Eben im Giant-Forum gesehen, mal wieder ein versuchter Fighter-Fix (davon gibt es ja auch nur ca. 31589615). Da ein paar der Ansätze sich mit den hiesigen Tendenzen decken, hab ich mir gedacht, ich paste es mal rein.
Skills:
4 + Int mod. per level (x4 at 1st).
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str)
Knowledge History (Int), Sense Motive (Wis), Listen (Wis), Spot (Wis), Balance (Dex), Tumble (Dex)
Fighters should have the skills to help them be good at fighting. Battlefield mobility, resistance to being feinted in combat, never caught in a battle with his pants down, a well honed ability to know the most about combat maneuvers. Stuff that we would expect the ultimate fighting class to be good at.
Class Features
Level 1: Weapon Aptitude, Basic Training
Level 2: Weapon Focus, Bonus Feat
Level 3: Heroic Reflexes
Level 4: Weapon Specialization, Bonus Feat
Level 5: Whatever it Takes
Level 6: Combat Training
Level 7: Improved Weapon Aptitude, Bonus Feat
Level 8: Heroic Fortitude
Level 9: Improved Critical, Bonus Feat
Level 10: Know the Battlefield
Level 11: Advanced Training
Level 12: Supreme Weapon Aptitude, Bonus Feat
Level 13: Heroic Willpower
Level 14: Exotic Weapon Proficiency, Bonus Feat
Level 15: Own the Battlefield
Level 16: Fighting Mastery, Bonus Feat
Level 17: Weapon Aptitude Mastery, Bonus Feat
Level 18: Legendary Heroics, Bonus Feat
Level 19: Weapon Supremecy, Bonus Feat
Level 20: Supreme Fighter , Bonus feat
What do those cool words mean?
Weapon and Armor Aptitude At 1st level a fighter can spend 1 hour in weapon, armor, or shield practice to change the designated weapon, armor, or shield for any feat you have that applies only to a single weapon, armor, or shield. You must have the newly designated weapon, armor, or shield available during your practice session to make this change.
At 7th level a fighter need only spend a full round action to change the designated weapon, armor, or shield for any feat.
At 12th level a fighter need only spend a move action to change the designated weapon, armor, or shield for any feat.
At 17th level any feat that applies only to a single weapon now applies to any weapon the fighter is currently making an attack with. In effect the feat's weapon designation switches automatically whenever the fighter makes an attack. Furthermore any feat that applies only to a single type of armor or shield now applies to any armor or shield the fighter is currently gaining an armor bonus from.
Heroic Reflexes: As an immediate action after failing a reflex save a fighter may select any effect that is currently affecting him, has a duration expressed in rounds, and is the result of failing a reflex save. With a successful saving throw (at the original DC) that affect ends immediately and then the fighter may take a move action as part of this action. If the fighter moves five feet or less during his move action then it does not provoke an attack of opportunity.
Heroic Fortitude: As an immediate action after failing a fortitude save a fighter may select any effect that is currently affecting him, has a duration expressed in rounds, and is the result of failing a fortitude save. With a successful saving throw (at the original DC) that affect ends immediately and then the fighter may take a move action as part of this action. If the fighter moves five feet or less during his move action then it does not provoke an attack of opportunity.
Heroic Willpower: As an immediate action after failing a will save a fighter may select any effect that is currently affecting him, has a duration expressed in rounds, and is the result of failing a will save. With a successful saving throw (at the original DC) that affect ends immediately and then the fighter may take a move action as part of this action. If the fighter moves five feet or less during his move action then it does not provoke an attack of opportunity.
Basic Training: A fighter spends years training in all forms of combat. One never knows what weapons will end up in your hands. Of all classes, fighters have the best all-around fighting capabilities. By the time a fighter has finished his training he knows the basics of several different fighting styles. At 1st level a fighter gains the following feats: Power Attack, Two-Weapon Fighting, Shield Specialization, Point Blank Shot, Improved Unarmed Strike.
Combat Training: A fighter spends most of his free time in between adventurers practicing more advanced maneuvers. By the time a fighter has reached 6th level he has improved his all-around fighting capabilities in addition to his area of expertise. A fighter gains the following feats:
Improved Bull Rush, Two-Weapon Defense, Shield Ward, Precise Shot, Superior Unarmed Strike, and Blind-Fight. If the fighter already has one (or more) of these feats, he can select any other feat that has that feat as a prerequisite (as long as he meets the other prerequisites for the chosen feat).
Advanced Training: A fighter that advances to 11th level finds that he is still the best all around at fighting. A fighter gains the following feats: Rapid Shot, Quick Draw, Improved Two-Weapon Fighting, Improved Shield Bash, Snap Kick. If the fighter already has one (or more) of these feats, he can select any other feat that has that feat as a prerequisite (as long as he meets the other prerequisites for the chosen feat).
Fighting Mastery: A fighter of 16th level would be considered a master at any style of fighting that he picks up. He is never without weapon, and in a straight battle, is without equal. A fighter gains the following feats: Greater Two-Weapon Defense, Flying Kick, Manyshot, Improved Overrun, Heavy Armor Optimization, and Toughness. If the fighter already has one (or more) of these feats, he can select any other feat that has that feat as a prerequisite (as long as he meets the other prerequisites for the chosen feat).
Whatever it takes
Sometimes a fighter is being swallowed whole, other times he's being grappled by a Roper, whatever the case may be don't count the fighter out just yet. The battle is not over until the waste of space stops screaming. A fighter of 5th level gains the feat Improved Grapple if he did not already have this feat. He gains the use of three tactical maneuvers.
I'm still fighting here: To use this maneuver, a fighter must currently exist inside of a creature that has swallowed him whole. He is not restricted to using light piercing or slashing weapons in order to escape but still cannot use bludgeoning weapons. Furthermore the damage done to the creature's gizzard counts against the creature's total hit points. Most creatures do not try to swallow a fighter whole twice.
Stunning Escape!: To use this maneuver, a fighter must currently be grappling or pinned by an opponent. By winning an opposed grapple check a fighter may deliver a stunning unarmed strike at a -4 penalty to the grappling creatures head (-8 if the Fighter is pinned). This attack is made with a head-butt, elbow, or any other available body part. A creature who takes damage from this attack must make a fortitude save (DC 10 + 1/2 Fighter Class Level + Str Modifier) or be stunned until the beginning of its next turn. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Charging Spree In order to use this maneuver a fighter must have charged an opponent and missed. If he wishes he can attempt to start a grapple as a free action.
Know the Battlefield (Ex):
A fighter is the best at fighting. He knows everything that is going on and can anticipate his opponent with uncanny prediction. It's not that the fighter is smarter or wiser than his opponents. It's that fighting is all he cares about. A fighter eats, sleeps, and dreams about kicking the snot out of hill giants. About fighting his way out of ambushes. Once initiative has been rolled the random hillside or the city street turns into the battlefield. A fighter knows the battlefield like a wizard knows her spellbook. At 10th level a fighter gains several advantages when fighting on his home turf (which is wherever he's fighting).
The fighter gains the following abilities:
No Place Like Home: A fighter cannot be an unaware combatant. He rolls initiative whenever anyone else does (but only once per battle obviously).
Improved Uncanny Dodge: Furthermore his knowledge of the battlefield borders on the supernatural. He has seen so much fighting that he knows exactly what his opponents are up to and can react appropriately. A fighter gains Improved Uncanny Dodge.
Too Predictable:Also, any time a creature makes an attack that the fighter can see or feel the fighter can make a sense motive check opposed by the creatures bluff check. If the fighter wins he gains blindsight 120 ft. against ONLY that creature until the end of the fighters next turn.
Know the Pieces: He can tell just by the way his allies move how many hit points they are at. Against any creature that he successfully identified with the appropriate knowledge check, the fighter may take a move action to determine how many hit points the creature has. It is not metagaming to keep track of damage that the players have done to know how close to victory you are.
Own the Battlefield
It's not enough to know the battlefield. Any true fighter struts around the place like he's been living there for the last 15 levels. Oh yeah, that's right. He has. When initiative has been rolled, the fighter welcomes everyone to his home. And as long as your living here, under his roof, you play by his rules.
First and Foremost: After all other effects have been calculated the Fighter goes first in combat. If there are two or more fighters with this ability they will roll separate initiative to see which of them goes first.
Supreme Blade Parry: The fighter was the first to develop this stance later stolen by the Iron Heart discipline. While you are in this stance you gain damage reduction 5/- .
Bring the Fight Home: A fighter can start a grapple any time that he successfully makes a melee attack. If his weapon has reach, then the fighter uses the weapon itself to begin the grapple, and moves with arms reach of his opponent on a successful grapple check.
Disrupting Flow: A fighter can make an attack of opportunity against opponents who let there guard down, even for a split second. Swift Actions and Immediate Actions provoke attacks of opportunity if they are spells or spell-like abilities and may be disrupted as normal. Five foot steps provoke attacks of opportunity.