[FONT="]Well here is some crunch to go along with all my ramblings. A starting fighter will only get 2 class powers at level 1. There are probably some question that might come up as you read this. I'll explain as best I can and will go into further detail as this thing grows. (copy and pasted from word. I hope it comes out readable.)
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[FONT="]Fighter[/FONT]
[FONT="]Fighters are the backbone of an adventuring party. The first to charge into, and the last to leave a battle, they are solid all around combatants and have good saves in all areas, reflecting their toughness. They also have the highest hit points and attack bonuses. A fighter’s talents revolve around slaying their foes and protecting their allies.[/FONT]
[FONT="]Starting Hit Points[FONT="]: 10 + (Constitution Modifier x 5)[/FONT][/FONT]
[FONT="]Base Attack Bonus[FONT="]: +2[/FONT][/FONT]
[FONT="]Saves: Fortitude: [FONT="]+2 Reflex: +1 Will: +1[/FONT][/FONT]
[FONT="]Skill Points:[FONT="] 4 x Intelligence Modifier[/FONT][/FONT]
[FONT="]Proficiencies[FONT="]: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields[/FONT][/FONT]
[FONT="]Class Powers[/FONT]
[FONT="]Combat Focus[/FONT]
[FONT="] Choose one weapon group from the following list; light weapons, one-handed weapons, two-handed weapons or ranged weapons. You are well trained at using weapons of that that type.[/FONT]
[FONT="]Benefit:[FONT="] You gain a +1 bonus with all attack rolls made with your chosen weapons.[/FONT][/FONT]
[FONT="]Special[FONT="]: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group. [/FONT][/FONT]
[FONT="]Combat Specialization[/FONT]
[FONT="] Choose one weapon group for which you have already selected the Combat Focus Power. You deal extra damage when using weapons of that that type.[/FONT]
[FONT="]Prerequisites[FONT="]: Proficiency with selected weapon group, Combat Focus with selected weapon group.[/FONT][/FONT]
[FONT="]Benefit:[FONT="] You gain a +2 bonus to damage on all attacks made with your chosen weapons.[/FONT][/FONT]
[FONT="]Special:[FONT="] You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.[/FONT][/FONT]
[FONT="]Combat Mastery[/FONT]
[FONT="] Choose one weapon group for which you have already selected both the Combat Focus Power and Combat Specialization Power. You know how to make the most of your attacks.[/FONT]
[FONT="]Prerequisites: [FONT="]Proficiency with selected weapon, Combat Focus with selected weapon, Combat Specialization with Selected Weapon.[/FONT][/FONT]
[FONT="]Benefit:[FONT="] The threat range for critical hits for your chosen weapon group is increased by one. So weapons that normally score a critical hit on a roll of a 20 now score critical hits on 19-20 and so on. [/FONT][/FONT]
[FONT="]Special:[FONT="] You can gain this Power multiple times. Its effects do not stack. Each time you take the Power, it applies to a new weapon group.[/FONT][/FONT]
[FONT="]Whirlwind Attack[/FONT]
[FONT="] You lash out wildly at everyone you can.[/FONT]
[FONT="]Benefit:[FONT="] As a full round action you can make a single melee attack against every opponent you can reach. These attacks, and all other attacks that round, are made with a -4 penalty.[/FONT][/FONT]
[FONT="]Two-weapon Fighting[/FONT]
[FONT="] You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. [/FONT]
[FONT="]Benefit:[FONT="] This reduces the penalty for fighting with a weapon in each had by 1. So a -3 penalty if wielding a one-handed weapon in the off hand or -1 if the off hand weapon is light.[/FONT][/FONT]
[FONT="]Normal:[FONT="] If you wield a one handed weapon in your off hand all attacks made that round have a -4 penalty to the attack roll or if the off hand weapon is a light weapon you suffer a -2 penalty to all attacks.[/FONT][/FONT]
[FONT="]Special:[FONT="] You may take this feat twice. The second time you take it you reduce the penalty to attack rolls by 2. So a -2 penalty if wielding a one-handed weapon in the off hand or no penalty if the off hand weapon is light.[/FONT][/FONT]
[FONT="]Armor Mastery[/FONT]
[FONT="] Choose a type of armor. You are well trained in using that type of armor.[/FONT]
[FONT="]Benefit:[FONT="] Your armor check penalty is halved, your maximum dexterity bonus is increased by 50% and any movement penalty is ignored for that type of armor.[/FONT][/FONT]
[FONT="]Special:[FONT="] You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armor.[/FONT][/FONT]
[FONT="]Power Attack[/FONT]
[FONT="] You make a single powerful, yet reckless, attack against a foe.[/FONT]
[FONT="]Benefit:[FONT="] You deal an extra 1d6 damage on a successful hit. But the attack has a -2 penalty to the attack roll.[/FONT][/FONT]
[FONT="]Special: [FONT="]Two handed weapons deal 1d8 extra damage.[/FONT][/FONT]
[FONT="]Mercurial Attack[/FONT]
[FONT="] You can make two attacks per round.[/FONT]
[FONT="]Benefit[FONT="]: You can make two attacks with your main melee weapon. These attacks, and all other attacks this round are made with a -4 penalty to the attack roll.[/FONT][/FONT]
[FONT="]Special:[FONT="] You may take this feat twice. The second time you take it you reduce the penalty to attack rolls to -2.[/FONT][/FONT]
[FONT="]Point Blank Shot[/FONT]
[FONT="] You are skilled at fighting in melee with a ranged weapon.[/FONT]
[FONT="]Benefit:[FONT="] You can make ranged attacks in melee with out taking attacks of opportunity from enemies.[/FONT][/FONT]
[FONT="]Vigilant Attack[/FONT]
[FONT="] You punish foes that attack your allies.[/FONT]
[FONT="]Benefit:[FONT="] If an enemy attacks an ally adjacent to you, you can choose to make an attack of opportunity against that enemy as long as they are within your reach, or within 30 feet if you are using a ranged weapon. This attack uses your Attack of Opportunity for the round.[/FONT][/FONT]
[FONT="]Knockdown Blow[/FONT]
[FONT="]You know how to take opponents down.[/FONT]
[FONT="]Benefit:[FONT="] You make an attack with a -4 penalty. If the attack hits the target is knocked prone and you deal damage as normal.[/FONT][/FONT]
[FONT="]Staggering Blow[/FONT]
[FONT="]Your attack moves your opponents around.[/FONT]
[FONT="]Benefit:[FONT="] You make an attack with a -2 penalty. If the attack hits the target is moved away from you 5 feet. If the enemy would take additional damage from being moved into a hazard then they get a fortitude save (DC = 10 + your attack bonus) to avoid going to that space.[/FONT][/FONT]
[FONT="]Savage Strikes[/FONT]
[FONT="]You know how to get more from each and every hit.[/FONT]
[FONT="]Benefit:[FONT="] You deal +1 damage with your attacks.[/FONT][/FONT]
[FONT="]Special:[FONT="] You may take this feat more than once each time gaining an additional +1 to your damage.[/FONT][/FONT]
[FONT="]Shield Wall[/FONT]
[FONT="]Your knowledge of fighting with friends at your back allows you to aid them better.[/FONT]
[FONT="]Benefit:[FONT="] When using a shield, adjacent allies gain your shield bonus to their AC.[/FONT][/FONT]
[FONT="]Iron Body[/FONT]
[FONT="]Your training allows you to ignore minor injuries.[/FONT]
[FONT="]Benefit: [FONT="]You gain DR 2/magic[/FONT][/FONT]
[FONT="]Special: [FONT="]You may take this feat multiple times. It’s effects stack.[/FONT][/FONT]
[FONT="]Rage[/FONT]
[FONT="]You furiously attack nearby foes.[/FONT]
[FONT="]Benefit: [FONT="]Once per day you can rage and gain +2 to all melee attack and damage rolls. You also gain temporary hit points equal to 5 + constitution modifier. This lasts for a number of rounds equal to 5 plus your constitution modifier, though you can end the rage at anytime, after which you winded until you have sufficiently rested. (DM’s discretion)[/FONT][/FONT]
[FONT="]Canny Defense[/FONT]
[FONT="]You know how to make the most of fighting with little or no protection.[/FONT]
[FONT="]Benefit:[FONT="] When wearing light or no armor and wielding a melee weapon you add your intelligence to your AC. Treat this for all purposes as if it were your dexterity bonus to AC.[/FONT][/FONT]
[FONT="]Combat Reflexes[/FONT]
[FONT="] You have preternatural awareness of blindside attacks.[/FONT]
[FONT="]Benefit: [FONT="]You gain +4 to your AC when defending against attacks made using Attacks of Opportunity.[/FONT][/FONT]
[FONT="]Shield Bash[/FONT]
[FONT="] You slam your shield into oncoming opponents knocking them senseless.[/FONT]
[FONT="]Benefit: [FONT="]You can use your shield to make an attack. Light shields deal 1d4 bludgeoning damage and heavy shields deal 1d6. If you hit on your attack the defender must make a fortitude save (DC 10 + your attack bonus) or be dazed for 1 round. Also if made as part of a charge you knock the opponent prone instead of stunning them.[/FONT][/FONT]
[FONT="]Shield Mastery[/FONT]
[FONT="] You are exceptionally well trained in the use of shields.[/FONT]
[FONT="]Benefit:[FONT="] You add your shield bonus to your reflex saves. Anytime you would be denied this bonus to your AC you are also denied it to your reflex save.[/FONT][/FONT]
[FONT="]Dual Class Fighters[/FONT]
[FONT="]HP:[FONT="] 5 (CON x 2)[/FONT][/FONT]
[FONT="]Base Attack Bonus:[FONT="] +1[/FONT][/FONT]
[FONT="]Saves: Fortitude:[FONT="] +1 Reflex: 0 Will: 0[/FONT][/FONT]
[FONT="]Skill Points[FONT="]: 1 x Intelligence[/FONT][/FONT]
[FONT="]Weapon Proficiencies:[FONT="] All simple and martial weapons[/FONT][/FONT]
[FONT="]Armor Proficiencies:[FONT="] All armor proficiencies and shields[/FONT][/FONT]