Talented Fighter

Talent (Ex): At first level and every even level after, (1st, 2nd, 4th, etc), the talented fighter can select a talent to improve his prowess. This replaces all of the fighter’s bonus combat feats.

A talented fighter can alter a number of combat feats equal to 1+1/2 fighter level every day with 1 hour of weapon practice.

Armor Training, Improved A fighter with this talent gains DR x/- equal to his armor training bonus. This stacks with any other DR x/- the fighter may gain from other sources. A fighter must be 7th level and possess the armor training feature to take this talent.

Brutal Maneuver: Once per round, a fighter who selects this talent can apply the effects of a combat maneuver to a successful melee attack roll if the result of the attack roll also exceeds his opponent’s CMD+5. He must have the Improved <maneuver> feat for the maneuver in question. A fighter must be 8th level to select this talent

Canny Defense As long as he is wearing no armor or light armor, a fighter with this talent can add his Intelligence or his Charisma bonus to armor class. A fighter must be 4th level to take this talent.

Combat Assessment The fighter can make a level check modified by Intelligence in place of a Spellcraft check to identify magic arms and armor. This requires one minute of handling the weapon or armor. Because it is non-magical detection, effects such as magic aura do not interfere with the result.

The fighter can make a Sense Motive check as a full round action to determine the base attack bonus and preferred method of combat (melee, ranged, spells, etc) of one creature. If observing the creature in combat, this check can be made as a free action. (Note, in my game, the BaB would be replaced with a descriptor of apprentice, journeyman, master, etc, reflecting their BaB instead of level.)

Courage: A fighter who selects this talent treats any fear effect he suffers as if it were one step less severe (panicked→frightened, frightened→shaken, shaken→none), and adds his Fighter level to the DC to Intimidate him. At 12th level, he treats any fear effect as if it were two steps less severe. At 18th level, he becomes immune to any fear-based effect (including Intimidate). A fighter must possess the Bravery class feature in order to select this talent.

Dextrous A fighter with this talent uses his Dexterity modifier in place of Strength for melee attack rolls. At 4th level, he adds his Dexterity modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Dexterity modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other, or when wielding a finessable weapon in two hands. His damage is not increased from this talent by wielding a weapon with two hands.

Disrupt Spell A fighter with this talent can ready an action to counterspell, just as a spellcaster. However, he can only disrupt spells that are targeted on him or include him in an area of effect. The fighter makes an attack roll at -20 instead of rolling a dispel check. Making a Spellcraft check to identify the spell (as per counterspell) reduces this to a -10 penalty. Disrupting a spell in this fashion is damaging to a weapon, and if successful, the weapon takes 1d6 points of damage per spell level plus 1 per caster level. A fighter must be 8th level to take this talent.

Feat A talented fighter can take a combat feat for which they qualify in place of a talent. This can be selected more than once.

Fearsome Prowess: Intelligent combatants who have seen you fight for more than two rounds must make a Will save. (DC 10 + 1/2 fighter level + Charisma modifier) Those who fail and possess a CR of your level -3 or less refuse to engage you in melee unless magically compelled. Those who fail and have a CR equal to half of your fighter level or less throw down their arms and join your service, unless doing so would be antithetical to their nature, in which case they are panicked. This is a mind-affecting, fear effect. You must be a 10th level fighter to take this talent.

Fief A fighter with this talent gains a small tower (barracks) and the nearby land. (1 acre per class level) While on this land, or fighting in defense of the land within 1 mile per level, he gains the constant benefit of heroism.

At 10th level, a fighter with this talent upgrades his tower to a keep (fort), and the nearby land expands. (10 acres per class level.) While on this land, or fighting in defense of the land within 2 miles per level, he gains the constant benefits of heroism and haste.

At 14th level, a fighter with this talent upgrades his keep to a castle, and the nearby land expands. (50 acres per class level.) While on this land, or fighting in defense of the land within 3 miles per level, he gains the constant benefits of greater heroism and haste.

At 18th level, a fighter with this talent upgrades his castle to a huge castle, and the nearby land expands. (100 acres per class level.) While on this land, or fighting in defense of the land within 5 miles per level, he gains the constant benefits of greater heroism, haste and divine power. The caster level of these effects is equal to the fighter’s level. A fighter must be 6th level to select this talent. *This talent may not be suitable for many campaigns, or may contain implicit obligations. Check with your DM first.

Friendship Forged in Fire The talented fighter can make an attack roll in place of a Diplomacy check on any creature that the fighter has defeated (but not slain) in combat. For the purpose of this talent, defeated refers to any reduction in hit points that renders a foe unconscious or causes him to surrender. The creature must have been willing to fight the talented fighter prior to his defeat.

Hardy A fighter who selects this talent gains a bonus equal to his Con modifier to Reflex and Will saves. A fighter must be 4th level to select this talent.

Indomitable: A fighter who selects this talent may reroll a failed Will save every round to break free of an ongoing effect. A fighter can do this a total number of rounds equal to his class level per effect.

Insightful A fighter with this talent uses his Wisdom modifier in place of Strength for melee attack rolls. At 4th level, he adds his Wisdom modifier instead of Strength for melee damage rolls. His damage is not increased from this talent by wielding a weapon with two hands.

Legendary Commander: A fighter who selects this talent adds +1 to the OV, DV, and Morale bonus of any army under his direct command, adds his fighter level to the army’s hit points, and may select any tactic during the tactics phase in battle (other than those requiring specific resources) even if his army is not trained in that tactic. In addition, he learns one additional boon selected from the standard list.

At 5th level and every 5 levels after, the bonus to OV, DV and Morale increases by +1, and the fighter learns an additional boon.

Man-at-Arms A fighter with this talent takes no attack penalties for non-proficiency with manufactured weapons. (Including firearms at DM discretion) In addition, each time he would be able to add a weapon group with weapon training, he adds two weapon groups. (So a 5th level fighter would have two weapon groups at weapon training 1, a 20th level fighter would have eight weapon groups, two at 4, two at 3, and so on.)

Maneuver Master: A fighter who selects this talent does not provoke an attack of opportunity for attempting any combat maneuver.

Mettle A fighter who selects this talent does not suffer any partial effect on a successful Fortitude or Will save.

Panache A fighter with this talent uses his Charisma modifier in place of Strength for melee attack rolls. At 4th level, he adds his Wisdom modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Charisma modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Reasoned A fighter with this talent uses his Intelligence modifier in place of Strength for melee attack rolls. At 4th level, he adds his Intelligence modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Intelligence modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Reflect Spell A fighter with this talent who successfully disrupts a spell reflects it back to its caster, where it targets the caster or the caster’s square and takes effect normally. A fighter must be 14th level to take this talent. A fighter must have the disrupt spell talent to take this talent.

Relentless A number of times per day equal to 3+Con modifier, a fighter can use a full round action to convert all lethal hit point damage he has into nonlethal damage.

Risk Taker The talented fighter gains a dodge bonus equal to half of his level (minimum +1) vs attacks of opportunity.

At 8th level, the talented fighter takes half damage from attacks of opportunity.

At 16th level, the talented fighter may make a counter attack of opportunity against a creature who has made an attack of opportunity against him. The fighter must be capable of making an attack, and his counter attack resolves after the initial attack of opportunity, but before the action which provoked it.

Shrug it Off A number of times per day equal to 3+Con mod, a fighter can make a Fortitude save against an effect they have failed their save against, at the same DC. Success allows them to ignore the effects for a number of rounds equal to their fighter level. A fighter must be 10th level to select this talent.

Size Matters Not The talented fighter can use weapons one size smaller and larger than his size category with no penalty.

Skilled Combat A talented fighter can add his fighter level to a combat maneuver check or to his Combat Maneuver Defense when an opponent attempts a maneuver against him as an immediate action. This ability can be used once per minute.

Stamina The fighter adds his fighter level to his Strength score to determine encumbrance. He may sleep in armor without penalty. He may make a level check modified by Constitution as a swift action to accomplish any of the following tasks.

Delay poison (DC as poison) – delays onset of poison by one frequency unit. Subsequent attempts suffer a -1 penalty.
Ignore Caltrop (DC 20) – ignores caltrop penalties to speed.
Ignore Fatigue (DC 20) – ignores fatigue for 1 round plus 1 additional round for every point of success.
Ignore Exhaustion (DC 30) – ignores exhaustion for 1 round plus 1 additional round for every point of success.
Reduce Exhaustion (DC 25) – treats exhaustion as fatigue for 1 round plus 1 additional round for every point of success.
Remain conscious (DC 20 + negative hit points)

A fighter must be at least 4th level to select this fighter talent.

Stamina, Greater The fighter is immune to magical sleep, fatigue and exhaustion. A fighter must have the stamina talent to select this fighter talent. A fighter must be at least 12th level to select this fighter talent.

Sunder Enchantment The talented fighter can force an enchanted ally who has harmed him to snap out of the effect. To do so, he can make an attack roll as a standard action to dispel the effect as per dispel magic. The attack must hit the ally’s Armor Class. If successful, the attack deals nonlethal damage to the ally and dispels the effect. If the attack does not successfully dispel the effect, it deals normal lethal damage to the ally. A fighter must be 8th level to select this fighter talent.

Talented: A fighter who selects this talent possesses a martial education, extensive experience, or a natural talent in a certain area. He gains a competence bonus equal to half his fighter level (minimum +1) in one of the following sets of linked skills and treats them as class skills:

-Profession (soldier) and Sense Motive
-Profession (sailor), Survival, and Athletics
-Knowledge (nature) and Survival
-Knowledge (nobility) and Diplomacy
-Knowledge (arcana) and Spellcraft
-Knowledge (religion) and Spellcraft
-Ride, Athletics and Handle Animal
-Knowledge (local) and Intimidate
-Perform (oratory) and Diplomacy
-Knowledge (dungeoneering) and Survival
-Craft (weapon) and Craft (armor)

The Harder They Fall: A fighter who selects this talent may attempt combat maneuvers normally even against foes who would otherwise be immune to his attempts due to their size.

Two Weapon Fighting: A fighter who selects this talent takes a -2 penalty on attacks when using a weapon in each hand instead of the normal penalties for two weapon fighting. The fighter can make iterative attacks with his off hand if his base attack bonus is high enough.
This talent counts as Two Weapon Fighting, Improved Two Weapon Fighting and Greater Two Weapon Fighting for any prerequisites, if the fighter has a high enough BaB to make use of the latter two options.

Versatile Weapon: A fighter who selects this talent may choose to deal bludgeoning, piercing, and/or slashing damage with any weapon with which he possesses Weapon Focus or Weapon Training, and suffers no penalties for dealing lethal damage with a nonlethal weapon or nonlethal damage with a lethal weapon. At 20th level, the fighter gains these benefits with any weapon that he wields, without requiring Weapon Focus or Weapon Training. A fighter must possess either Weapon Focus or the Weapon Training class feature in order to select this talent.

Warlord When in command, the fighter can grant a number of minions equal to his Charisma bonus the use of his weapon training, armor training and bravery bonuses. A minion is an allied creature with less levels or HD than the fighter.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also don armor in half the normal time and move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls and can draw it as a free action.

If the weapon has a reload time, the fighter can reduce that reload time by one step.
If the weapon is a reach weapon, the fighter can attack creatures in adjacent squares.
If the weapon has a range increment, the fighter increases the increment by +10 feet per +1 bonus.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Talented Fighter

Sasserine 1000 Vaelius Kain_Darkwind