Would this be too much bookkeeping?

In the past I've designed my own alternate magic system for 1E AD&D based on a point system. Though I've never tried it for melee based classes like fighters, paladins, etc ...

The magic user players liked my various point systems, and were fine with the bookkeeping involved. I don't see why it would be any more difficult for an action point system adapted to martial type classes, unless the players don't like the bookkeeping.
 

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I'm knee deep in working on the weapon skill/ martial system for my own homebrew ( Heh, throw a rock around here and you will hit someone making up a game :p) and started working on the same types of problems.

Heh, I am working on the same thing, only going with situational "triggers". I will probably get a chance to test in on Friday. That, and the simultaneous quick-combat variant that can replace the grid-based combat.
 

You may be interested in mining ideas from True20, they have 'conviction points' that can be spent on a wide range of things. Each character has a small number that goes up based on level, IIRC 2 + 1/2 levels. They are recovered via 'saving throws' after a period of rest. The most common use is to re-roll any roll (there are no damage rolls in True20), but much more interestingly (IMO) can be spent to gain a feat or power (spell) for one round that the character does not have, but does qualify for. They also allow instant saving throws for the more severe conditions and can erase lesser conditions on the damage track (no HP in true20)
 

Ah, what the heck - here's the system I built; may it give you ideas

s'blocked for your convenience....[sblock]
Adrenaline surge: At 1st level, 5th level, 10th level, 15th level and 20th level, the fighter gains an adrenaline surge ability from the list below. These adrenaline surge abilities can also be taken as fighter feats. All adrenaline surge abilities are extraordinary abilities. Unlike fighter bonus feats, a fighter must meet the ability requirement restrictions of a adrenaline surge feat to acquire the feat.
Any adrenaline surge feat that allows you to endow a single attack as a swift action can be used to endow up to all of your attacks for the round at an additional cost equal to the initial cost for the first attack. You cannot pay for additional uses with adrenaline surge feats that use an immediate action, nor can you use the swift action single–attack abilities to endow Attacks of Opportunity. However, swift actions that affect all attacks until your next action DO endow your Attacks of Opportunity as well as your normal attacks. Likewise, swift actions that affect all attacks do not have an additional cost to endow multiple attacks.
Any Adrenaline surge ability that allows you to endow your “next attack” with an ability must be used before the next round of combat begins. You cannot “carry a charge” from round to round with an ability use.
The fighter’s Adrenaline surge has a total number of uses per day equal to 3 + ¼ Fighter level (Thus 4 at 1st–3rd level, 5 at 4th–7th level, 6 at 8th–11th level, 7 at 12th – 15th level, 8 at 16th–19th level and 9 at 20th+ level).


Against the Wind
Strong winds don’t prevent you from using ranged attacks
Prerequisite: Fighter 5th level, Far Shot
Benefit: As a standard action, you can use a ranged attack despite high winds, a gust of wind spell or even through a wind wall to strike an opponent within your ranged weapon’s first range increment. You suffer a –4 penalty to your attack roll. At 10th level, you can can use your ranged weapon within two range increments at a –6 penalty to hit and at 15th level, you can use your ranged weapon within three range increments at a –8 penalty to hit.
Usage:
Speical: A ranger who takes this feat that has taken the Archery combat style treats his Fighter level as equal to his Ranger level for purposes of determining how far he use his ranged weapon.

Armor Boost
You let your armor soak damage for you
Prerequisite: Fighter 5th level, proficiency with armor, Armor Focus
Benefit: As a swift action, you can convert your armor’s armor bonus to DR X/– on a two points of AC–for–one point of DR basis. You can convert an armor’s magic bonus to DR, but you cannot convert a shield bonus to DR. Adamantine DR stacks with armor conversion, but not other DR sources (such as Body of Iron or a Barbarian’s DR ability). The change lasts until you choose to change it again.
Useage:

Armor Enhancement
You know a magic charm or prayer to enchant your armor for a short time.
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you gain a +1 magic bonus to your AC for every three fighter levels you have (Thus +1 AC at 5th level, +2 AC at 6th–8th level, +3 AC at 9th–11th level, +4 AC at 12th–14th level, +5 AC at 15th–17th level and +6 AC at 18th+ level). This effect lasts for one minute.
Usage: 1

Armor Mastery
You are a master with the use of a particular type of armor.
Prerequisites: Armor Specialization, Fighter 8+ Level
Benefit: Choose a type of armor you are specialized in. If you choose a light armor, you gain a +5 foot bonus to your base movement. If you choose a medium armor, your movement rate is not reduced by the armor. If you choose a heavy armor, your movement rate is only reduced by 5 feet. Likewise, the armor check penalty for the chosen armor is reduced by –1 for you. The check penalty cannot be greater than 0.
Note: Shield Mastery is a separate feat.
Usage:

Armor Specialization
You are comfortable with a specific armor type.
Prerequisite: Armor Proficiency, Armor Focus, Fighter 4+ level
Benefit: Choose an armor type (leather, chain mail, full plate, etc.) when you choose this feat. While you wear the armor you have chosen, you gain a +1 class bonus to AC and the armor check penalty is reduced by +1 per 4 levels (Thus at 4th–7th level, you gain +1, at 8th–11th level you gain +2, at 12th – 15th level you gain +3, at 16th–19th level ou gain +4 and at 20th level you gan +5).
Usage:

Assume Feat
You gain a sudden burst of insight for performing a martial maneuver.
Prerequisite: Fighter 5th level
Benefit: As a swift action, you can endow yourself with one of the following feats, as if you met all the prerequisites for the feat. Combat Reflexes, Power Attack, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Cleave, Mounted Combat, Weapon Finesse, Dodge, Mobility, Spring Attack, Precise Shot, Far Shot, Rapid Shot, Mounted Archery, Shot on the Run, Shield Bash, or Two–weapon Fighting. You retain the use of the chosen feat for one minute. Use of this feat costs one use of your adrenaline surge. At 5th–9th level, you may only assume one feat at a time. At levels 10th–14th, you can assume up to two feats from this list at one time. At 15th–19th level, you can assume up to three feats from this list at one time, and at 20th+ level, you can assume any number of the above feats at once.
Usage: 1 per feat.
Special: You cannot use the feat prerequisites for a feat you gain with this feat unless you actually possess the feat.

Assume Pinnacle Feat
You gain a sudden burst of insight for performing a masterful martial maneuver
Prerequisite: Fighter 10th level, Assume Feat
Benefit: As a swift action, you can endow yourself with one of the following feats, as if you met all the prerequisites for the feat: Tactical Strike, Whirlwind Attack, Improved Critical, Spirited Charge, Multishot or Greater Two–weapon fighting. Use of this feat costs one use of your adrenaline surge. You may use the assumed feat for 1 minute. At 10th–14th level, you may assume one pinnacle feat at a time. At 15th–19th level, you may assume up two pinnacle feats at one. At 20th+ level, you may assume any number of pinnacle feats at once.
Usage: 1 per feat.
Special: You cannot use the feat prerequisites for a feat you gain with this feat unless you actually possess the feat.

Assume Weapon Skill
You gain a sudden burst of insight that allows you to use an exotic weapon proficiently.
Prerequisite: Fighter 1st level
Benefit: As a swift action, you endow yourself with the skill to wield an exotic weapon as if you had the appropriate exotic weapon proficiency. You retain proficiency for one minute. You may endow yourself with skill to utilize more than one exotic weapon at a time, but each different weapon type requires a separate use of this feat.
Usage: 1

Axe Mastery
Your skill with an axe is unmatched.
Prerequisites: Weapon Focus (any axe), Fighter 4+ level
Benefit: You ignore 5 points of Hardness or 2 points of DR/– when attacking opponents or objects with an axe weapon you are proficient with. You do not ignore other types of DR when attacking creatures.
For every 4 levels past 4th level, you increase the amount of Hardness/DR you bypass by 1.
Weapons: Battleaxe, greataxe, halbard, handaxe, hatchet, throwing axe, urgosh, and waraxe.
Usage: –
Special: A barbarian who takes this feat treats his Fighter level as equal to his Barbarian level for determining the amount of Hardness/DR bypassed.

Back to Back
You are skilled in fighting in close quarters.
Prerequisites: Fighter 5th level, Dex 13+
Benefit: You can share a square with an ally the same size or larger than you. You do not suffer the penalties from squeezing and cannot be flanked while sharing a square. You cannot share a square with more than one ally.
Usage:
Special: These benefits do not automatically pass to your ally, who is considered squeezing into the square if they do not possess the same feat.

Behead
You can behead an opponent with a single stroke.
Prerequisites: Sever Limb, Fighter 15+ level, Str 19+
Benefit: As a full–round action you may make a single strike against an opponent. If the attack is successful, the victim must make a Fort save (DC 10 + ½ character level + Str mod). If the save is successful, the opponent takes normal damage from your attack. Failure to make the save means the opponent takes 2d8 damage/level (max 40d8). If the target is reduced to 0 hit points or less, it is beheaded. For most living creatures, this means instant death. Creatures immune to critical hits are generally unaffected by the beheading portion of this attack, as are creatures without a discernable head.
Usage: 3
Special: A barbarian who takes this feat treats his Fighter level as equal to his Barbarian level for determining the Fort save.

Blade Mastery
Your skill with swords is unmatched.
Prerequisties: Weapon Focus (any blade), Fighter 4+ level
Benefit: Once per round, if you miss with a bladed weapon you are proficient with, you may reroll the attack. You must accept the results of the second roll, even if it is worse.
Weapons: Assassin sword, bastard sword, camel sword, dueler’s blade, falchion, giantblade, greatsword, katana, khopesh, kris longsword, longsword, no–dachi, rapier, scimitar, saber, scorpion sword, short sword, swordspear, two–bladed scimitar, two–bladed sword and whipsword.
Usage:

Bleeding Wound
[FONT=&quot]You leave your opponent with bleeding wounds[/FONT]
[FONT=&quot]Prerequisite:[/FONT][FONT=&quot]Fighter 5th level, Combat Expertise[/FONT]
[FONT=&quot]Benefit: [/FONT][FONT=&quot]As a swift action, you cause all attacks with slashing or piercing weapons to deal 1 point of temporary Constitution damage, in addition to your normal damage. This effect to your attacks lasts until your next action. Constitution damage inflicted with this feat can be negated by a DC 15 Survival (Heal) check. Increase the DC by 1 for each additional point of Constitution damage inflicted.[/FONT]
Useage: 1

Blinding Strike
You can temporarily blind an opponent with a hit
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you cause your next attack to blind your opponent on a successful hit, in addition to your normal damage. The victim must succeed a Fort save (DC 10 + ½ Fighter level + Int Mod) or be blinded for 1d4+1 rounds. A Survival (Heal) DC 15 check can remove this condition. Creatures immune to critical attacks or that do not see cannot be affected by this ability.
Usage: 1

Blowback
You knock an opponent flying with a hit
Prerequisite: Fighter 5th level, Power Attack
Benefit: As a swift action, you endow yourself with the power to knock an opponent flying with your next attack. If you successfully strike the opponent, they take normal damage and must make a Fort save DC 10 + ½ Fighter level + Str mod or be sent back 5 feet. If the opponent fails the save by 5 or more, they are knocked prone as well. For every additional 5 levels of fighter you have, you can knock the opponent an additional 5 feet away. Thus at 5th–9th level you knock an opponent 5 feet, at 10th–14th level 10 feet, at 15th–19th level 15 feet and at 20th+ level 20 feet.
If an opponent is unable to move the full distance, they suffer 1d6 damage for each 5 feet they are unable to move.
If you knock an opponent into another foe, the initial target of your attack stops in that space (and takes damage) and the second opponent must make a Fort save at the same DC as the initial attack, with a +4 bonus to the save, or be knocked prone.
Usage: 1

Bludgeon Mastery
Your skill with blunt weapons is unmatched.
Prerequisite: Weapon Focus (any bludgeon), Fighter 4+ level
Benefit: When attacking armored foes with a bludgeon weapon in which you are proficient, you can ignore 1 point of Armor bonus. For every 4 levels past 4th, you can ignore an additional point of Armor bonus. Thus 1 point at 4th–7th level, 2 points of Armor at 8th–11th level, 3 points of Armor at 12th–15th level, 4 points of Armor at 16th–19th level and 5 points of Armor at 20th+ level.
Weapons: Club, dire flail, flail, flailsword, gauntlet, greatclub, greatmace, heavy flail, heavy mace, light hammer, light mace, morningstar, multi–headed flail, nunchaka, sap, warhammer and warmace.
Usage:

Body of Iron
You can ignore some damage to yourself
Prerequisite: Fighter 5th level, Endurance
Benefit: As a swift action, you gain DR 2/– until your next action. Every 3 levels past 5th (8th, 11th, 14th, 17th, 20th) you can increase the DR by 1. Thus you gain DR 2/– at 5th–7th, DR 3/– at 8th–10th, DR 4/– at 11th–13th, DR 5/– at 14th–16th, DR 5/– at 17th–19th and DR 6/– at 20th.
Usage: 1
Special: A barbarian who takes this feat treats his Fighter level as equal to his Barbarian level for determining the DR bonus. The DR from this feat stacks with the Barbarian’s natural DR.

Boost, Agility
You make yourself more agile for a short period of time
Prerequisite: Fighter 5th level, Dex 13+
Benefit: As a swift action, you gain a +4 Dexterity magic bonus. At 10th level, the bonus increases to +6, and at 15th level, the bonus increases to +8. This bonus lasts for 3 + ½ fighter levels in rounds.
Usage: 1 at 1st–9th level, 2 at 10th–14th level and 3 at 15th level. You may choose to decrease your effective level to gain a bonus that costs fewer uses of your adrenaline surge.

Boost, Constitution
You make yourself more resilient for a short period of time
Prerequisite: Fighter 5th level, Con 13+
Benefit: As a swift action, you gain a +4 Constitution magic bonus. This bonus lasts for 3 + ½ fighter level in rounds. Raising your Constitution with this boost does not increase your adrenaline surge. At 10th level, the bonus increases to +6 and at 15th level, the bonus increases to +8.
Usage: 1 at 1st–9th level, 2 at 10th–14th level and 3 at 15th level. You may choose to decrease your effective level to gain a bonus that costs fewer uses of your adrenaline surge.

Boost, Skill
You can perform an astounding skill stunt
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you gain a bonus to your next skill check equal to twice your fighter level. You may only apply this skill bonus to a fighter class skill (Climb, Craft, Handle Animal, Persuade (Intimidate), Athletics (Jump), Handle Animal (Ride), Athletics (Swim) or skills chosen through Skillmonger).
Usage: 1

Boost, Speed
You move with sudden determination
Prerequisite: Fighter 1st level, Dex 13+
Benefit: As a swift action, you gain +10 feet to your base movement rate. At 10th level, if you are wearing light or medium armor and carrying a light load, you gain +20 feet to your base movement rate. At 15th level, if you are wearing light armor and carrying a light load, you gain +30 feet to your base movement rate.
Usage: 1

Boost, Strength
You can suddenly increase your strength for a short period of time
Prerequisite: Fighter 5th level, Str 13+
Benefit: As a swift action, you gain a +4 Strength magic bonus. At 10th level, the bonus increases to +6, and at 15th level, the bonus increases to +8. This bonus lasts for 3 + ½ fighter level in rounds.
Usage: 1 at 1st–9th level, 2 at 10th–14th level and 3 at 15th level. You may choose to decrease your effective level to gain a bonus that costs fewer uses of your adrenaline surge.

Counterstrike
While your opponent is occupied trying to hit you, you strike.
Prerequisites: Fighter 5th level, Combat Reflexes
Benefit: As an immediate action, you can make an attack using your highest BAB against an opponent that has just attempted to strike you in combat and missed. This attack does not count against your attacks of opportunity for the round.
Usage: 2

Craft Magic Item
You know the secret craft to create items of magic, without need to cast spells.
Prerequisites: Fighter 5th level, Spellcraft (Use Magic Device) 4+ ranks, Craft (any one) 5+ ranks
Benefit: Choose a Craft skill you have ranks in. You may create a limited range of magic items by use of your craft skill. You cannot create spell completion items (such as wands, scrolls or staves).
For the purpose of crafting magic items, you treat your caster level as equal to your fighter level. You must pay ½ the normal item cost in materials and 1/25 the item cost in gp. You can fashion up to 1,000 gp of magic items per day. An appropriate Craft check (DC 15 + required Caster Level) must be made for each day’s work.
A sample list of the type of items you can create, based on your Craft skill, is listed below.

Craft Skill
Magic Item Type
Craft (Armorsmith) -Magic armor, Bracers, Helmets and Shields
Craft (Blacksmith) -Bottles, Chimes, Cubes, Flasks, Horseshoes, Shackles,
Craft (Bowyer/Fletcher) - Magic bows, arrows and bolts
Craft (Brewing) - Potions, Elixers and Oils
Craft (Carpentry) - Wondrous items (composed of wood)
Craft (Jewelry) - Amulets, Beads, Brooches, Circlets, Crowns, Diadems, Earrings, Figurines, Gems, Headbands, Periapt, Phylacteries, Tokens and Rings
Craft (Leatherworking) - Backpacks, Belts, Quivers, Pouches and Ropes
Craft (Musical Instruments) - Drums, Harps, Horns, Lyres, and Pipes
Craft (Tailor) - Bags, Boots, Breeches, Cape, Cloaks, Dresses, Hats, Gloves, Pants, Mantle, Slippers, Shirts, Surcoats and Vests
Craft (Weaponsmith) - Magic weapons (but not bows, arrows or bolts), Scabbards

Certain items have been purposely excluded from the list – for example creating manuals and tomes with Craft (Bookbinding), the ability to create Robes with Craft (Tailor), the ability to create pearls, orbs, ioun stones and crystal balls with Craft (Jewelry). This is intentional, as these items tend to be the purvue of spellcasters alone.
Usage:
Special: You may take this multiple times, each time for a different craft skill.

Crippling Strike
You can disable a foe with a blow
Prerequisites: Fighter 10th level, Combat Expertise
Benefit: As a swift action, you can endow your next strike to deal ability damage. If you successfully hit, you deal normal damage and the victim must make a Fort save (DC 10 + ½ Fighter level + Int Mod) or take 1d4 points of ability damage to Strength, Constitution or Dexterity (your choice). Creatures immune to critical attacks cannot be affected by this ability.
Usage: 2

Crushing Impact
Your blows with a bludgeoning weapon crush limbs
Prerequisites: Fighter 10th level, Weapon Focus with a bludgeoning weapon
Benefit: You gain a +1 bonus to hit and +2 bonus to damage with bludgeoning weapons; using this ability does not cost a use of your adrenaline surge.
Also, when you score a critical threat with a bludgeoning weapon, the victim of your attack must make a Fort save (DC 10 + ½ level + Str mod) or be stunned for a round. Creatures immune to critical hits are immune to the stun effect.
Usage: 1 for critical strike ability

Deadly Aggression
You deal devastating damage with your attacks
Prerequisite: Fighter 1st level, Str 13+
Benefit: As a swift action you gain a feat bonus to hit and damage equal to ½ your fighter level. This bonus lasts for a number of rounds equal to your Constitution modifier.
Usage: 1 at 1st–9th level, 2 at 10th+ level

Deadly Sniper
They can run, but they’ll only die tired.
Prerequisite: Point Blank Shot, Far Shot, Precise Shot, Dex 17+, Fighter 15th level
Benefit: As a swift action, you make all distances up to your maximum range are considered point blank range for you. This lasts until your next action. You can make sneak attacks or other precision–based damage attacks within this range, although targets are no more susceptible to them than usual. Also, your ranged attacks inflict +2d6 points of damage.
Usage: 3
Special: A ranger who takes this feat treats his Fighter level as equal to his Barbarian level for determining access to this feat.

Defense Against Magic
You have trained yourself to shrug off magic
Prerequisites: Fighter 10th level, Spellcraft 5+ ranks, Onslaught Against Magic
Benefit: As an immediate action, you gain Spell Resistance equal to 10 + ½ your fighter level + Con modifier against the next spell cast against you.
Usage: 1

Defense, Heavy Armor
You are skilled at defending yourself without armor.
Prerequisites: Fighter 1st level, Con 13+
Benefit: While wearing heavy armor, you gain a dodge bonus to your AC equal to ½ your fighter level, minus –4 (min 1).
Usage:

Defense, Light Armor
You are skilled at defending yourself in light armor.
Prerequisites: Fighter 1st level, Dex 13+
Benefit: While wearing light armor and using a shield no greater than a buckler, you gain a dodge bonus to your AC equal to ½ your fighter level.
Usage:
Special: If you so choose, you can trade in any armor and shield proficiency you have for another feat on a 1 for 1 basis, starting with heavy armor proficiency. Thus discarding Heavy Armor Proficiency gives you 1 feat and discarding Medium Armor Proficiency gives you 2 feats in total. You cannot discard shield proficiency if you have it. You may only perform this trade if you are a 1st level character.
Rangers or Barbarians who take this fighter feat treat their Fighter level equal to their Ranger or Barbarian level for purposes of determine the defense bonus.

Defense, Medium Armor
You are skilled at defending yourself with moderate armor protection.
Prerequisites: Fighter 1st level, Con 13+
Benefit: While wearing medium or no armor and using shield no greater than a light shield, you gain a dodge bonus to you AC equal to ½ your fighter level minus –2 (min 1). The use of this feat does not cost any uses of your adrenaline surge.
Usage:
Special: If you so choose, you can trade in heavy armor proficiency you have for another feat. You cannot discard Light armor or Shield proficiency. You may only perform this trade if you are a 1st level character.

Defense, Unarmored
You are skilled at defending yourself without armor.
Prerequisites: Fighter 1st level, Dex 13+
Benefit: While wearing no armor and using a shield no greater than a buckler, you gain a dodge bonus to your AC equal to +2 plus ½ your fighter level.
Usage:
Special: If you so choose, you can trade in any armor and shield proficiency you have for another feat on a 1 for 1 basis, starting with heavy armor proficiency. Thus discarding Heavy Armor Proficiency gives you 1 feat, discarding Medium Armor Proficiency gives you 2 feats in total, discarding Light Armor Proficiency gives you 3 feats in total, and discarding Shield Proficiency gives you a grand total of 4 feats. You may only perform this trade if you are a 1st level character.
Rangers or Barbarians who take this fighter feat treat their Fighter level equal to their Ranger or Barbarian level for purposes of determine the defense bonus.


Defensive Advice
You warn your ally against danger.
Prerequisite: Fighter 5th level, Cha 13+
Benefit: As a swift action, you can grant one ally within 30 feet who can hear you a +1 magic bonus to AC for 1 round. For every 5 levels past 5th, you can increase the magic bonus by +1 (Thus +1 at 5th–9th level, +2 at 10th–14th level, +3 at 15th–19th level and +4 at 20th+ level)
Usage: 1
Special: A chosen one or knight who takes this ability uses their full chosen one or knight level to determine the magic bonus granted by this feat.

Demoralize
As you take down a foe, others fear your prowress.
Prerequisite: Fighter 5th level
Benefit: When you drop a foe, all the foe’s allies who are of the same or lower HD/levels within 60 ft. suffer a –2 morale penalty to attack and damage rolls. This effect lasts for 1 minute.
Usage: 1

Devastating Blow
You deal extra damage with an attack
Prerequisite: Fighter 1st level, Str 13+
Benefit: As a swift action, you can endow one or more of your next attacks to deal an extra 1d6 damage. For every 4 levels past 1st, you may deal an additional 1d6 damage. Thus you deal +1d6 at 1st–4th level, +2d6 at 5th–8th level, +3d6 at 9th–12th level, +4d6 at 13th–16th level and +5d6 at 17th+ level. You must endow each attack seperately.
Creatures immune to critical attacks cannot be affected by this ability.
Usage: 1 per attack at 1st–12th level, 2 per attack at 13th+ level

Disrupting Blow
Your mighty blows disrupts spellcasters
Prerequisite: Fighter 10th level, Onslaught Against Magic
Benefit: As a swift action, you empower your next attack, on a successful strike, to automatically dismiss the highest level dismissable spell or a spell requiring concentration a spellcaster has in effect on their person. You must deal at least one point of damage to dismiss the spells. The victim makes a Will save of DC 15 + ½ Fighter level + Con modifier to retain the spell in effect. At 15th level, you can attempt to disrupt spells that are not dismissable.
Usage: 1 for dismissable spell, 2 for non–dismissable spell

Evasion
You can avoid magical and unusual attacks with great agility.
Prerequisite: Fighter 5th level, Dex 13+
Benefit: While wearing light or no armor, if you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. If you are helpless, you do not gain the benefit of this feat.
Usage:

Gird Life
You prepare yourself to survive an attack
Prerequisite: Fighter 1st level
Benefit: As a swift action, you gain 2 temporary hit points per Fighter level. These temporary hit points remain for one minute.
Usage: 1

Fearsome Stroke
Your deadly attack terrifies foes and restores your vigor.
Prerequisite: Beserk Attack, Unnerve, Cha 17+, Fighter 15th level
Benefit: As a free action when you drop a foe, you force all opponents within 30 feet to make a Will save (DC 10 + ½ your level + Cha modifier) or be frightened for 1 round. Those who make the save are still shaken unless they have more levels/HD than you. Likewise, you gain Fast Healing 5 for a number of rounds equal to ½ your level.
Usage: 3
Special: A barbarian who takes this feat treats his Fighter level as equal to his Barbarian level for determining the Will save and duration of the Fast Healing.

Fell Stroke
You leave an opponent bleeding on the battlefield
Prerequisite: Fighter 15th level, Power Attack
Benefit: As a full attack action, you empower your next strike to become a devastating blow. If you hit your opponent, they take normal damage and must make a Fort save DC 10 + ½ Fighter level + Str modifier or they are dazed. Each round , the victim makes another Fort save (as a free action) to shake off the dazed condition. If they fail the save, they take ½ of the initial damage again immediately. This condition lasts until the opponent makes the saves or a number of rounds pass equal to ½ your fighter level.
Usage: 3

Fencing Master
You are an agile master of combat
Prerequisite: Combat Reflexes, Weapon Finesse, Dex 17+, Fighter 15 levels
Benefit: As a swift action, when using a light weapon or rapier, you gain a +2 magic bonus to attack rolls, inflict an extra +2d6 points of damage and gain an additional attack each round at your highest attack bonus – even when making only a single attack action. This effect lasts until your next action.
Usage: 3

Final Attack
You can make up to four attacks in a round.
Prerequisite: Fighter 16th level, Third Attack
Benefit: When you make a full attack, you gain an fourth attack at a –15 penalty to hit.
Usage: -
Special: Chosen Ones, Barbarians, Knights, Rangers, Chosen ones treats his class level for determine qualification for this feat.

Firearm Mastery
Your skill with firearms is unmatched
Prerequisite: Weapon Focus (any firearm), Fighter 4+ level
Benefit: Whenever you use a firearm you are proficient with, you double the range increment of the weapon. The “point blank” range for ignoring armor does not increase, however.
Weapons: Blunderbuss, hand cannon, longarm, and pistol (all).
Usage:

Foil Action
You can prevent a foe from acting against you
Prerequisite: Fighter 10th level, Perception (Sense Motive) 5+ ranks
Benefit: As an immediate action, you can interfere or otherwise distract an opponent, causing them to lose their action. The victim makes a Will save DC 10 + ½ fighter level + Str modifier. If the check is failed, the opponent’s standard action or move action is lost (as chosen by the fighter). If the foiled action had a limited number of uses per day or required components, they are considered used and lost for the day. The fighter must be within 5 feet of the opponent to foil an action. At 15th level, a fighter can foil an action from up to 10 ft. away with a ranged attack, natural reach or a reach weapon and at 20th level, the fighter can foil an action up to 15 ft. away with a ranged attack, natural reach or a weapon with reach.
Usage: 2

Follow–Up
You hound an opponent
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you can take a 5 ft. step. This does not count against the normal 5 ft. step you can take in a round, and can be used in–between attacks (or even between cleave attacks).
Usage: 1

Fortify
You summon up great fortitude
Prerequisite: Fighter 1st level, Great Fortitude
Benefit: As an immediate action, you gain a bonus to your next Fort save equal to ½ your Fighter level. The bonus must be used before your next action or it is lost.
Usage: 1

Furious Strike
You shatter your opponent’s defenses
Prerequisite: Fighter 5th level, Power Attack, Str 13+
Benefit: As a swift action, you can ignore up to 5 points of DR when attacking with melee weapons. This effect lasts until your next action. At 10th level, you can ignore up to 10 points of DR when attacking with a weapon.
Usage: 1 to ignore DR 5, 2 to ignore DR 10

Hail of Blows
You strike again and again
Prerequisite: Fighter 5th level
Benefit: You may activate Hail of Blows as a swift action. As part of a full attack, you gain an extra attack at your highest base attack bonus. This is a haste effect. This effect lasts for a number of rounds equal to ½ your fighter level.
Usage: 2

Hamper Defense
You create an opening in an oppenent’s defense that others can exploit
Prerequisite: Fighter 1st level
Benefit: If you successfully cause damage to a foe with an attack, as a free action you grant any ally a +2 circumstance bonus to hit the opponent until your next turn. This bonus does not stack with multiple hits.
Usage: 1

Head Blow
You hit your opponent in the head, knocking them senseless
Prerequisite: Fighter 10th level, Combat Expertise
Benefit: As a swift action, you cause your next attack to knock your opponent senseless. If you hit and deal at least 1 point of damage to your opponent, they must make a Fort save (DC 10 + ½ fighter level + Str modifier) or be stunned for 1 round. At 15th level, even if the victim makes the save, they are still dazzled for 1d4+1 rounds. You must be able to reach the opponent’s head for this ability to work, and the opponent must not be immune to critical hits.
Uses: 2.

Heavily Armored
You have reinforced the armor you wear.
Prerequisites: Proficient with armor, Craft (Armorsmith) 6+ ranks, Fighter 5th level
Benefit: Any masterwork or better armor you employ (not counting a shield) grants you an additional +1 item bonus to AC per 4 fighter levels if you pay ¼ of the armor’s total cost as a one–time cost. You must maintain the armor (i.e., have access to it) for it to retain this bonus. The armor does not gain this bonus when worn or used by others. You may also apply this feat to magical armor, but the additional AC bonus does not affect the item’s magic bonus, only the base armor bonus.
Usage:
Chosen Ones who take this fighter feat treat their Fighter level equal to their Chosen One level for purposes of determine the armor bonus.

Hobble
You reduce the movement rate of an opponent
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you cause your next attack to slow down the movement rate of your opponent if you successfully hit. The opponent receives a Fort save DC 10 + ½ fighter level + Str modifier to avoid this effect. You deal normal damage if you hit, regardless whether the victim makes his save or not.. If your opponent fails the save and is a biped, their movement rate is halved. If your opponent is a quadraped, their movement rate is reduced by ¼. Creatures with six or more legs are unaffected by this feat. Creatures immune to critical attacks cannot be affected by this ability.
Usage: 1

Impede
A foe you threaten can’t move
Prerequisite: Fighter 10th level
Benefit: As an immediate action, you engage an opponent you are currently meleeing with in such a way that they cannot move from their current position without making a successful Reflex DC 10 + ½ Fighter level + Int modifier save. Even if the opponent makes the save and attempts to move away – even a 5 ft. shift, you gain an attack of opportunity against that opponent.
Usage: 2.

Improved Adrenaline surge
You can perform extraordinary abilities more often
Prerequisite: Fighter 5th level
Benefit: You gain 2 more uses of your Adrenaline surge.
Special: You may take this ability more than once. Its effects stack.
Usage:

Inspiring Presence
Your allies take heart in your presence on the battlefield.
Prerequisites: Fighter 1st level, Cha 13+
Benefit: As a swift action, all allies within 30 feet of you gain a +1 magic bonus to hit and damage rolls and a +4 bonus to Will saves. This effect lasts for 1 minute.
Usage: 1
Special: A chosen one or knight who takes this ability uses their full chosen one or knight level to determine the magic bonus granted by this feat.

Instant Critical
Your blow is well–placed and deadly
Prerequisite: Fighter 10th level, Improved Critical
Benefit: As a swift action, you empower your next attack to automatically critical on a successful hit, regardless of the weapon’s critical range. You do not need to roll to confirm the critical. This is not the same as rolling a natural 20 on the attack roll.
You cannot use this ability on an opponent that is immune to critical hits.
Usage: 2

Intercept
You move to stop a foe’s advance
Prerequisite: Fighter 5th level
Benefit: As a standard action, state you are preparing to intercept. Then, as an immediate action, you can move up to your base movement rate and conduct a single attack when an opponent moves. If you hit with the attack, the opponent stops moving. Your action interrupts the opponent’s movement at any point you choose, who completes his action after you finish your action, if any such action remains.
Usage: 1

Knife Mastery
Your skill with short blades is unmatched.
Prerequisite: Weapon Focus (any knife), Fighter 4+ level
Benefit: When making a full attack with a knife that you are proficient with, you can make an extra attack at your highest base attack bonus, but all your attacks take a –2 penalty to hit.
Weapons: Assassin dagger, dagger, dirk, double dagger, knife, kris dagger, kukri, punching dagger, sai, siangham, spiked gauntlet, and stilleto.
Usage:

Maiming Strike
You may disable your opponent with a single blow
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you may endow your next attack to maim the opponent. On a successful hit, you deal normal damage and the victim must make a Fort save (DC 10 + ½ Fighter level + Str modifier) or suffer a –2 penalty to hit for the rest of the combat, and lose 5 feet of movement. Multiple maiming strike effects stack. A successful Survival (Heal) DC 15 skill check removes one accruement of maiming strike penalties from the victim.
Usage: 1

Master and Commander
You can efficiently direct your allies in combat.
Prerequisite: Combat Advice, Defensive Advice, Inspiring Presence, Cha 17+, Fighter 15th level
Benefit: As a swift action, you gain a pool of command points equal to your level that you can distribute to your allies as you choose. You cannot give an ally a bonus greater than ¼ your Fighter level (+1 at 1st-3rd, +2 at 4th-7th, +3 at 8th-11th, +4 at 12th-15th, +5 at 16th-19th and +6 at 20th+ level). These points become magic bonuses to individual attack rolls, damage rolls, saving throws or skill checks. Your allies must be within 30 feet and able to see and hear you to be able to gain these bonuses, but after gaining the bonus they do not need to be near you to retain the bonuses. The bonuses last for 1 minute, and cannot be changed once assigned.
Usage: 3
Special: A chosen one or knight who takes this ability uses their full chosen one or knight level to determine the magic bonus granted by this feat.

Maximized Attack
You put everything into your next blow
Prerequisite: Fighter 5th level, Weapon Focus
Benefit: As a swift action, you empower a weapon with which you have weapon focus to deal maximum damage on your next attack.
Usage: 2

Mental Prowess
You exert great will over your actions
Prerequisite: Fighter 1st level, Iron Will
Benefit: As an immediate action, you gain a bonus to your next Will save equal to ½ your Fighter level. The bonus must be used before your next action or it is lost.
Usage: 1

Mighty Stroke
You tear into a foe.
Prerequisite: Power Attack, Cleave, Str 17+, Fighter 15th level
Benefit: As a swift action when you make a full attack, you gain a bonus to damage equal to twice your fighter level to each attack.
Usage: 3

Moment of Opportunity
You force your opponent to lower his defenses
Prerequisite: Fighter 5th level, Combat Reflexes
Benefit: As an immediate action, you force a hole into your opponent’s defenses allowing you an attack of opportunity. This attack of opportunity counts against the normal allotment of attacks of opportunity you gain in a round.
Usage: 1

Moving Strike
You can make multiple attacks on the move.
Prerequisite: Figther 6th level, Con 13+
Benefit: As an immediate action, when you make a full attack, you can move ½ your movement rate before or after the attack. At 11th level, you can move your full movement rate before or after the attack. At 15th level, you can move twice your full movement rate before or after the attack. This is treated as a haste effect.
Usage: 1; 2 at 15th level

Offensive Advice
You guide an ally’s attack with your encouraging words.
Prerequisite: Fighter 5th level, Cha 15+
Benefit: As a swift action, you can grant one ally within 30 ft. who can hear you a +1 class bonus to hit. This effect lasts for one round. For every 5 levels past 5th, you grant an addtitional +1 magic bonus to hit. Thus, +1 at 5th–9th level, +2 at 10th–14th level, +3 at 15th–19th level and +4 at 20th+ level.
Usage: 1
Special: A chosen one or knight who takes this ability uses their full chosen one or knight level to determine the class bonus granted by this feat.

Offensive Stance
You assume a posture that offers a better chance to hit.
Prerequisite: Fighter 5th level, Str 11+
Benefit: As a swift action, you gain a +1 bonus to hit with all your attacks. You also gain an extra attack with your primary weapon, although at a –5 penalty to hit. However, your stance gives you a –2 penalty to AC. You can maintain this stance for 3 + ½ fighter levels in rounds.
Usage: 1

Onslaught Against Magic
You releNtlessly harass spellcasters
Prerequisite: Fighter 1st level, Spellcraft 1+ ranks
Benefit: As an immediate action, you can prevent a spellcaster you threaten from casting defensively. If the spellcaster attempts to take a 5 foot step out of a space you threaten to cast a spell, you gain an attack of opportunity against the spellcaster.
Usage: 1
Normal: A spellcaster can take a 5 foot step without provoking an attack of opportunity.

Parry
You can thwart an opponent’s attack
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As an immediate action, you can cause an single opponent of your choice to suffer a penalty to hit you equal to your fighter level. You must use this ability before the attack roll is made.
You cannot use this ability when flat–footed.
Useage: 1

Penetration
You are good at finding holes in your opponent’s armor
Prerequisites: Fighter 5th level, Wis 11+
Benefit: As a swift action, you may endow all of your attacks for the round to ignore a single opponent’s Armor Bonus up to equal to twice your Wisdom modifier (minimum +1). You cannot treat the victim’s Armor Bonus as less than 0 by means of this feat.
Usage: 2

Piercing Strike
Your attacks with piercing weapons bores deep into opponents
Prerequisite: Fighter 10th level, Weapon Focus with a piercing weapon
Benefit: You gain a +1 bonus to hit and a +2 bonus to damage with all piercing weapons; the use of this ability does not cost a use from your adrenaline surge.
Also, if you score a critical threat with a piercing weapon, the victim must make a Fort save (DC 10 + ½ fighter level + Str mod) or the victim is impaled by the weapon. A victim who remains impaled suffers 1 point of damage per round of strenuous activity, and suffers damage equal to the base weapon damage if the impaled weapon is removed (as a move–equivilant action). If you are still holding a weapon you have impaled a foe with, you may wrench the weapon free as a move–equivilant action, causing damage to the opponent as noted above. Creatures immune to critical hits are unharmed by being impaled (though it still takes a move–equivialant action to remove the offending weapon).
Usage: 1

Precision Strike
You swiftly target your foe’s weak areas.
Prerequisite: Fighter 6+ level
Benefit: As a swift action, until the start of the next round, you can make Called Shots as standard attacks instead of as a full-round action.
Usage: 1 at 6th-10th level, 2 at 11th-15th level, 3 at 16th+ level
Special: A Ranger can use this feat against his favored enemy as if his Fighter level were equal to his Ranger level.

Polearm Mastery
Your skill with a polearm is unmatched
Prerequisite: Weapon Focus (any polearm), Fighter 4+ level
Benefit: When using a polearm you are proficient with, you can “choke up” on a weapon to strike at close range, although you suffer a –2 penalty to hit those within 5 feet.
Weapons: Guisarme, longspear, pike, and ranseur.
Usage:

Projectile Mastery
Your skill with ranged projectiles is unmatched.
Prerequisite: Weapon Focus (any projectile), Fighter 4+ level
Benefit: When using a projectile ranged weapon in which you are proficient, your opponent loses any Dexterity bonuses to AC.
Weapons: composite longbow, composite short bow, foot bow, greatcrossbow, hand crossbow, heavy crossbow, light crossbow, longbow, repeating crossbow, short bow, and sling.
Usage:

Reign of Destruction
You hammer your opponent with a series of blows
Prerequisite: Fighter 6th level, Str 13+, Dex 13+
Benefit: As a swift action all of your melee attacks for your turn with your primary hand use your highest Base Attack Bonus.
Usage: 1 at 6th–10th level, 2 at 11th – 15th level, 3 at 16th+ level

Replenish
You can shrug off damage you have taken
Prerequisite: Fighter 1st level
Benefit: As a full-attack action, you regain a number of hit points equal to your Fighter level X Constitution modifier (minimum 1/level).
Usage: 1 at 1st–5th level, 2 at 6th–10th level, 3 at 11th – 15th level and 4 at 16th+ level. At 6th+ level, you may choose to replenish at a lower level if you desire to spend less uses of your adrenaline surge.

Sever Limb
You can sever an opponent’s limb with a single blow.
Prerequisite: Power Attack, Cleave, Great Cleave, Fighter 10+, Strength 15+
Benefits: As part of a full attack action when using a slashing weapon, you may nominate an attack as a sever limb attack. If you score a hit, you deal maximum damage and the victim must make an immediate Fort save (DC 10 + ½ your Base attack bonus + Str mod) or lose a limb of your choice.
Loss of a leg reduces the victim’s movement by one fraction of the total number of legs (thus a biped would lose ½ it’s movement rate with the loss of a leg, whereas a six–legged beast would lose 1/6 it’s movement rate).
Loss of an arm reduces manual dexterity by 4 (in regard for skill checks, but not AC). This is a one–time loss, regardless of the number and of course prevents the use of the lost limb. A creature forced to use its offhand suffers a –2 penalty to attacks and skill rolls.
Loss of a tail reduces the creature’s balance (–4 penalty to balance checks) and prevents its from using any sort of tail attack.
Loss of a wing is similar to the loss of a leg, but a creature with less that 2 wings remaining cannot fly, and if currently airborne, plummets uncontrollably to the earth.
You cannot behead a creature with this ability.
A creature that has lost a limb continues to suffer damage from massive blood loss, taking 1d6 damage per round until the wound is bound or otherwise healed. Binding the wound takes a full–round action and a DC 20 heal check. Creatures immune to critical hits do not suffer this extra damage. If the victim is rendered unconscious, they continue to suffer damage until aided or dead.
Usage: 3

Saddlemaster
Your mounted combat skills improve every aspect of your combat abilities, as well as those of your mount.
Prerequisites: Mounted Combat, Animal Affinity, Power of the Steed, Dex 17+, Fighter 15th level
Benefit: While mounted, you have a pool of points equal to your level that you can use each round to add to your (or your mount’s) attack rolls, damage rolls, skill checks, or saving throws. You cannot add more than +5 to any single roll. This bonus lasts for 1 minute.
Usage: 3
Special: A chosen one or knight treats his Fighter level as equal to his Chosen one or Knight level for determining his ability to qualify for this feat.

Shared Shield
You use your shield to protect others.
Prerequisites: Fighter 1st level, Dex 13+
Benefit: You can share the shield bonus from a shield with one adjacent ally who does not have a shield. If you move more than 5 feet from your ally, the shield bonus is lost. The bonus lasts for 1 minute or until you or your ally are no longer adjacent.
Usage: 1

Shatter Defenses
You ignore an opponent’s ability to stop your blows
Prerequisite: Fighter 10th level, Penetration, Improved Critical
Benefit: As a free action, you may reduce an opponent’s armor bonus, natural armor bonus or Dexterity modifier to AC of a value equal to ½ your fighter level if you make a successful touch attack. You may only choose to ignore one of the three bonuses. This effect lasts until your next action.
Usage: 2

Shield Against Harm
You use your shield to avoid energy damage
Prerequisite: Fighter 5th level, proficiency with shield, small shield or larger
Benefit: As an immediate action, you can give up your shield bonus to AC to grant yourself 5 points of energy resistance against an energy–based attack (acid, electricity, fire, ice or sonic). At 10th level, the energy resistance increases to 10, and at 15th level, the energy resistance increases to 15, and at 20th level, the energy resistance increases to 20. A large shield grants an extra 5 points of energy resistance, and a tower shield grants an extra 10 points of energy resistance.
Usage: 1 at 5th–14th level, 2 at 15th+ level

Shield Mastery
You are unmatched in your skill with a shield.
Prerequisite: Shield Specialization, Fighter 6+ level
Benefit: Once per round, you may make a block roll on 1d20 + Dex mod + Shield bonus + Base attack bonus. The DC is the to hit roll of the opponent. If you succeed, your shield harmlessly absorbs all the damage from a blow.
You may not attempt more than one block per attack made against you and it counts as taking an attack of opportunity.
Special: If you have Combat Reflexes, you may perform a number of blocks up to your maximum number of attacks of opportunity, but only once from a given opponent.

Shield Specialization
You are exceptionally skilled in the use of a shield.
Prerequisite: Shield Proficiency, Shield Focus, Fighter 4+ level.
Benefit: Choose a specific shield type (Buckler, Small, Medium, Large, Tower). You gain an additional +1 bonus to AC per 5 levels with the chosen shield type (Thus you gain +1 AC at 1st–4th level, +2 AC at 5th–9th level, +3 AC at 10th–14th level, +4 AC at 15th–19th level and +5 AC at 20th level).

Shrug Magic
You can shake off magical effects without suffering harm
Prerequisite: Fighter 10th level, Con 17+
Benefit: You gain a +4 bonus on saves against spells or spell–like abilities. If you make your save against a spell, you do not suffer any partial effects.
Usage: 1 to ignore a partial effect.

Signature Armor
You have a special suit of armor you favor
Prerequisite: Masterwork or better armor, Fighter 2+ Level
Benefit: You may spend gp or gold to improve your armor. The maximum you may improve the armor is dictated by character level and is shown on the table below. You must pay for each improvement along the way, thus to take masterwork armor with no bonus and make it into a +5 armor costs 12,500 gp, not 4,500 gp.

Table 7: Signature Armor Costs
Level / Bonus / XP /GP
1–2 / +1 / 20 / 500
3–4 / +2 / 60 / 1,500
5–6 / +3 / 100 / 2,500
7–8 / +4 / 140 / 3,500
9–10 / +5 / 180 / 4,500
11–12 / +6* / 220 / 5,500
13–14 / +7* / 260 /6,500
15–16 / +8* / 300 / 7,500
17–18 / +9* / 340 /8,500
19–20 / +10* / 380 /9,500
* Armor cannot actually have this bonus, but is used to calculate additional abilities (ghost touch, damage reduction, etc.).

Once your armor has been improved, you may not degrade it. Thus, as a 5th level character if you chose, for example to add Spell Resistance to your +1 armor (increasing it’s effective bonus to +3, your current maximum), you may not later remove the ability.
Usage:
Special: A knight gains this feat as part of his class at 3rd level, and treats his fighter level as being equal to his knight level for purposes of dtermining its use.

Signature Weapon
You have a weapon you are well–known by.
Prerequisite: Masterwork or better weapon, Fighter 2+ level
Benefit: You may spend gold or gp to improve your weapon. The maximum you may improve your weapon is dictated by character level and is shown on the table below. Note that you must pay for every improvement along the way; thus to take an item from no bonus to a +5 weapon requires 25,000 gp or 1,040 gp – not 9,000 gp or 360 gp.

Table 8: Signature Weapon Costs
Level / Bonus / xp / GP
1–2 / +1 / 40 / 1,000
3–4 / +2 / 120 / 3,000
5–6 / +3 / 240 / 6,000
7–8 / +4 / 280 / 7,000
9–10 / +5 / 360 / 9,000
11–12 / +6* / 440 / 11,000
13–14 / +7* / 520 / 13,000
15–16 / +8* / 600 / 15,000
17–18 / +9* / 680 / 17,000
19–20 / +10* / 760 / 19,000
* Weapon cannot actually have this bonus, but is used to calculate additional abilities (ghost touch, keen, etc.).

Once your weapon has been improved, you may not degrade it. Thus, as a 5th level character if you chose, for example to add Flaming Burst to your +1 weapon (increasing it’s effective bonus to +3, your current maximum), you may not later remove the ability.
Usage:
Special: A knight gains this feat as part of his class at 3rd level, and treats his fighter level as being equal to his knight level for purposes of dtermining its use.

Skillmonger
You trade in some combat ability for skill use.
Prerequisite: Fighter 1st level, Int 11+
Benefit: When you take this feat, choose any two skills (For skills with subsets, such as Knowledge, you must specifiy which subskill this feat works for). You gain these skills as class skills for your Fighter class, and gain 2 additional skill points every other level.
Usage:

Skirmisher
You dodge and weave through opponents during a fight.
Prerequisites: Dash, Mobility, Spring Attack, Dex 17+, Fighter 15th level
Benefit: As a swift action, you increase your base movement by +10 feet and you gain an extra move action each round. You also do not provoke attacks of opportunity from moving. This ability lasts for 1 minute per use.
Usage: 3
Special: A ranger who takes the two–weapon style tree treats his Fighter level as equal to his Ranger level for determining his ability to qualify for the feat.

Slashing Fury
Your strikes with edged weapons cut deeply into foes
Prerequisite: Fighter 10th level, Weapon Focus with a slashing weapon
Benefit: You gain a +1 bonus to hit and +2 bonus to damage with all slashing weapons. Also, if you score a critical threat with a slashing weapon, the victim must make a Fort save (DC 10 + ½ fighter level + Str mod) or lose an additional +2d6 hit points to bleeding wounds. Creatures immune to critical attacks or that do not have a circulatory system are immune to the extra damage.
Usage: 1

Slay
You kill a foe with a single blow
Prerequisite: Fighter 15th level, Str 17+
Benefit: As a swift action, you empower your next attack to kill a foe if it hits. The victim must make a Fort save (DC 17 + Str mod) or take an additional +30d8 damage. Even if the victim makes the save, they still suffer normal damage from your attack.
Usage: 3

Sliding Strike
You move forward to cut your opponent to ribbons.
Prerequisite: Fighter 6th level
Benefit: You can move half your normal movement rate and still make a full melee attack. At 11th level, you can choose to move your normal movement rate and still make a full melee attack. At 16th level, you can choose to move double your normal movement rate and still make a full melee attack.
Usage: 1 to move at ½ rate. 2 to move at normal rate. 3 to move at double rate.
Special: Barbarians and Rangers who have taken the two-weapon combat style counts their full class levels for determining access to this feat.

Slip Aside
You nimbly avoid blows for a short time
Prerequisite: Fighter 1st level, Dodge, Dex 11+
Benefit: As an immediate action, you can add your Fighter level to your AC as a feat bonus until your next action.
Usage: 1

Smite
You strike a foe with deadly blows
Prerequisite: Fighter 5th level, Str 11+, Deadly aggression
Benefit: As a swift action you gain a +4 insight bonus to hit and an insight bonus to damage equal to twice your fighter level on your next attack.
Usage: 1
Chosen Ones who take this fighter feat treat their Fighter level equal to their Chosen One level for purposes of determine the damage bonus and qualification for this feat.

Spear Mastery
Your skill with a spear is unmatched.
Prerequisite: Weapon Focus (Spear), Fighter 4+ level
Benefit: When you use a spear in which you are proficient, any foe who attempts to make an attack while in your threatened area immediately provokes an attack of opportunity from you. Regardless of the number of attacks the opponent makes, you may only make one attack of opportunity.
Weapons: Javelin, longspear, shortspear, spear, swordspear, and urgosh.
Usage:

Staff Mastery
Your skill with a staff is unmatched.
Prerequisite: Weapon Focus (Staff), Fighter 4+ level
Benefit: When you use a staff in which you are proficient, you gain a +1 shield bonus to AC and can fight with it as a double weapon as if you had the Two–weapon fighting feat.
Weapons: quarterstaff and warstaff.

Stalwart Defense
Your reliance on armor makes you nearly invincible.
Prerequisites: Defensive Stance, Armor Focus, Armor Mastery, Con 17+, Fighter 15th level
Benefit: As a swift action, you gain heavy fortification (75% to ignore critical hits), gain a +4 competance bonus to AC, DR 3/– and cannot be dazzled, dazed, stunned, sickened, nauseated, fatigued or exausted. This effect lasts for 1 minute.
Usage: 3

Strategic Master
You own the battlefield.
Prerequisite: Combat Expertise, Parry, Int 17+, Fighter 15th level
Benefit: As an immediate action, you can deny any one opponent you threaten the use of any feats for 1 round. Any activated feat effects the target has are likewise supressed for 1 round. The feat suppression endures even if the opponent later moves away from your threatened squares. Also, any spellcaster you threaten cannot cast defensively.
Usage: 3

Strike True
You can strike a target without fail
Prerequisite: Fighter 5th level
Benefit: As a swift action, you can ignore any concealment and/or cover bonus the target may have until your next action.
Usage: 1

Stunning Blow
You can stun a foe with a blow from your weapon
Prerequisites: Fighter 5th level, Wis 13+
Benefit: As a swift action, you can endow your next attack to stun an opponent on a successful hit. The victim gains a Fort save (DC 10 + ½ Fighter level + Str modifier) to avoid being stunned until your next action. A stunned character can’t act and is considered flat–footed against any attack made against him. Attackers likewise gain a +2 bonus on attack rolls against the stunned opponent.
Usage: 2

Surge
You can temporarily ignore a heavy load.
Prerequisities: Fighter 1st level, Endurance
Benefit: As a swift action, you can ignore the movement penalties for wearing medium or heavy armor, or carrying a medium or heavy load. This ability lasts for a number of rounds equal to twice your Constitution modifier (min. 1 round). After this time, you are considered fatigued and must rest for 1 minute to recuperate. At 10th level, you are not fatigued at the end of your surge, but you cannot reuse the ability for 1 minute.
Usage:

Swift and Deadly Strike
You can combine your Dexterity and Strength to harm an opponent
Prerequisites: Fighter 1st level, Str 13+, Dex 13+
Benefit: As a swift action you can endow all your attacks for the round to use both your Strength and Dexterity modifier to hit and to damage rolls, instead of only your Strengh (or Dexterity to hit if using Weapon Finesse). The Dexterity bonus to damage follows the same rules as Strength (1 ½ Dex modifier with two–handed weapons, ½ Dex modifier on off–hand weapons).
Usage: 1

Tactical Movement
You use your combat skill to avoid attacks as you move.
Prerequisites: Fighter 5th level
Benefit: As a swift action, opponents take a minus to hit you equal to twice your level when making attacks of opportunity against you due to movement. You can only move at half normal rate when using tactical movement. At 10th level, you can move at your normal movement rate when performing a tactical movement.
Usage: 1



Thrown Mastery
Your ability with thrown weapons is unmatched.
Prerequisite: Weapon Focus (thrown weapon), Fighter 4+ level
Benefit: When using a thrown weapon you are proficient with, you can draw the weapon for throwing as a free action, as if it were ammunition. Unlike normal ammunition, your thrown weapon is not destroyed or rendered useless and can be retrieved. Also, when using light thrown weapons, you can take a –2 penalty to all your attacks to double the number of attacks you make with thrown weapons. However, when dealing sneak attack damage, you only deal sneak attack or precision–based damage with one of the two thrown weapons.
Usage:

Timely Avoidance
You quickly move out of the way of danger
Prerequisite: Fighter 1st level, Lightning Reflexes
Benefit: As an immediate action, you gain a bonus to your next Reflex save equal to ½ your Fighter level. The bonus must be used before your next action or it is lost.
Usage: 1

Uncanny Dodge
You can react to danger before your senses would normally allow you to.
Prerequisite: Fighter 5th level, Dex 15+
Benefit: You retain your Dexterity bonus to AC even when flat–footed or struck by an invisible attacker.
Usage:
Special: If you already have the Uncanny Dodge ability through another class or feat (such as Defensive Stance), you gain the benefits of Improved Uncanny Dodge (see the rogue class for description).

Unerring Shot
Your ranged attack doesn’t miss
Prerequisites: Point Blank Shot, Fighter 1+ level
Benefit: When using a ranged weapon you ignore up to a 5% miss chance per level or 1 point of cover.
Usage: 1 for up to 20% cover or 4 points of cover, 2 for 25%–50% miss chance or 10 points of cover.

Weapon Focus, Improved
You are greatly skilled with one particular weapon
Prerequisites: Weapon Focus with selected weapon, Fighter 6+ level
Benefit: Choose a weapon with which you have weapon focus. You may use any special ability of the weapon (Trippable, Disarming, etc.) without provoking an attack of opportunity or allowing the opponent to counter your move. This effect only works with the weapon you have Weapon Focus with.
Special: Fighter’s Improved Weapon Focus counts as Weapon Focus for any feat or ability that would require Weapon Focus.
Usage:

Weapon Focus, Greater
Your skill with a given weapon is impressive.
Prerequisites: Weapon Focus with selected weapon, fighter 8+ level
Benefit: You may add one of the following qualities to a weapon that you Weapon Focus with: Defensive, Disarming, Entangling, Light, Ranged or Trippable. The weapon only has this quality while you are wielding it.
If you select Ranged, the weapon’s range increment is considered 10 feet.
You cannot select Light with a two–handed weapon.
Special: Greater weapon focus counts as Weapon Focus for any feat or ability that would require Weapon Focus.
Usage:

Weapon Focus, Perfect
Your skill with a weapon is unrivalled
Prerequisites: Weapon Focus and Improved Weapon Focus with selected weapon, fighter 12+ level
Benefit: When making a full attack with the weapon you have Weapon Focus with, as a swift action you may make an extra attack with the weapon at your highest BAB. All of your attacks for the round suffer a –2 penalty. You cannot use this feat with an off–hand weapon.
This effect lasts for one minute per use
Special: Fighter’s Perfect Weapon Focus counts as Weapon Focus for any feat or ability that would require Weapon Focus.
Usage: 1

Weapon Specialization
You deal more damage with a weapon you are intimately familiar with.
Prerequisites: Proficiency with selected weapon, (Fighter’s) Weapon Focus with selected weapon, fighter level 4th.
Benefit: Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. You gain a +2 bonus on all damage rolls, plus +1 per 4 additional fighter levels you have when using the selected weapon. (Thus you gain +2 at 4th–7th, +3 at 8th–11th, +4 at 12th–15th, +5 at 16th–19th, +6 at 20th+)
Special: 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 weapon.
Usage:

Weapon Specialization, Greater
Few match your skill with a given weapon.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.
Benefit: When rolling for damage, you may choose to reroll your damage dice. You must take the second result, regardless whether it is better or worse.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take Improved Weapon Specialization, it apples to a new weapon.
Usage:

Weapon Specialization, Improved
You have learned to land deadlier blows more often.
Prerequisites: Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 6th.
Benefit: When you threaten or confirm a critical, as a free action, you gain a +1d6 bonus to damage with the weapon you have chosen. You gain an additional +1d6 damage with the weapon for every 5 levels of fighter past 5th level. (Thus you gain +1d6 at 6th–9th, +2d6 at 10th–14th, +3d6 at 15th–19th level and +4d6 at 20th level). If you fail to confirm the critical, you deal only +1d6 damage. This damage stacks with the damage from weapon specialization.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take Improved Weapon Specialization, it apples to a new weapon.
Usage: 1

Weapon Specialization, Perfect
You are deadly with your chosen weapon
Prerequisite: (Fighter’s) Weapon Specialization with chosen weapon, Fighter 15+
Benefit: Choose one type of weapon for which you have already selected the Weapon Specialization feat. When you score a hit with your chosen weapon, you treat any roll for damage that rolls below average as an average result. By spending a use of your adrenaline pool as a swift action, you may choose to make any damage result with the weapon’s damage dice deal maximum damage. You cannot maximixe any extra weapon the damage does, such as the extra damage with improved Weapon Specialization, Weapon burst magical abilities, sneak attack damage or the like.
Special: You may take this feat multiple times. Each time you take it, it applies to a different weapon.
Usage: 1 to deal maximum damage

Whirling Dervish
You are a whirlwind of attacks
Prerequisites: Mobility, Whirlwind Attack, Dex 17+, Fighter 15th level
Benefit: As a full–attack action, you make a single attack roll and apply the result to all opponents within ½ your base movement rate. You are assumed to move to each opponent, so you must be able to reach the opponent to harm them, though you do not provoke attacks of opportunity for the “movement”. You deal your normal damage +2d6 points to each opponent whose AC you beat. After concluding the attack, you may move to any unoccupied square within reach by ½ your base movement rate. When you use Whirling Dervish, you also forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat, two-weapon fighting, flurry of blows, natural attack routines, rake ability or the haste spell).
Usage: 3

Whip Mastery
Your skill with whips and chains is unmatched
Prerequisites: Weapon Focus (whip), Fighter 4+ level
Benefit: When using a whip or chain weapon, you may make grapple attacks with the weapon without provoking an attack of opportunity. If you make a successful grapple attempt, you opponent is considered grappled, but you are not.
Weapons: chain, multi–chain, multi–tailed whip, spiked chain, and whip.
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I'm strongly surprised that anyone would consider this system to "fiddly". It is no more complicated than at-will/encounter/daily power system and definitely less complicated than any map-and-miniature combat system. If played with material tokens instead of numbers on paper it may be very fast and intuitive.
The only condition is that the number of mechanically different maneuvers available should not exceed 8-10. It lets players decide what they want to do quickly, while still rewarding good tactics.

It also seems a good idea to implement character advancement as not only gaining new powers/maneuvers, but also as gaining new ways of regaining APs.
 

I'm strongly surprised that anyone would consider this system to "fiddly". It is no more complicated than at-will/encounter/daily power system and definitely less complicated than any map-and-miniature combat system.

The part I found to be too fiddly was the constant tallying of the gains/expenditures of the points. The shifting AP total on a round by round basis ( with multiple actions within the round altering the totals) was just a bit much for my taste. The standard 4E system doesn't have all that much tracking by comparison.
 

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