, I'll give it to them.
Flavor text as PHB. HD, saves, BAB as PHB.
Skills
I tried to think of things that would be useful to all fighters, not just particular fighter concepts. I didn't alter the number of skill points fighters got, but I tried to make the skills they do have a bit more relevant, thus making the possibility of taking cross-class skills a bit less punitive than it would otherwise be. I changed the fighter skill list to: Craft, Handle Animal?, Heal, Intimidate, Knowledge (Dungeoneering, Geography, History, Local, Nobility/Royalty), Listen?, Profession, Ride?, Spot?.
Class abilities by level
1. Bonus feat
2. Defensive tactics, bonus feat
3.
4. Offensive tactics +1
5. Weapon sense +1
6.
7. Bonus feat
8. Offensive tactics +2
9. Weapon sense +2
10. Weapon Mastery (Weapon Focus), bonus feat
11. Defensive tactics, bonus feat
12. Offensive tactics +3
13. Weapon sense +3, bonus feat
14. Weapon Mastery (Weapon Specialization), bonus feat
15.
16. Style feat, offensive tactics +4
17. Weapon Mastery (Improved Critical), bonus feat
18. Weapon sense +4
19. Bonus feat
20. Defensive tactics, offensive tactics +5
Class Features
Weapon and Armor Proficiencies: As PHB
Size-up. When facing an opponent, as a full round action, fighters may make a special Sense Motive check to determine the skill and condition of a single opponent. To do this, make an Intelligence check and add your fighter levels plus your ranks in Sense Motive. With a result of 15, you know how skilled a combatant your opponent is: Novice (BAB +0 to +4), Seasoned (BAB +5 to +9), Veteran (BAB +10 to +14), Master (BAB +15 to +19), or Legend (BAB +20 or higher). With a result of 20, you can determine the condition of your opponent: Hale (more than 3/4 total hit points), Hurt (1/2 to 3/4 total hit points), Wounded (1/4 to 1/2 total hit points), Near Death (less than 1/4 hit points), or Dying (negative hit points). The information gained from Size-up is cumulative. So, a result of 22 will reveal your opponent's condition as well as his skill.
Defensive Tactics. At 2nd level, when fighting defensively, fighters only suffer a -2 penalty to attack rolls rather than the standard -4. At 11th level, when fighting defensively, a fighter gains a +6 dodge bonus to AC. At 20th level, an armed fighter never provokes an attack of opportunity for moving into or out of a threatened area or for any standard combat action taken while within a threatened area, unless otherwise indicated below.
Offensive Tactics. At 4th level, when a fighter uses the full attack action, she gains a +1 bonus to either her first attack or to all damage rolls that round. This bonus increases by +1 every 4 levels.
Weapon Sense. Fighters have a knack for learning how to use new weapons quickly. This is represented by a bonus that decreases the penalty for fighting with unfamiliar weapons. At 5th level, fighters gain a +1 competence bonus to attack rolls when fighting using weapons with which they are not proficient. This bonus increases to +2 at 9th level and +3 at 13th level. By 18th level, fighters effectively have no penalty when using a weapon with which they are not proficient.
Weapon Mastery. At 10th level, fighters may use the Weapon Focus feat with any weapon in the group with which the weapn belongs. At 13th level, they may use Weapon Specialization with any weapon in that group. At 17th level, fighters may use Improved Critical with any weapon in the weapon group. In order to use the Weapon Mastery ability, a fighter must have Weapon Focus and Weapon Specialization with at least one weapon in the group with which he wishes to use this ability. The weapon groups are: Bows and Crossbows; Axes and Picks; Clubs, Maces, and Hammers; Thrown Weapons; Light Weapons; Light Blades; Heavy Blades; and Polearms, Staves, and Spears. Weapon Mastery only applies to weapons with which the fighter is proficient.
Bonus Feats. As PHB.
(Optional) Style Feats. Fighters tend to develop their abilities along a specific method of fighting or area of expertise. These are represented in the styles below. Fighters are not restricted to focusing on one style. Many dabble in at least two styles as a way of developing complementary abilities that can help the party. Of course, those who devote themselves to a single style reap impressive benefits as well. At first level, you choose which style will be your primary style and which will be your secondary style. When you would normally gain a bonus feat, you choose a style feat instead. You may take style feats only from your chosen styles. However, a style does not become fixed until you pick one of the style feats from that style.
Freddy Fighter picks Juggernaut as his primary style and Strategist as his secondary style. He picks Power Attack as his first style feat. Since juggernaut is Freddy's primary style, he reduces the Armor Check Penalty of any armor he wears by 1, and he can move at normal speed in medium armor and only reduces his speed by 5 feet in heavy armor. Freddy's 4th level style feat is Improved Power Attack. But, perhaps around 5th level he considers changing his secondary style to fencer. This is perfectly alright, since he hasn't yet picked up any strategist style feats. He used the normal character feats to get Dodge (1st level), Combat Expertise (3rd level), and Weapon Finesse (6th level). However, if he took Crafty as his 4th level style feat, he cannot then pick up fencer style feats.
Fencer
The fencer utilizes speed and precision to lethal effect, often defeating enemies before they even knew they were hit. Fencer style feats work best when they are not encumbered by armour or slowed down by heavy, clumsy weapons.
Fencers can only use their style feats when lightly armored or unarmored and when wielding light weapons. When unarmored, they gain a +1 dodge bonus to AC.
The fencer's style feats are:
Elusive. Prerequisite: Dodge, Fighter 4th+. You gain a +1 dodge bonus to AC for every three full fighter levels you have.
Rapid Strike. Prerequisite: Weapon Finesse, Fighter 4th+. You can make an additional attack at your highest BAB, but you incur a -2 penalty to all attacks made that round.
Vital Strike. Prerequisites: Weapon finesse, Fighter 10th+. After spending some time focusing, when you successfully hit your opponent, you double the threat range of the weapon you are using. Vital strike is a full round action.
Uncanny Dodge. Prerequisites: Dodge, Elusive. You retain your Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. However, if immobilized, you lose this bonus.
Riposte. Prerequisites: Combat Reflexes, Fighter 7th+. When an opponent in your threatened area misses an attack against you, you get an attack of opportunity at your highest base attack bonus. You may only use Riposte once per round, even if you have the Combat Reflexes feat.
Improved Uncanny Dodge. Prerequisites: Dodge, Elusive, Uncanny Dodge. You can no longer be flanked. A rogue wishing to sneak attack you must be of higher level to succeed.
Bonus feat. Fencers may choose their bonus feats from the following list: Acrobatic, Agile, Combat Expertise (Improved Disarm), Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency (light exotic weapon of your choice), Improved Critical (light weapon of choice), Improved Initiative, Lightning Reflexes, Quick Draw, Skill Focus (Balance), Skill Focus (Tumble), Two-Weapon Fighting (Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization; all in light weapon of your choice). You must meet all prerequisites to take bonus feats.
Juggernaut
A juggernaut is a fighter whose primary style focuses on using physical power and hefty weapons to their greatest advantage. Juggernauts use their incredible strength to pulverize their opponents.
Because of their exceptional strength, the weight of armor does not hamper the movement of juggernauts as it does other warriors. Juggernauts with a Strength score of 15 or higher reduce the Armor Check Penalty of any armor they wear by 1 (minimum armor check penalty is 0). When wearing medium armor, their speed is not affected, and when wearing heavy armor, they only reduce their speed by five feet. Juggernauts can only use their style feats with weapons that are proportionately medium or heavy for their size. Light weapons as often as not tend to break when subjected to the punishment that juggernauts put their weapons through. However, juggernauts can use their style feats when unarmed, provided they have the Improved Unarmed Strike feat.
The juggernaut's style feats are:
Hardy. Prerequisite: Toughness, Fighter 4th+. Your hit die is increased to d12. You may only apply this to your fighter levels.
Improved Power Attack. Prerequisite: Power Attack, Fighter 4th+. You may ignore up to your Strength bonus in damage resistance when making attacks.
Crushing Blow. Prerequisites: Power Attack, Improved Power Attack. When you make a critical hit, you add twice your Strength bonus to damage.
Devastating Blow. Prerequisites: Power Attack, Improved Power Attack, Crushing Blow. When you make an attack that does massive damage, you increase the save DC. The increase is equal to half your fighter levels, rounded down.
Bonus feat. Athletic, Endurance (Die Hard), Exotic Weapon Proficiency (exotic medium or heavy melee weapon of your choice), Great Fortitude, Improved Critical (melee weapon of choice), Improved Unarmed Strike (Improved Grapple, Stunning Fist), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Toughness, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization; all in melee weapon of your choice). You must meet all prerequisites for bonus feats.
Marksman
A marksman is a fighter whose primary style focuses on ranged weapons. With a sharp eye and steady hand, and plenty of ammunition, marksmen are the unquestioned masters of ranged combat.
Marksmen often prefer using one type of ranged weapon. Choose one ranged weapon from the following: crossbow (light and repeating light), crossbow (heavy and repeating heavy), crossbow (hand), dart, javelin, longbow (includes composite longbow), shortbow (includes composite shortbow), sling, or shuriken. When using your favored weapon, you get a +1 bonus to all attack and damage rolls.
The marksman's style feats are:
Awareness. Prerequisite: Point Blank Shot, Wisdom 13+. You do not provoke attacks of opportunity for making ranged attacks in a threatened area.
Focused Shot. Prerequisites: Point Blank Shot, Precise Shot, Fighter 7th+. After spending some time carefully aiming, you gain a +4 circumstance bonus to an attack roll against one target. Focused shot is a full round action that provokes an attack of opportunity, even if you have the Awareness style feat and the Defensive tactics ability.
Mighty Shot. Prerequisites: Point Blank Shot, Weapon Specialization, Fighter 7th+. When using ranged weapons for which you have the Weapon Specialization feat, you increase the damage die by one step.
Sneaky Shot. Prerequisites: Point Blank Shot, Precse Shot, Rapid Shot, Fighter 7th+. You threaten all opponents in melee range when using a ranged weapon as if you wielded a reach weapon.
Favored Weapon. Prerequisites: Proficient with weapon. You may choose another weapon from the list above as a favored weapon.
Bonus feat. Alertness, Exotic Weapon Proficiency (any ranged exotic weapon), Improved Critical (ranged weapon of choice), Improved Initiative, Point Blank Shot (Precise Shot, Far Shot, Rapid Shot, Shot on the Run, Manyshot, Improved Precise Shot), Rapid Reload, Skill Focus (Spot), Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization; all in ranged weapon of your choice). You must meet all prerequisites for bonus feats.
Strategist
A strategist is a fighter whose primary style focuses on using the mind as a weapon, exploiting weaknesses in her enemies' defenses or, when such weaknesses are lacking, creating them.
Strategists choose one of the following special maneuvers: aid another, bull rush, charge, disarm, feint, fight defensively, overrun, or total defense. You get a +1 bonus to the roll for attempting this maneuver. If you choose fight defensively as your special maneuver, you gain a +1 bonus to either your attack roll or your AC instead (choose which at the beginning of the round).
Strategists depend upon situational awareness and close observation of their opponents to use their abilities. You can only use strategist style feats when you are aware of your opponents and can react to them.
The strategist's style feats are:
Crafty. Prerequisite: Combat Expertise. When using the Size-up ability, you apply the bonuses from your Wisdom score and the Negotiator and Skill Focus (Sense Motive) feats.
Slick. Prerequisite: Combat Expertise, Fighter 4th+. You add your Intelligence bonus to feint, disarm, and trip attempts. This stacks with the bonus from the Improved Disarm, Improved Feint, and Improved Trip feats.
Cunning Defense. Prerequisite: Expertise, Fighter 4th+. You add your Intelligence bonus to your AC while fighting defensively or when using total defense.
Wily Strike. Prerequisites: Combat Expertise, Slick. After spending one round observing an opponent, you gain an insight bonus to your attack roll equal to your Intelligence modifier. Wily Strike is a full round action.
Improved Cunning Defense. Prerequisite: Combat Expertise, Cunning Defense, Fighter 10+. You apply your Intelligence bonus to AC.
Opportunist. Prerequisites: Combat Expertise, Slick, Wily Strike. When make a successful attack against an opponent denied the Dexterity bonus to Armor Class, you double the threat range of the weapon you wield.
Bonus feat. Alertness, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Exotic Weapon Proficiency?, Improved Critical, Improved Initiative, Leadership, Negotiator, Persuasive, Skill Focus (Bluff), Skill Focus (Sense Motive), Skill Focus (Spot)?, Weapon Focus? (Weapon Specialization?, Greater Weapon Focus?, Greater Weapon Specialization?). You must meet all prerequisites for bonus feats.
If anyone playtests this, please let me know how it turns out.
1. Give an incentive for people to take the fighter to at least 20th level.
2. Provide options for non-tank fighters without picking up the baggage of multiclassing or needing a PrC
3. Allow the fighter to hold his own without needing magical items to remain viable at high levels
4. Give more flavor to fighter abilities
Note: Things marked with a question mark are things that I'm not quite decided on yet. I am leaning towards the idea that if the effect it has on the class concept and balance with other classes is virtually nil, I'll give it to them.
Flavor text as PHB. HD, saves, BAB as PHB.
Skills
I tried to think of things that would be useful to all fighters, not just particular fighter concepts. I didn't alter the number of skill points fighters got, but I tried to make the skills they do have a bit more relevant, thus making the possibility of taking cross-class skills a bit less punitive than it would otherwise be. I changed the fighter skill list to: Craft, Handle Animal?, Heal, Intimidate, Knowledge (Dungeoneering, Geography, History, Local, Nobility/Royalty), Listen?, Profession, Ride?, Spot?.
Class abilities by level
1. Bonus feat
2. Defensive tactics, bonus feat
3.
4. Offensive tactics +1
5. Weapon sense +1
6.
7. Bonus feat
8. Offensive tactics +2
9. Weapon sense +2
10. Weapon Mastery (Weapon Focus), bonus feat
11. Defensive tactics, bonus feat
12. Offensive tactics +3
13. Weapon sense +3, bonus feat
14. Weapon Mastery (Weapon Specialization), bonus feat
15.
16. Style feat, offensive tactics +4
17. Weapon Mastery (Improved Critical), bonus feat
18. Weapon sense +4
19. Bonus feat
20. Defensive tactics, offensive tactics +5
Class Features
Weapon and Armor Proficiencies: As PHB
Size-up. When facing an opponent, as a full round action, fighters may make a special Sense Motive check to determine the skill and condition of a single opponent. To do this, make an Intelligence check and add your fighter levels plus your ranks in Sense Motive. With a result of 15, you know how skilled a combatant your opponent is: Novice (BAB +0 to +4), Seasoned (BAB +5 to +9), Veteran (BAB +10 to +14), Master (BAB +15 to +19), or Legend (BAB +20 or higher). With a result of 20, you can determine the condition of your opponent: Hale (more than 3/4 total hit points), Hurt (1/2 to 3/4 total hit points), Wounded (1/4 to 1/2 total hit points), Near Death (less than 1/4 hit points), or Dying (negative hit points). The information gained from Size-up is cumulative. So, a result of 22 will reveal your opponent's condition as well as his skill.
Defensive Tactics. At 2nd level, when fighting defensively, fighters only suffer a -2 penalty to attack rolls rather than the standard -4. At 11th level, when fighting defensively, a fighter gains a +6 dodge bonus to AC. At 20th level, an armed fighter never provokes an attack of opportunity for moving into or out of a threatened area or for any standard combat action taken while within a threatened area, unless otherwise indicated below.
Offensive Tactics. At 4th level, when a fighter uses the full attack action, she gains a +1 bonus to either her first attack or to all damage rolls that round. This bonus increases by +1 every 4 levels.
Weapon Sense. Fighters have a knack for learning how to use new weapons quickly. This is represented by a bonus that decreases the penalty for fighting with unfamiliar weapons. At 5th level, fighters gain a +1 competence bonus to attack rolls when fighting using weapons with which they are not proficient. This bonus increases to +2 at 9th level and +3 at 13th level. By 18th level, fighters effectively have no penalty when using a weapon with which they are not proficient.
Weapon Mastery. At 10th level, fighters may use the Weapon Focus feat with any weapon in the group with which the weapn belongs. At 13th level, they may use Weapon Specialization with any weapon in that group. At 17th level, fighters may use Improved Critical with any weapon in the weapon group. In order to use the Weapon Mastery ability, a fighter must have Weapon Focus and Weapon Specialization with at least one weapon in the group with which he wishes to use this ability. The weapon groups are: Bows and Crossbows; Axes and Picks; Clubs, Maces, and Hammers; Thrown Weapons; Light Weapons; Light Blades; Heavy Blades; and Polearms, Staves, and Spears. Weapon Mastery only applies to weapons with which the fighter is proficient.
Bonus Feats. As PHB.
(Optional) Style Feats. Fighters tend to develop their abilities along a specific method of fighting or area of expertise. These are represented in the styles below. Fighters are not restricted to focusing on one style. Many dabble in at least two styles as a way of developing complementary abilities that can help the party. Of course, those who devote themselves to a single style reap impressive benefits as well. At first level, you choose which style will be your primary style and which will be your secondary style. When you would normally gain a bonus feat, you choose a style feat instead. You may take style feats only from your chosen styles. However, a style does not become fixed until you pick one of the style feats from that style.
Freddy Fighter picks Juggernaut as his primary style and Strategist as his secondary style. He picks Power Attack as his first style feat. Since juggernaut is Freddy's primary style, he reduces the Armor Check Penalty of any armor he wears by 1, and he can move at normal speed in medium armor and only reduces his speed by 5 feet in heavy armor. Freddy's 4th level style feat is Improved Power Attack. But, perhaps around 5th level he considers changing his secondary style to fencer. This is perfectly alright, since he hasn't yet picked up any strategist style feats. He used the normal character feats to get Dodge (1st level), Combat Expertise (3rd level), and Weapon Finesse (6th level). However, if he took Crafty as his 4th level style feat, he cannot then pick up fencer style feats.
Fencer
The fencer utilizes speed and precision to lethal effect, often defeating enemies before they even knew they were hit. Fencer style feats work best when they are not encumbered by armour or slowed down by heavy, clumsy weapons.
Fencers can only use their style feats when lightly armored or unarmored and when wielding light weapons. When unarmored, they gain a +1 dodge bonus to AC.
The fencer's style feats are:
Elusive. Prerequisite: Dodge, Fighter 4th+. You gain a +1 dodge bonus to AC for every three full fighter levels you have.
Rapid Strike. Prerequisite: Weapon Finesse, Fighter 4th+. You can make an additional attack at your highest BAB, but you incur a -2 penalty to all attacks made that round.
Vital Strike. Prerequisites: Weapon finesse, Fighter 10th+. After spending some time focusing, when you successfully hit your opponent, you double the threat range of the weapon you are using. Vital strike is a full round action.
Uncanny Dodge. Prerequisites: Dodge, Elusive. You retain your Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. However, if immobilized, you lose this bonus.
Riposte. Prerequisites: Combat Reflexes, Fighter 7th+. When an opponent in your threatened area misses an attack against you, you get an attack of opportunity at your highest base attack bonus. You may only use Riposte once per round, even if you have the Combat Reflexes feat.
Improved Uncanny Dodge. Prerequisites: Dodge, Elusive, Uncanny Dodge. You can no longer be flanked. A rogue wishing to sneak attack you must be of higher level to succeed.
Bonus feat. Fencers may choose their bonus feats from the following list: Acrobatic, Agile, Combat Expertise (Improved Disarm), Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency (light exotic weapon of your choice), Improved Critical (light weapon of choice), Improved Initiative, Lightning Reflexes, Quick Draw, Skill Focus (Balance), Skill Focus (Tumble), Two-Weapon Fighting (Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization; all in light weapon of your choice). You must meet all prerequisites to take bonus feats.
Juggernaut
A juggernaut is a fighter whose primary style focuses on using physical power and hefty weapons to their greatest advantage. Juggernauts use their incredible strength to pulverize their opponents.
Because of their exceptional strength, the weight of armor does not hamper the movement of juggernauts as it does other warriors. Juggernauts with a Strength score of 15 or higher reduce the Armor Check Penalty of any armor they wear by 1 (minimum armor check penalty is 0). When wearing medium armor, their speed is not affected, and when wearing heavy armor, they only reduce their speed by five feet. Juggernauts can only use their style feats with weapons that are proportionately medium or heavy for their size. Light weapons as often as not tend to break when subjected to the punishment that juggernauts put their weapons through. However, juggernauts can use their style feats when unarmed, provided they have the Improved Unarmed Strike feat.
The juggernaut's style feats are:
Hardy. Prerequisite: Toughness, Fighter 4th+. Your hit die is increased to d12. You may only apply this to your fighter levels.
Improved Power Attack. Prerequisite: Power Attack, Fighter 4th+. You may ignore up to your Strength bonus in damage resistance when making attacks.
Crushing Blow. Prerequisites: Power Attack, Improved Power Attack. When you make a critical hit, you add twice your Strength bonus to damage.
Devastating Blow. Prerequisites: Power Attack, Improved Power Attack, Crushing Blow. When you make an attack that does massive damage, you increase the save DC. The increase is equal to half your fighter levels, rounded down.
Bonus feat. Athletic, Endurance (Die Hard), Exotic Weapon Proficiency (exotic medium or heavy melee weapon of your choice), Great Fortitude, Improved Critical (melee weapon of choice), Improved Unarmed Strike (Improved Grapple, Stunning Fist), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Toughness, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization; all in melee weapon of your choice). You must meet all prerequisites for bonus feats.
Marksman
A marksman is a fighter whose primary style focuses on ranged weapons. With a sharp eye and steady hand, and plenty of ammunition, marksmen are the unquestioned masters of ranged combat.
Marksmen often prefer using one type of ranged weapon. Choose one ranged weapon from the following: crossbow (light and repeating light), crossbow (heavy and repeating heavy), crossbow (hand), dart, javelin, longbow (includes composite longbow), shortbow (includes composite shortbow), sling, or shuriken. When using your favored weapon, you get a +1 bonus to all attack and damage rolls.
The marksman's style feats are:
Awareness. Prerequisite: Point Blank Shot, Wisdom 13+. You do not provoke attacks of opportunity for making ranged attacks in a threatened area.
Focused Shot. Prerequisites: Point Blank Shot, Precise Shot, Fighter 7th+. After spending some time carefully aiming, you gain a +4 circumstance bonus to an attack roll against one target. Focused shot is a full round action that provokes an attack of opportunity, even if you have the Awareness style feat and the Defensive tactics ability.
Mighty Shot. Prerequisites: Point Blank Shot, Weapon Specialization, Fighter 7th+. When using ranged weapons for which you have the Weapon Specialization feat, you increase the damage die by one step.
Sneaky Shot. Prerequisites: Point Blank Shot, Precse Shot, Rapid Shot, Fighter 7th+. You threaten all opponents in melee range when using a ranged weapon as if you wielded a reach weapon.
Favored Weapon. Prerequisites: Proficient with weapon. You may choose another weapon from the list above as a favored weapon.
Bonus feat. Alertness, Exotic Weapon Proficiency (any ranged exotic weapon), Improved Critical (ranged weapon of choice), Improved Initiative, Point Blank Shot (Precise Shot, Far Shot, Rapid Shot, Shot on the Run, Manyshot, Improved Precise Shot), Rapid Reload, Skill Focus (Spot), Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization; all in ranged weapon of your choice). You must meet all prerequisites for bonus feats.
Strategist
A strategist is a fighter whose primary style focuses on using the mind as a weapon, exploiting weaknesses in her enemies' defenses or, when such weaknesses are lacking, creating them.
Strategists choose one of the following special maneuvers: aid another, bull rush, charge, disarm, feint, fight defensively, overrun, or total defense. You get a +1 bonus to the roll for attempting this maneuver. If you choose fight defensively as your special maneuver, you gain a +1 bonus to either your attack roll or your AC instead (choose which at the beginning of the round).
Strategists depend upon situational awareness and close observation of their opponents to use their abilities. You can only use strategist style feats when you are aware of your opponents and can react to them.
The strategist's style feats are:
Crafty. Prerequisite: Combat Expertise. When using the Size-up ability, you apply the bonuses from your Wisdom score and the Negotiator and Skill Focus (Sense Motive) feats.
Slick. Prerequisite: Combat Expertise, Fighter 4th+. You add your Intelligence bonus to feint, disarm, and trip attempts. This stacks with the bonus from the Improved Disarm, Improved Feint, and Improved Trip feats.
Cunning Defense. Prerequisite: Expertise, Fighter 4th+. You add your Intelligence bonus to your AC while fighting defensively or when using total defense.
Wily Strike. Prerequisites: Combat Expertise, Slick. After spending one round observing an opponent, you gain an insight bonus to your attack roll equal to your Intelligence modifier. Wily Strike is a full round action.
Improved Cunning Defense. Prerequisite: Combat Expertise, Cunning Defense, Fighter 10+. You apply your Intelligence bonus to AC.
Opportunist. Prerequisites: Combat Expertise, Slick, Wily Strike. When make a successful attack against an opponent denied the Dexterity bonus to Armor Class, you double the threat range of the weapon you wield.
Bonus feat. Alertness, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Exotic Weapon Proficiency?, Improved Critical, Improved Initiative, Leadership, Negotiator, Persuasive, Skill Focus (Bluff), Skill Focus (Sense Motive), Skill Focus (Spot)?, Weapon Focus? (Weapon Specialization?, Greater Weapon Focus?, Greater Weapon Specialization?). You must meet all prerequisites for bonus feats.
If anyone playtests this, please let me know how it turns out.