Fighter
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Description
You know, everybody fights in this game. But there's only one class that's a professional at it.
Fighters are not flashy or awesome. They never have been and that tradition continues. But there is nobody better to have around when things get messy than a fighter. Fighters are flat out the most flexible combat class in the game. Any combat style you want to do? The Fighter can do it. Massive damage blender? Yup. Incredible archery tricks? Yup, that too. But the thing that Fighters are absolutely the very best at?
Being the first guys in, and controlling how the fight works out. Fighters have incredibly potent abilities to keep themselves alive, debuff the monsters, focus attention away from the squishies, heck, they can even buff their allies in a fight, no matter how ugly it gets.
Fighters are everything they used to be, and so much more. If you like that sort of brutal, in-your-face sort of style, give a Fighter a try! They're more awesome than ever.
Alignment: Any.
Hit Die: d10.
Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.
Class Skills: The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.
Table: Fighter
Level | BAB | Fort | Refl | Will | Combat Edge | Special |
---|---|---|---|---|---|---|
1st | +1 | 2 | 0 | 0 | +1 | Fighter's Challenge, Martial Prowess, Combat Tactics |
2nd | +2 | 3 | 0 | 0 | +1 | Bonus Feat |
3rd | +3 | 3 | 1 | 1 | +1 | Combat Tactics |
4th | +4 | 4 | 1 | 1 | +2 | Bonus Feat |
5th | +5 | 4 | 1 | 1 | +2 | Combat Tactics |
6th | +6/+1 | 5 | 2 | 2 | +2 | Bonus Feat |
7th | +7/+2 | 5 | 2 | 2 | +3 | Combat Tactics |
8th | +8/+3 | 6 | 2 | 2 | +3 | Bonus Feat |
9th | +9/+4 | 6 | 3 | 3 | +3 | Combat Tactics |
10th | +10/+5 | 7 | 3 | 3 | +4 | Bonus Feat |
11th | +11/+6/+1 | 7 | 3 | 3 | +4 | Advanced Combat Tactics |
12th | +12/+7/+2 | 8 | 4 | 4 | +4 | Bonus Feat |
13th | +13/+8/+3 | 8 | 4 | 4 | +5 | Advanced Combat Tactics |
14th | +14/+9/+4 | 9 | 4 | 4 | +5 | Bonus Feat |
15th | +15/+10/+5 | 9 | 5 | 5 | +5 | Advanced Combat Tactics |
16th | +16/+11/+6/+1 | 10 | 5 | 5 | +6 | Bonus Feat |
17th | +17/+12/+7/+2 | 10 | 5 | 5 | +6 | Advanced Combat Tactics |
18th | +18/+13/+8/+3 | 11 | 6 | 6 | +6 | Bonus Feat |
19th | +19/+14/+9/+4 | 11 | 6 | 6 | +7 | Advanced Combat Tactics |
20th | +20/+15/+10/+5 | 12 | 6 | 6 | +7 | Weapon Mastery, Bonus Feat |
Class Abilities
- Combat Edge (Ex)
A fighter adds this Combat Edge bonus to many different things (described below).
- Fighter's Challenge (Ex)
Beginning at 1st level, any time the Fighter rolls an attack (including combat maneuvers) against any opponent within 30 feet (hit or miss), the opponent is Challenged by the fighter. While challenged, 5-foot steps, full withdrawals, or attacks (including the use of supernatural abilities) which do not include the fighter as a target trigger a free attack from the challenging fighter (even with successful concentration checks). Furthermore, if the challenged opponent makes a ranged, thrown, or melee attack without including the fighter in the attack, their attack is at a penalty to hit equal to the fighter's Combat Edge bonus. Attacks which target the fighter or include the fighter in their effect suffer no penalty. The number of targets affected by a Fighter's Challenge each round is only limited by the fighter's ability to make attack rolls against multiple targets. Note that Fighter's Challenge does apply to attacks of opportunity, and any attacks which may hit more than one target(such as Whirlwind Attack) will apply a Challenge to every target attacked. The effects of a Challenge end at the start of the fighter's next turn. Challenges never stack, in all cases the last-applied Challenge is the one that holds sway.
- Martial Prowess (Ex)
Beginning at 1st level, the fighter adds the Combat Edge bonus to his to-hit rolls, damage rolls, CMD, and his armor's and shield's Max Dex Bonus. He subtracts the Combat Edge bonus from his armor's and shield's Armor Check Penalty.
- Combat Tactics (Su)
Beginning at 1st Level the fighter learns a Combat Tactic, and gains an additional Tactic at each odd fighter level thereafter. Beginning at 11th level, the fighter may choose from the Advanced Combat Tactics. Unless specifically noted, no Tactic may be taken more than once.
- Bonus Feats
At 2nd level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. This is in addition to any retraining benefits the Fighter may have.
- Weapon Mastery (Ex)
At 20th level, a fighter automatically confirms all critical threats and has his critical damage multiplier increased by 1 (×2 becomes ×3, for example) for whichever weapon he is using at the time. In addition, the fighter cannot be disarmed. Ever.
New Fighter Feats
- Oversized Two-Weapon Fighting
A familiarity with the weapon allows you to use it equally well in both hands.
Prerequisites: Fighter 9, Str 17, Two-Weapon Fighting, Weapon Focus, Weapon Specialization
Benefit: If you have Two-Weapon Fighting, you can use any one-handed weapon with which you have both Weapon Focus and Weapon Specialization in your off-hand as though it were a light weapon.
- Shielded Approach (Combat)
You have learned how to cover your approach with a shield.
Prerequisites: Shield Focus, Fighter 4
Benefit: When using a heavy or tower shield, select one target. While using a move action to move towards the selected target, and still using the shield, any attacks made by your target are resolved as though you have improved cover against the target. This feat has no effect on attacks from opponents other than the one target specified. This cover cannot be used to make Stealth checks. Special: “Movement towards” is considered to be any movement that ends closer to the target than it began, even if part of the move is away or parallel.
- Greater Shielded Approach (Combat)
Advancing on enemy lines is much safer with a stout shield in hand.
Prerequisites: Fighter 8, Greater Shield Focus, Shielded Approach
Benefit: You no longer need to specify a target for the Shielded Approach feat. It applies to all opponents that are closer at the end of the movement than they were at the beginning.
Combat Tactics
- Armor Mastery
- The fighter takes no movement penalties from wearing medium or heavy armor. She may don any suit of armor in one minute, or hastily don any suit of armor as a full round action. In addition, she never suffers to-hit penalties from wearing any armor or shield.
- Choke Up
- As an immediate action, a fighter can shorten her grip on her reach weapon and use it against adjacent targets, as long as they are subject to her fighters challenge. To return her grip to normal she must spend another immediate action.
- Constant Training
- The fighter may select a bonus fighter feat that she qualifies for. This combat tactic may be selected more than once.
- Create Opening
- Once per round as part of his Fighter's Challenge, the fighter may also provide a circumstance bonus equal to half his Combat Edge modifier (rounded down) to the attack rolls of a single ally they can see. Those attacks must be made against a target that the fighter has Challenged. The ally benefiting from this circumstance bonus must be designated when the fighter issues the challenge. Note that this ability has no effect until fighter level 4.
- Disciplined Charge
- The fighter may take any path he likes during a charge, provided that no square of movement moves him further from the target of his charge.
- Expert Defense
- While wearing a shield, the fighter may reduce a full attack action to a single attack at his full BAB, and in exchange, he adds his Combat Edge bonus to his AC until the start of his next turn. This untyped bonus AC applies to all AC numbers including touch AC and may be combined with fighting defensively.
- Healers Friend
- The fighter may add his level to the hit points healed by any instantaneous heal effect. This includes healing spells, healing potions, goodberries, a paladin's lay on hands, a cleric's channel energy, etc. In addition, the fighter adds their level to the temporary hit points granted by any instantaneous effect. This includes aid spells, false life potions, the virtue orison, a warlords inspiration, a bard's inspire greatness, the Limitless Reserves Epic fighter tactic, etc. Fast Healing, Regeneration or other ongoing healing effects do not trigger the effects of this tactic.
- Myopic
- A fighter with this tactic that is subjected to an effect which would inflict the Confused, Dazed, Fascinated or Stunned conditions reduces such conditions to the moderate status condition of the status array.
- Dazed becomes Disoriented
- Fascinated becomes Blind
- Nauseated becomes Afflicted
- Stunned becomes Rattled
- The fighter must still make additional saves just as if she were afflicted with the stronger status conditions, and the moderate status condition lasts until all of the effect's conditions would normally be reduced to the weak status condition or cleared.
- Punishing Stab
- A fighter with this tactic who successfully hits an opponent with the free attack triggered by a Warrior's Challenge inflicts a bleed condition on the struck foe equal to his combat edge modifier, in addition to the damage dealt.
- Resolve
- A fighter with this tactic that is subjected to an effect which would inflict the Cowering, Frightened or Panicked conditions reduces such conditions to the moderate status condition of the status array.
- The fighter must still make additional saves just as if she were afflicted with the stronger status conditions, and the moderate status condition lasts until all of the effect's conditions would normally be reduced to the weak status condition or cleared.
- Tough Hide
- While wearing heavy armor, the fighter gains DR/- equal to his Combat Edge bonus. If the heavy armor gains DR/- from a material property such as Adamantine, this DR/- stacks.
- Unshakeable
- If affected by a mind-affecting spell or ability, the fighter may choose to delay the effects until the end of his next turn. If, during this time, the fighter is hit by another mind-affecting spell or ability he must choose which one affects him immediately and which one is delayed. This ability cannot be used to delay an effect more than once (i.e. you can't perma-delay something by re-delaying it every round; it always takes effect at the end of your next turn).
- Vicious Maneuvers
- The fighter adds his Combat Edge bonus to his CMB.
- Vigilance
- The fighter adds his Combat Edge bonus to Perception and Initiative. If the fighter is surprised during a surprise round, he may still take a move action. If he is not surprised on a surprise round, he may take a move action in addition to the standard action he would normally get.
Advanced Combat Tactics
- Battlefield Master
- Once per round, the fighter may use an immediate action to issue a Fighter's Challenge to any one target he can perceive.
- Bulwark Shield
- While adjacent to an ally and wearing a shield, the fighter may grant the adjacent ally a circumstance bonus to AC equal to the fighter's combat edge bonus.
- Exploit Weakness
- The fighter ignores an amount of the target's DR equal to his Combat Edge bonus. If the fighter critically hits a target, he ignores all DR.
- Hardened Resolve
- Requires: Resolve
- A fighter with Hardened Resolve who is subject to an effect which would inflict the Cowering, Frightened or Panicked condition instead takes the Shaken condition. Furthermore, if she is subject any effect, attack or ability which uses the Cowering, Frightened or Panicked arrays, any moderate status condition affecting her is reduced to the Shaken condition as well. Of course, if the fighter succeeds on her saves, she may avoid suffering from any conditions at all, but this Advanced Combat Tactic makes the fighter nearly immune to fear-type status conditions. The fighter still makes additional saves just as if she were afflicted with the stronger status conditions, and the Shaken condition lasts until all of the effect's conditions would normally be cleared.
- Immovable
- If the fighter is subject to any forced movement, he can reduce the amount of forced move by a number of squares equal to half his combat edge bonus (round down). This also reduces the distance of a successful bull rush or reposition attempt against the fighter.
- Juggernaut
- A fighter with this tactic can use the "Move 5 feet through difficult terrain" action as a move action instead of a full-round action. Additionally, he can add his CON modifier to bull rush attempts and reposition attempts (but not to resist them).
- Quickthewed
- The fighters carrying capacity doubles, and he gains a permanent +2 Str, +2 Dex and +2 Con.
- Resilience
- The fighter gains Fast Healing equal to his Combat Edge bonus. This ability ceases if the fighter is knocked unconscious.
- Shelter Ally
- While adjacent to an ally and wearing a shield, if the fighter is targeted by an area-of-effect attack that grants a Reflex save, he and the adjacent ally may choose the best result of both of their saving throws when resolving the attack.
- Singular Focus
- Requires: Myopic
- A fighter with Singular Focus who is subject to an effect which would inflict the Dazed, Fascinated, Nauseated or Stunned condition instead takes the weak status condition for those status arrays. Furthermore, if she is subject any effect, attack or ability which uses the Dazed, Fascinated, Nauseated or Stunned arrays, any moderate status condition affecting her is reduced to the weak status condition as well.
- The fighter still makes additional saves just as if she were afflicted with the stronger status conditions, and the weak status condition lasts until all of the effect's conditions would normally be cleared.
- Stand Up
- When knocked prone, the fighter may use a swift action to stand up. This action provokes as normal.
- Tar Pit
- Enemies adjacent to a fighter must use 10 feet of movement to move 5 feet away from the fighter. This also prevents enemies from using a 5-foot step to move away. This ability does not work on enemies with non-traditional movement types, like climb, burrow or fly.
- Unstoppable
- When this tactic is selected, the fighter chooses either Fort, Will or Reflex and adds his Combat Edge bonus to that save. This tactic may only be selected once, and once selected, the improved save may not be changed.
Fighter Example Build
For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!
Human, base stats: Str 18, Dex 14, Con 16, int 10, Wis 14, Chr 8.
Example Feats
1st Level: Exotic Weapon Proficiency: War Axe, Weapon Focus: War Axe, Combat Reflexes. Let's get you a nice, solid one-hander that helps your defense a little bit. Let's make you pretty darn good with it. And lets start you off with THREE Attacks of Opportunity every round. Becuz' dats how a fighter ROLLS, son.
2nd Level: Power Attack. Use that Full BAB, high str, and Combat Edge to clobber folks.
3rd Level: Shield Focus. Of course you're using a shield. Sword and board forever!
4th Level: Weapon Specialization, War Axe. Yup, hitting even harder.
5th Level: Dodge. Even MORE armor class. MADNESS.
6th Level: Mobility. +4 AC versus attacks of opportunity? Yup.
7th Level: Combat Patrol. OMG, this feat is more awesome than words.
8th Level: Greater Weapon Focus. Even more pluses to hit. Do you ever do anything EXCEPT Power Attack?
9th Level: Stand Still. The first of the truly 'tanky' feats. Nobody is getting past you, nope.
10th Level: Missile Shield. Rogue shoots a poison arrow at ya? Swat it away like it's nuttin'.
11th Level: Pin Down. The second 'truly tanky' feat. If they try to get away from you, roll to hit and stop them!
12th Level: Disruptive. Oooooooh, ahhhhhhh..... Casters HATE you.
13th Level: Dazing Assault. Here it is, the core of your tanky goodness. Bask in the glory.
14th Level: Spellbreaker. Casters REALLY HATE you.
15th Level: Improved Overrun. Don't let silly things like bad guys dictate where you go on the battlefield.
16th level: Charge Through. The Big Bad has a row of minions protecting him? What do you care!
17th Level: Ray Shield: You know that 'Maximized Energy Drain' spell the Big Bad just shot at you? Yeah, just swat it away.
18th Level: Cleave. FINALLY, some more offense!
19th Level: Greater Weapon Specialization. More damage, always good.
20th Level: Great Cleave. Because every great warrior needs great cleavage.
Example Tactics:
1st Level: Constant Training. This is used to take the Combat Reflexes feat listed above, to maintain the 'three feats at first level' trick.
3rd Level: Armor mastery. Yeah, that heavy armor doesn't slow you down at all.
5th Level: Vicious Maneuvers. Add your Combat Edge to CMB? Hell yes!
7th Level: Create Opening. The high-damage melee dudette on the party will adore you for this.
9th Level: Punishing Stab. If the bad guys are ignoring you, this little gem will certainly focus their attention.
11th Level: Tough Hide. Yeah, you're going to need this one, you take a LOT of abuse. A LOT.
13th Level: Resilience. Same as Tough Hide. You have to stay on your feet, you know.
15th Level: Myopic: Some say you're too dumb to notice how bad this stuff should hurt. Whatever.
17th level: Resolve: Screw this scary crap.
19th Level: Expert Defense. Ohhh, yeah, the quintessential tankers maneuver.
Epic Fighter
Table: Epic Fighter
Level | BAB | Fort | Ref | Will | Combat Edge | Special |
---|---|---|---|---|---|---|
21st | +21/+16/+11/+6 | 12 | 6 | 6 | +7,+10 | Epic Combat Tactic, Exacting Strikes 1 |
22nd | +21/+16/+11/+6 | 13 | 7 | 7 | +8,+12 | Epic Bonus Feat |
23rd | +22/+17/+12/+7 | 13 | 7 | 7 | +8,+12 | Epic Combat Tactic |
24th | +22/+17/+12/+7 | 14 | 8 | 8 | +8,+12 | Epic Bonus Feat |
25th | +23/+18/+13/+8 | 14 | 8 | 8 | +9,+18 | Epic Combat Tactic, Exacting Strikes 2 |
26th | +23/+18/+13/+8 | 15 | 9 | 9 | +9,+18 | Epic Bonus Feat |
27th | +24/+19/+14/+9 | 15 | 9 | 9 | +9,+18 | Epic Combat Tactic |
28th | +24/+19/+14/+9 | 16 | 10 | 10 | +10,+20 | Epic Bonus Feat |
29th | +25/+20/+15/+10 | 16 | 10 | 10 | +10,+25 | Epic Combat Tactic, Exacting Strikes 3 |
30th | +25/+20/+15/+10 | 17 | 11 | 11 | +10,+25 | Epic Bonus Feat |
31st | +26/+21/+16/+11 | 17 | 11 | 11 | +11,+27 | Epic Combat Tactic |
32nd | +26/+21/+16/+11 | 18 | 12 | 12 | +11,+27 | Epic Bonus Feat |
33rd | +27/+22/+17/+12 | 18 | 12 | 12 | +11,+33 | Epic Combat Tactic, Exacting Strikes 4 |
34th | +27/+22/+17/+12 | 19 | 13 | 13 | +12,+36 | Epic Bonus Feat |
35th | +28/+23/+18/+13 | 20 | 14 | 14 | +12,+36 | Epic Combat Tactic |
36th | Apotheosis! |
Epic Class Abilities
- Exacting Strikes (Ex)
- At Epic levels, the fighters skill in combat grows to superhuman levels. The damage done by his Combat Edge ability in combat is increased as shown in the table: Epic Fighter, above. Exacting Strikes only increases the bonus to damage from Combat Edge, it has no effect upon any other aspect of Combat Edge.
- Exacting Strikes 1 raises the Combat Edge damage bonus times 1.5 (round down.)
- Exacting Strikes 2 raises the Combat Edge damage bonus times 2.0 (round down.)
- Exacting Strikes 3 raises the Combat Edge damage bonus times 2.5 (round down.)
- Exacting Strikes 4 raises the Combat Edge damage bonus times 3.0 (round down.)
Epic Combat Tactics (Su)
Fighters gain an Epic Combat Tactic beginning at 21st level and every second level thereafter. Fighters may choose a lower level Tactic of any sort with an Epic Tactic selection. Unless specifically noted, no Epic Combat Tactic may be taken more than once.
- Ant Lion
- Requires: Tar Pit
- Ant Lion functions as Tar Pit, except it works against burrowing, climbing, and flying enemies. Ant Lion can be stacked with Tar Pit.
- Black Hole
- Requires: Tar Pit, Ant Lion, Steely Resolve
- Black Hole improves Tar Pit and Ant Lion such that fifteen feet of movement is required to move five feet from the fighter. Even more impressively, if an enemy attempts to move away from the fighter using spells, spell-like abilities, or Extraordinary or Supernatural effects such as Dimension Door, teleport, translocation, improved teleport, shadow step, limited wish, wish, miracle, etc, the fighter may force them to overcome his spell resistance in order to escape.
- Bloody Mess
- Requires: Punishing Stab, Incidental Challenge
- If an enemy is challenged and has a bleed condition which was inflicted by Punishing Stab or Bloody Mess, the Fighter may force that enemy to take the bleed damage again every time she makes a successful attack against it. If any other enemy is adjacent to that enemy when they take forced bleed damage, they also gain the Bleed condition.
- Bristling Charge
- Requires: Disciplined Charge
- While performing a Disciplined Charge, the Fighter may make a free bonus attack, using his full BAB, against any enemies he passes adjacent to, one attack per enemy. Note that he may be subject to attacks of opportunity from those enemies, and if he has any powers, abilities, or effects which would normally negate a foe's ability to make attacks of opportunity, those powers, abilities, or effects do not function for the duration of his Bristling Charge.
- Colossus
- Requires: Gigantic Presence, Quickthewed, Olympian, Immovable, Tough Hide, Spirit of the Mountain
- While using Gigantic Presence, a Fighter may decide to actually grow larger, rather than just fake it. Growing requires a free action, and grants the fighter all of the benefits of the Righteous Might spell except as follows:
- The fighter gains no DR from this Tactic, instead, the fighter's DR from Tough Hide increases by 3. If the fighter has Improved Armor Mastery as well, that still stacks with Tough Hide.
- Colossus may be used once per encounter, does not stack with Gigantic Presence (it overwrites it), and may be sustained for a number of rounds equal to the Fighters Combat Edge modifier.
- Counterattack
- Requires: Vigilance, Vivisector, Steel Avalanche
- Once per round, when the fighter is attacked by a foe she has challenged, she may make an attack of opportunity against them.
- Destroyer
- Requires: Vivisector, Exploit Weakness, Bloody Mess, Punishing Stab, Incidental Challenge
- Each time the Fighter successfully strikes an enemy with Damage Resistance, she reduces that Damage Resistance by three points. This effect lasts until the end of the encounter unless healed. Damage Resistance can be reduced to exactly zero in this way, at which point no further reductions in DR accrue. Instead, the Fighters next successful attack inflicts Vulnerability upon the foe to all weapon and unarmed damage. This Vulnerability is added to the damage of all successful attackers using weapons or unarmed attacks. If the enemy receives any magical healing during the encounter all effects of Destroyer are removed, although the Fighter may immediately begin removing their resistance again. If an enemy has no damage resistance, Destroyer does not work against them.
- Dull-Eyed Brute
- Requires: Unshakable
- If affected by a mind-affecting spell or ability, the fighter may immediately choose to negate or end that effect, once per round.
- Extraordinary Durability
- Requires: Tough Hide
- The DR/- granted by Tough Hide becomes Epic DR if the fighter wishes it to be so. Switching from one type to another is an immediate action which the Fighter may declare after she has been struck. Note that this ability applies to the base DR from Tough Hide and additional DR added to Tough Hide from any source, such as Improved Armor Mastery or Colossus.
- Fixable
- Requires: Healer's Friend
- The fighter may add triple his level to the hit points healed by any instantaneous heal effect or gained by any instantaneous effect granting temp hit points. Fast Healing, Regeneration or other ongoing healing effects do not trigger the effects of this tactic.
- Gigantic Presence
- The Fighter may choose to dominate the battlefield as if they were one size category larger. This Tactic can be activated as a swift action and does not change their actual size or combat abilities in any way. It does give them a 'virtual size' to all enemies for purposes of combat movement and determination of flanks. On a combat board, a size medium fighter uses a standard one-space figure, but is considered to occupy their space and three others in a 2x2 square. In essence, a size medium Fighter creates three contiguous squares adjacent to themselves which enemies cannot move into without using a combat maneuver or other exceptional means. The Fighter can change where they are within their four-square virtual space once per round at any point as a swift action, often coupled with a five-foot step. They cannot move their virtual space on top of an enemy, although allies ignore it. If a fighter moves in such a way that his virtual space would be squeezed by an enemy, the Tactic ends immediately. A medium sized Fighter using Gigantic Presence could, for example, completely block a ten foot wide corridor by himself, and could even force all enemies to remain five feet away from his front facing. Size large fighters using Gigantic Presence have a virtual space of 3x3, a size huge fighter would have a virtual space of 4x4, etc.
- Harrier
- Requires: Vigilance
- The Fighter adds his Combat Edge modifier to his Perception checks twice for visual-based detection attempts, and invisibility grants no perception modifiers against him. He also takes no perception check penalties for the first "Combat Edge bonus times ten feet" of range for visual checks. He can issue a Fighters Challenge to a range of sixty feet when using ranged or thrown weapons. Lastly, he ignores the first two range increment penalties for ranged or thrown weapons.
- Improved Armor Mastery
- Requires: Armor mastery, Tough Hide
- The Fighter adds twice the DR/-, if any, granted by his adamantine armor to the DR/- granted by Tough Hide.
- Incidental Challenge
- Any time the Fighter Challenges an enemy, she may also Challenge a single additional enemy who is adjacent to that enemy. Note that Challenges never stack.
- Invincible Will
- Requires: Unshakeable, Dull-Eyed Brute
- Once per encounter, the Fighter may ignore and negate any deleterious effect, including but not limited to, negative level loss, ability damage, bleed, aging, and any normal status condition such as helpless, pinned, or prone, including dying or even dead. If the effect is an ongoing one, the Fighter may ignore it for a number of rounds equal to half their combat edge bonus, rounded down. Temporary hit points still apply normally even if the Fighter is at negative hitpoints. While under a dead status condition they may continue to act until they run out of rounds of effect of Invincible Will, or their damage reaches a negative total equal to their maximum hit point total, at which point they are considered destroyed. Note: Even though a Fighter may be aware and moving and talking and acting while dead, they still have the dead condition. Hit point healing will not remove the dead condition, and they will still require a raise dead, resurrection, or similar effect.
- Kommandeur
- Requires: Vigilance, Battlefield Master
- Once per encounter the Fighter may challenge a number of enemies equal to his Combat Edge bonus divided by two, rounded down. He may issue these challenges as an immediate action at any time, and must be able to see or otherwise perceive an enemy to challenge it. Each enemy challenged must be within thirty feet of him unless he has Harrier, in which case they must be within sixty feet.
- Limitless Reserves
- Requires: Expert Defense, Tough Hide
- While using Expert Defense, every time the Fighter Challenges an enemy, she gets temporary hitpoints equal to her Combat Edge bonus.
- Martial Polymath
- When this Epic Combat Tactic is taken, the Fighter may pick and use any three Combat Tactics, except for 'Constant Training'. Advanced Combat Tactics may not be selected with this Epic Combat Tactic (See 'Tactical Genius').
- Olympian
- Requires: Quickthewed
- The fighters carrying capacity becomes four times normal. His weight increases fifteen percent. He gains a permanent +2 Str and +4 Con. These bonuses stack with those granted by Quickthewed. (Total: Carrying capacity four times greater, +4 Str, +6 Con, +2 Dex.)
- Over There
- Requires: Choke Up, Reach Out
- The Fighter may immediately perform a Reposition combat maneuver as a free action once per round against an enemy they have just struck in melee. If they have any feats which apply to Reposition maneuvers, they may use those feats on this free action as well.
- Perfect Setup
- Requires: Create Opening
- Once per round as part of her Fighter's Challenge, the fighter may provide a circumstance bonus equal to her Combat Edge modifier to the attack rolls of a single ally she can see. Those attacks must be made against a target that the fighter has Challenged. The ally benefiting from this circumstance bonus must be designated when the fighter issues the challenge.
- Note: This is a separate tactic from Create Opening, and the Fighter may use Perfect Setup and Create Opening in the same round, as long as she Challenges two or more enemies. She must choose different allies to grant bonuses to, and in no instance may the bonuses from Perfect Setup and Create Opening stack.
- Rampart
- While adjacent to an ally and wearing a shield, if the fighter and/or the ally is targeted by an attack that grants a Fortitude or Will save, he and the adjacent ally may both roll a saving throw, even if they are not being targeted. They may choose the best result of both of their saving throws when resolving the attack. The attack always affects only the person targeted. This allows a Fighter to 'lend' his high Fort saves to an ally, for example, or 'borrow' an ally's high Will saves.
- Reach Out
- Requires: Choke Up
- As an immediate action, the fighter may adjust his grip on his reach weapon in such a way that it gains an additional five feet of reach. He may attack enemies that are not already subject to his Fighters Challenge with this Tactic. He may return his grip and the reach of his weapon to normal with another immediate action.
- Shunning Shield
- While wearing a Heavy or Tower shield, the fighter converts her entire shield bonus to a dodge bonus. This includes the AC bonus for the shield itself, any enhancement bonus, and any other shield bonuses from feats, tactics, abilities, etc. As normal, dodge bonuses stack, and are applied to AC and Touch AC.
- Spirit of the Mountain
- Requires: Immovable
- If the fighter is subject to any forced movement, he may reduce the amount of the movement by a number of squares equal to his Combat Edge modifier. If he is unmoved after the result is calculated, and he can reach the enemy who attempted to move him with any of his weapons, he may choose to make an attack against them as a free action. This attack is a bonus attack, not an attack of opportunity.
- Steel Avalanche
- Requires: Vigilance, Vivisector
- Against any enemies who have a lower initiative score than he does, the Fighter may make a bonus attack when he declares a full attack action. This attack is made at his full BAB, and unlike most such attacks, will stack with the extra attack granted by such effects as Haste spells and Speed weapons.
- Steely Resolve
- Requires: Hardened Resolve.
- The Fighter gains Spell Resistance (SR) equal to his Fighter level plus double his Combat Edge bonus.
- Stonebelly
- Requires: Resilience, Tough Hide
- The Fighter gains Energy Resistance versus all types of hit point harm equal to her Combat Edge modifier.
- Tactical Genius
- When this Epic Combat Tactic is taken, the Fighter may pick and use any two Advanced Combat Tactics.
- Upheaval
- When the Fighter stands up from being knocked prone, she may attack all enemies adjacent to her, once each, at her full BAB. As part of these attacks, the Fighter may perform a Trip as a free action against all adjacent enemies. Special: If the Fighter also has Stand Up, this Tactic may be used in combination with that one.
- Utter Juggernaut
- Requires: Juggernaut
- The fighter may move his full move speed while using the 'Move Five Feet through difficult terrain' action. This move is considered to be a move action. In addition, they double their Str modifier when calculating Bull Rush, Overrun, or Reposition attempts, and whenever they attempt to break obstacles or bonds they may use double their Str modifier and add their combat edge bonus to the result. Note that these bonuses stack with those provided by Juggernaut.
- Vivisector
- By taking this Combat Tactic, the Fighter permanently alters how her attacks are calculated. Whenever she declares a full attack action and then makes multiple attacks, the first attack with each hand is made at a -5 penalty, the second is taken as normal, the third attack receives a +2 bonus to hit, and the fourth attack receives a +7 bonus to hit. Thus, if her normal attacks were calculated as: +25, +20, +15, +10, after she takes Vivisector, they become +20, +20, +17, +17. All subsequent modifications to her attack rolls during a full attack are made using these adjusted numbers as her base to-hit numbers. If she is ever granted an additional attack during a full attack, as by a haste spell, sword of speed, or any other effect, that additional attack is made at her full, unmodified BAB. All other attacks, such as attacks of opportunity, attacks granted by feats, attacks granted by class features, attacks granted by spells or effects, standard attacks, etc, are all made at her full unmodified BAB.
Epic Fighter Feats
- Adamantine Focus (Combat)
Prerequisite: 29th level Fighter
Benefit: When wearing heavy adamantine armor, the entire armor bonus of the armor is added to the 3 DR/- normally granted by heavy Adamantine armor. This does not include modifications from things like class features, enchantment bonuses, or other temporary effects. Thus, splint mail, with an armor bonus of 7, grants 10 DR/- when the fighter has this feat. Normal: Heavy adamantine armor grants 3 DR/-.
Special: The effect of this feat stacks with the effects of the combat tactic Improved Armor Mastery, and further stack with other Fighter effects which improve DR.
- Invincible Warrior
Prerequisites: Fighter level 30, Vivisector Epic Combat Tactic
Effects: The Fighter may now add her Combat Edge bonus to her BAB for purposes of feats such as Power Attack, Deadly Aim, and Combat Expertise. This Feat does not allow you to raise your chances to hit, but it does allow you to use BAB-based feats to a greater extent. For example, a 35th level Fighter has a base BAB of 28, meaning they may take a -7 penalty with Deadly Aim to receive +14 damage. With this Feat, the Fighter may choose to include her Combat Edge bonus as part of her BAB, making it 40, and can thus take a -10 penalty with commensurate benefits.
- Arterial Spray
Prerequisites: Fighter level 24th, Bloody Mess Epic Combat Tactic
Effects: Any time an enemy that is both marked by you and bleeding makes any attack, they take bleed damage for each attack, in addition to taking it at the start of their turn.