Fighter Alternate Class Features

Replacing Bravery

Source: Open Game Content from the Owen K.C. Stephens blog found at https://owenkcstephens.com, and further adapted and rebalanced for our campaign.

Each (choose one) of the following can be taken in place of the bravery class feature. This was originally intended for the fighter, but any class that has the bravery class feature could swap in one of the below instead with GM approval.

  • Agility (Ex): The fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd. At 6th level, the fighter gains the benefits of evasion against these effects; at 10th level he gains the benefits of improved evasion against these effects.
  • Ardent (Su): The fighter is difficult to sway from his beliefs. He gains a +1 bonus on Will saves against charm or compulsion effects. This bonus increases by 1 for every 4 levels beyond 2nd. Once per day, if the fighter is forced to take an action that is opposed to his alignment, beliefs, or values while under the influence of a charm or compulsion effect (as determined by the player), he can immediately attempt a Will save against the effect’s DC to resist acting upon that order. Success does not remove the existing charm or compulsion effect, but does allow him to resist acting on that command. At 10th level if the fighter succeeds in this second Will save, the charm or compulsion effect is dispelled. Also at 10th level, if any allies are under the same charm or compulsion effect and they see the fighter make a successful save to resist or dispel the effect, they may immediately make another save in attempt to resist or dispel the effect.
  • Armored Vigor (Ex): As a swift action, the fighter can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points increases by 2.
  • Bounty Hunter (Ex): The fighter gains the urban tracking feat, and gains a +1 to Diplomacy checks to gather information. At 4th and every 2 levels thereafter, this bonus increases by +1. At 10th level, he can cut the time between Diplomacy checks for this ability in half without taking the -5 penalty to the check.
  • Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear, including all effects and spells with the [fear] descriptor. This bonus increases by +1 for every four levels beyond 2nd. At 6th level, if the fighter successfully saves against a fear effect that has a reduced effect on a successful save, he instead suffers no effect. At 10th level, if he fails a save against a fear effect with a reduced effect upon a successful save, he instead suffers the reduced effect as if he made the save, and if he succeeds in his Will save, any ally subject to the same effect receives the Fighter’s Bravery bonus to their Will saves against the effect.
  • Buckler Bash (Ex): The fighter can perform a shield bash with a buckler (use the same damage and critical modifier as for a light shield). At 6th level, the two-handed fighting penalties for using a shield bash in conjunction with a main weapon are halved. At 10th level, the two-handed penalty for the primary weapon is negated.
  • Burst Barrier (Ex): The fighter can use a tower shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd. At 6th level he gains the benefits of evasion against these effects when employing a tower shield; at 10th level he gains the benefits of improved evasion against these effects while employing a tower shield.
  • Deceptive Strike (Ex): When the fighter is wielding a 1-handed melee weapons, and has a hand free (not holding a weapon, shield, or anything else), he gains a +1 bonus to CMB and CMD on disarm checks and on feint attempts. This bonus increases by +1 for every four levels after 2nd. At 6th level, a fient made in this fashion is a move action instead of a standard action. At 14th level, a feint made in this fashion can be made in place of the fighter’s first attack in a full attack action, and if successful, the target loses his Dexterity bonus to AC for all of the fighter’s attacks made in that full attack action.
  • Deflective Shield (Ex): The fighter specializes in using a shield to deflect attacks. He gains a +1 bonus to his touch AC, so long as he is using a shield, and this bonus increases for every four levels beyond 2nd.
  • Defy Death (Ex): The fighter gains a +1 bonus on saving throws made against death effects, energy drains, and necromancy, and to constitution checks to become stable when dying. This bonus increases by +1 for every four levels beyond 2nd. At 6th level, if the fighter successfully saves against one of these effects that has a reduced effect on a successful save, he instead suffers no effect. At 10th level, if he fails a save against one of these effects with a reduced effect upon a successful save, he instead suffers the reduced effect as if he made the save.
  • Dirty Maneuvers (Ex): The fighter is skilled at deceiving and outmaneuvering his opponents. He gains the benefits of the deft maneuvers feat, and this counts as having the feat for prerequisites. He adds a +1 bonus on disarm, dirty trick, and steal combat maneuver checks, and to his CMD against the same maneuvers. These bonuses increase by 1 for every four levels after 2nd.
  • Duplicitous (Ex): Bluff, Sense Motive, Sleight of Hand, and Stealth become class skills for the fighter, and he gains 2 bonus skill ranks at each level, which must be allocated among these skills.
  • Efficient Packer (Ex): The fighter adds a bonus equal to 1/2 his level on Sleight of Hand checks to conceal objects on his body, and retrieving and stowing items on his person do not draw attacks of opportunity. He also adds a bonus equal to 1/2 his class level to his Strength score for the purpose of determining his carrying capacity.
  • Fearful Might (Ex): The fighter gains a +1 bonus on Intimidate checks to demoralize a foe. This bonus increases by 1 for every 4 levels beyond 2nd. At 4th level, he can make an Intimidate check to demoralize an opponent as a move action. At 10th level, he can do so as a swift action. At 18th level, he can demoralize a foe as a free action once per round. He can never do so more than once per round.
  • Guardsman (Ex): The fighter adds Knowledge (local), Knowledge (nobility), Perception, and Sense Motive to his list of class skills. He gains 2 bonus skill ranks at each level, which must be allocated among these skills.
  • Guarded Senses (Su): The fighter gains a +1 bonus on saves against sonic effects, figments, glamors, patterns, gaze attacks, and scent-based attacks. This bonus increases by 1 for every 4 levels beyond 2nd. At 6th level, if the fighter successfully saves against one of these effects that has a reduced effect on a successful save, he instead suffers no effect. At 10th level, if he fails a save against one of these effects with a reduced effect upon a successful save, he instead suffers the reduced effect as if he made the save; if he succeeds in this Will save, any ally subject to the same effect receives the Fighter’s Bravery bonus to their Will saves against the effect.
  • Harsh Training (Ex): The fighter gains a +1 bonus on saving throws against effects that cause the exhausted, fatigued, or staggered conditions or temporary penalties to ability scores. This bonus increases by +1 for every four levels after 2nd. At 8th level, the fighter is immune to any mundane fatigue; at 14th level, he is immune to mundane exhaustion. He is still affected by magical means of causing these conditions if he fails his save, and he still has to sleep if he is of a race that normally has to sleep.
  • Hawkeye (Ex): The fighter gains the benefits of precise shot, and a +1 bonus on Perception checks, and the range increment for any missile weapon he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.
  • Pole Fighting (Ex): As an immediate action, the fighter can shorten the grip on a spear or polearm with reach and use it against adjacent targets and the -4 penalty to use the weapon in this fashion is reduced by 1. This penalty is further reduced by 1 at 4th, 6th, and 8th levels. At 10th level, and every 4th level thereafter, the Fighter may make an additional attack of opportunity in a round, but only while wielding one of these weapons.
  • Reconnaissance Training (Ex): The fighter is trained to operate in heavily trapped or naturally hazardous areas. He gains the danger sense ability of the rogue.
  • Ruin Raider (Ex): The fighter adds Knowledge (arcana), Knowledge (history), Knowledge (religion), and Use Magic Device to his list of class skills. He gains 2 bonus skill ranks at each level, which must be allocated among these skills.
  • Shattering Strike (Ex): When using a 2-handed melee weapon, the fighter gain a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
  • Stand Firm (Ex): The fighter gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts, as well as on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.
  • Steadfast Mount (Ex): After the fighter spends 1 hour practicing with a mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves while the fighter is mounted on it or adjacent to it. This bonus increases by +1 for every four levels after 2nd. Only one mount at a time can gain this bonus from training with the fighter.
  • Tactical Awareness (Ex): The fighter gain a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level.
  • Tactician (Ex): The fighter gains the cavalier’s tactician class feature, treating his fighter level as his cavalier level for the purposes of this ability. He does not gain a teamwork feat with this ability, but can choose teamwork feats in place of combat feats, so long as he meets the prerequisites of the feats chosen.
  • Weapon Guard (Ex): The fighter adds the bonuses to attack rolls gained from weapon affecting feats and abilities (such as Weapon Focus) which add to the attack roll for his wielded weapon, to his CMD against disarm and sunder attempts while wielding the appropriate weapon. This bonus also applies on saves against any effect that targets that weapon (for example, grease, heat metal, shatter, warp wood).

Replacing Bonus Combat Feats

Source: Little Red Goblin Games Fighting-Man class.

This replaces the combat bonus feats feature with a talent system. The talent system allows for taking any combat feat as a talent, but many of the talents, like those of the vigilante, are a step above what might be gained from some of the lesser or gateway feat choices. Partial removal of some feat prerequisites in the talent that grants them, also gives an additional edge against other classes that are more feature rich than the fighter, that could otherwise take the same feats, as more and more archetypes, base classes etc removed any feats from being “fighter only”. Further the system capitalizes on signature features of the fighter — armor training, weapon training, and combat stamina — by utilizing the stamina pool and the bonuses gained from armor or weapon training with several talents. You can still take any fighter archetype that doesn’t replace entirely the fighter’s combat feats; an archetype that replaces one or more combat feats, replaces the respective level fighter talent instead.

Fighter Talents: At 1st level, the fighter gains a talent from the list below. At 2nd level and every even level thereafter he gains an additional talent from this list. He does not need to meet the prerequisites for any feats granted by a talent, unless stated in the talent’s description:

  • Armored Sprint (Ex): The fighter gains Run as a bonus feat. In addition, while wearing armor, he increases his move speed by 10 feet for each time he improves his armor training ability.
  • Bang Out the Dents (Ex): The fighter can restore hit points equal to his fighter level (minimum 5) to a weapon or armor with which he is proficient, if he spends 1 minute attempting to repair it (no check required). He may only do this if the amount of hit points restored would restore it to its full value. If he has the appropriate Craft skill, the amount of hit points he can restore to the weapon or armor instead equals his total bonus in that Craft skill. A given piece of equipment may repaired in this fashion once per day. If a weapon in which he has weapon training gains the broken condition, he can opt to treat it as an improvised weapon instead of a broken weapon, without risk of doing further damage or destroying the weapon; doing so stacks the penalties from the broken condition, along with any applicable penalty for an improvised weapon.
  • Battering Ram (Ex): Once per round, while the fighter is armored and making a move or charge action, he can make one attack as a free action against an unattended object in the way of his path, such as a door or table. He applies a bonus to this attack and damage equal to the number of times he’s taken armor training. If his attack deals enough damage to destroy the object, he can continue to move. If he doesn’t destroy the object, his move ends. This attack is made as part of his move action and doesn’t count against his attacks this round. If his attack inadvertently targets a creature (such as a mimic), it automatically misses and his move ends (although he can still attack the creature as normal at the end of his movement).
  • Battlefield Defender (Ex): The fighter gains Lunge as a bonus feat. If the fighter has the Swashbuckling Fighter talent, he can use his opportune parry and reposte ability behalf of any allied creature within his threatened area. If he has the Counterattack talent he may use that talent if the creature misses the target he parried on behalf of.
  • Battle Ready (Ex): The fighter gains Improved Initiative as a bonus feat; he also gains uncanny dodge as a rogue equal to his level at 4th level, and this improves to uncanny dodge at 10th level.
  • Battle-Wizened (Ex): The fighter gains a +4 bonus on all aid another attempts. In addition, the bonus he grants to attacks or AC, or to skills which he has ranks as trained class skills, increases by +2 for every 4 levels the fighter has beyond 2nd.
  • Begrudging Respect (Ex): When mercenaries, men-at-arms, guards or other creatures of a soldierly persuasion witness a fighter in combat they automatically have their attitude towards the fighter improved by 1 step. This is a mind affecting effect and can only impact a creature once in a 24 hour period and impacts the creature for 6 hours. This influences different creatures in different ways. Some may see the fighter as a worthy opponent and the creature affected by this may be compelled to seek him out on the battlefield. Others may be intimidated by him, but still respect his skill. As a result, the fighter may add his highest weapon training bonus to his Charisma bonus for Diplomacy or Intimidate checks against creatues affected by this talent.
  • Canny Attack (Ex): The fighter gains Skillful Feint as a bonus feat. If the fighter successfully feints a creature he gains an additional bonus on the next damage roll against that creature equal to his weapon training bonus for the weapon used. This extra damage is precision damage and isn’t multiplied on a critical hit.
  • Canny Defender (Ex): When fighting defensively or using the total defense action, the fighter may add his Intelligence modifier to his AC and to Reflex saves against effects that he is aware of. If he is flat footed, immobilized or otherwise unable denied his Dexterity bonus, he does not gain the benefits of this talent.
  • Cavalry Fighter (Ex): The fighter gains Mounted Combat as a bonus feat; he also adds +1 to his Ride checks for every four levels of fighter he possesses, and gains skill unlocks in the Ride skill as if he had the Signature Skill feat.
  • Combat Feat (Ex): A fighter may take a combat feat in place of a talent, provided he otherwise meets the prerequisites of this feat. He may select this talent multiple times, each time he does, he selects a new combat feat.
  • Combat Medic (Ex): The fighter gains Heal as a class skill and does not take the -4 penalty to attack rolls when dealing nonlethal damage. He also gains the skill unlocks for the Heal skill with the appropriate number of ranks, as if he possessed the Signature Skill feat. When the fighter uses the Heal skill to successfully treat deadly wounds or provide that creature with long term care, for every 5 points the fighter’s Heal check beats the DC, he adds additional hit points restored equal to his fighter level.
  • Comin’ at Ya’ (Ex): The fighter gains Step Up as a bonus feat. At 6th level he also gains Following Step. He may use these feats when an opponent takes a withdraw action while within his threatened area. In addition, when using those feats he may expend attacks of opportunity to move an extra 5 feet per attack of opportunity expended.
  • Counterattack (Ex): When a creature that the fighter can see makes a melee attack against him, the fighter may spend an immediate action to make an attack of opportunity against that creature.
  • Cunning Strike (Ex): The fighter gains Penetrating Strike as a bonus feat. He may apply that feat’s benefit to any weapon with which he is proficient. He may add his weapon training bonus for the weapon used to the amount of damage reduction ignored. At 16th level, he gains Greater Penetrating Strike and may add twice his weapon training bonus for the weapon used to the amount of damage reduction ignored. A fighter must be 12th level to choose this talent.
  • Combat Dodge (Ex): The fighter gains Dodge as a bonus feat. In addition, whenever an attack he is aware of misses the fighter or he successfully makes a Reflex save against an effect he is aware of, he may move up to 15 feet by expending an attack of opportunity. This movement provokes attacks of opportunity of normal. If he is heavility encumbered, or denied his Dexterity bonus, he may not take this additional movement.
  • Deadly Finesse (Ex): While using any weapon with which he can use his Dexterity bonus in place of his Strength bonus to attack rolls, he can also use his Dexterity bonus in place of his Strength bonus to damage. He does not get the 1.5 damage bonus for using a weapon two-handed, but he does deal the full damage bonus with an off-hand weapon using his Dexterity bonus to damage. The weapons used must be weapons in which he has weapon training to gain this benefit. This counts as the Deadly Agility feat for the purpose of prerequisites.
  • Field Tactician (Ex): The fighter chooses a Teamwork feat for which he qualifies, and further gains the ability to grant this feat to his allies, as the Tactician feature of a cavalier equal to his fighter level. This counts as the Tactician ability for all purposes. Once he selects this talent, he can also select additional Teamwork feats in place of additional fighter talents, so long as he meets the prerequisites of the feat.
  • Flexible Style Fighter (Ex): The fighter designates this talent slot as a wildcard style slot; in the same swift action as he enters a combat style, while using a weapon in which he has weapon training, he can use any wildcard slots he has taken to gain further feats in the style’s path. He must meet the prerequisites of these successive feats in order to adopt them with the chosen style. If the fighter changes styles, he can also change these wildcard slots to match.
  • Free Handed Guard (Ex): The fighter gains Free-Hand Defense as a bonus feat. At 6th level, he gains Free-Hand Retort as a bonus feat, and disarm or feint attempts made using this talent do not draw attacks of opportunity from the target.
  • Graceful Fighter (Ex): The fighter gains a +2 competence bonus on Reflex saves. This bonus increases by +1 for every 4 levels he has attained. In addition, whenever he makes a Reflex save against an effect that has a partial effect on a successful save, he takes no effect from that effect on a successful save. This counts as Evasion for the purpose of prerequisites.
  • Heavy Cavalry Fighter (Ex): The fighter gains Ride-by Attack as a bonus feat; while mounted, the fighter’s ignores armor check penalties to Ride checks, armor training modifiers also apply to any barding worn by his mount. The fighter must select the Cavalry Fighter talent before selecting this talent.
  • Heroic Fighter (Ex): As a full-round action, the fighter can make as many standard attacks against creatures with 1 HD or less as he has fighter levels; he may make a 5-foot step between attacks to reach another eligible target before his number of attacks is exhausted. At 10th level, he can make this number of attacks against creatures with 2 HD or less, and he may make up to two 5-foot steps between attacks in order to reach another eligible target. He can only make as many attacks in the round as there are creatures of this hit dice or less within reach, and these attacks do not trigger the Cleave or Great Cleave feat. The fighter must be 4th level to select this talent.
  • Impressive Prowess (Ex): The fighter may substitute his BAB for ranks in Acrobatics, Climb, and Swim skills for the purposes of skill checks and qualifying for feats. He still suffers any armor check penalties against these checks as normal.
  • Improved Twin-Style Fighter (Ex): The fighter gains Double Slice as a bonus feat. In addition, his two-weapon penalty to attack rolls with his offhand while fighting with two weapons is reduced by 2 (maximum 0). The fighter must have the Twin-Style Fighter talent before selecting this talent.
  • Kip Up (Ex): So long as he has at least 1 stamina point in his stamina pool, the fighter may stand from prone as a move action without drawing attacks of opportunity; he can spend 1 point from his stamina pool to stand up from prone as an immediate action.
  • Know The Enemy (Ex): The fighter gains Knowledge (arcana, local, nature, planes and religion) as class skills. Whenever he attacks a creature he has successfully identified during the same encounter, he increases his critical multiplier by one against that creature, to a maximum of x4. If his weapon already has a x4 multiplier, he instead gains a bonus on confirming critical hits equal to his weapon training bonus for the weapon used.
  • Lethal Shot (Ex): The fighter can add his Dexterity bonus to damage rolls from ranged attacks. Critical hits made with a ranged weapon ignore an amount of damage reduction equal to the fighter’s weapon training bonus in the ranged weapon used.
  • Martial Versatility (Ex): Once per day a move action, the fighter can gain the benefit of a combat feat he does not possess for 1 minute, providing he otherwise meets the prerequisites of the feat. At 6th level, and every 5 fighter levels thereafter, he gains another use of this talent, but he may only have one such feat active at any time. If he uses the talent again before the duration expires, he loses the benefits of the previously selected feat. At 11th level, he may use this talent as a swift action. If the fighter has, or later gains, the martial flexibility feature, then this talent instead adds to the number of daily uses of martial flexibility. This counts as the Barroom Brawler feat, and its benefits do not stack with that feat.
  • Military Lifestyle (Ex): The fighter may sleep in any sort of armor and not suffer any sort of fatigue; this counts as the Endurance feat for the purpose of prerequisites. In addition, he may attempt a Survival check (DC 15) to locate weapons and armor suitable for being classified as non-improvised weapons and providing an AC bonus (respectively). These weapons and armor may be crude (possibly possessing the fragile quality) and will not hold any resale value, but they can always be found with at least 10 minutes of searching. The fighter must have at least 3 ranks in Survival and have the armor training feature to select this talent.
  • Night Sentry (Ex): The fighter gains Blind-Fight as a bonus feat. At 10th level, he gains Improved Blind-Fight as a bonus feat. At 16th level, he gains Greater Blind-Fight as a bonus feat. The fighter does not have to meet the prerequisites for either Improved Blind-Fight or Greater Blind-Fight to gain these feats with this talent. The fighter must have at least 4 ranks in perception to select this talent.
  • Pugilist (Ex): The fighter gains Improved Unarmed Strike (and Improved Grapple by default) as a bonus feat. In addition, his unarmed strikes do the damage of a brawler equal to his fighter level –3 (minimum 1st level). This talent does not count for feats, effects or items that modify the brawler’s unarmed strike feature.
  • Quartermaster (Ex): The fighter gains the Improvised Weapon Mastery feat. Further, the fighter can spend one hour practicing with a weapon with which he isn’t proficient to gain proficiency in it for a 24-hour period. This does not qualify him for taking feats with those proficiencies as prerequisites, however it can be used in conjunction with the martial flexibility ability or martial versatility talent to qualify for feats temporarily gained from these abilities.
  • Razor Reflexes (Ex): The fighter gains Combat Reflexes a bonus feat. While fighting defensively, he may make an additional attack of opportunity for every 4 fighter levels he possesses.
  • Savage Attacker (Ex): When fighting aggressively, the fighter can choose to take his elected penalty to his AC rather than to his attack roll.
  • Second Wind (Ex): By spending 3 points from his stamina pool as a swift action, the fighter gains a number of temporary hit points equal to 1d10 + 1 point per fighter level (maximum +10), up to a maximum number of temporary hit points equal to the current amount of lethal hit point damage he has taken. This effect lasts 1 minute. Temporary hit points gained from multiple uses of this ability don’t stack, and if the number of temporary hit points that the fighter has from this ability ever exceeds the amount of lethal damage that he has taken, excess temporary hit points are lost.
  • Setup Strike (Ex): The fighter gains Critical Focus as a bonus feat. Whenever he confirms a critical hit, an ally adjacent to that target may make an attack against that creature as a immediate action.
  • Sharpshooter (Ex): The fighter gains Precise Shot as a bonus feat. In addition the range increment of any projectile weapon in which he has weapon training increases by 10 feet for every 5 fighter levels he possesses. At 11th level the fighter gains Improved Precise Shot, and the range increment of any ranged weapon (including those that receive the previous bonus) increases by 20 feet.
  • Spin Attack (Ex): The fighter gains Whirlwind Attack as a bonus feat. He may opt to use his first attack roll in this action and apply it to all of the targets within reach of this feat; he can choose to do this after the roll is made, but before the results are revealed; if the first roll is a critical threat, the confirmation roll must be rolled separately for each target. The fighter must be 6th level to take this talent.
  • Spontaneous Maneuvers (Ex): The fighter can replace any attack in a full attack action with a combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. This allows him to make as many combat maneuvers in a full attack action, as he has number of attacks he can make as part of a full attack action. When doing this he uses the current attack’s BAB rather than his full BAB when determining his CMB for the maneuver. He may mix and match attack rolls and combat maneuvers as part of the full attack action. He will still draw attacks of opportunity for each maneuver as normal without the proper feats or abilities to negate them.
  • Stalwart Soldier (Ex): The fighter gains Toughness as a bonus feat. In addition, whenever he makes a Fortitude save an effect that has a partial effect on a successful save, he suffers no effect on a successful save. 
  • Swashbuckling Fighter (Ex): The fighter gains the Opportune Parry and Riposte swashbuckler deed, and can treat his combat stamina pool as his panache pool, though he cannot regain points in his stamina pool as a swashbuckler can regain panache. This talent counts as the Amateur Swashbuckler feat for the purpose of prerequisites, and he can select the Extra Deed feat for later fighter talents, using his stamina pool as his panache pool for these additional deeds. The fighter is bound to the same weapon restrictions as the swashbuckler when using his deeds. The fighter must not have a panache pool to select this talent; if he later gains levels in a class with a panache pool, he must retrain this talent, and any talents spent on extra deeds.
  • Sword and Board (Ex): The fighter gains Improved Shield Bash as a bonus feat. The shield bonus granted from any shield worn also applies to any Reflex saves he makes. At 11th level, he gains Shield Master as a bonus feat.
  • Take Aim (Ex): The fighter may designate one target he can see in his weapon’s first range increment as a swift action. He gains a +1 to his ranged attack rolls against that designated target. This bonus increases by +1 for every 4 levels of fighter.
  • Too Stubborn to Die (Ex): The fighter gains Diehard as a bonus feat. At 6th level, he doesn’t lose hit points when he takes a standard action while disabled. At 12th level, when he would die from hit point damage, he remains alive for 1 round before dying (and if his hit points rise above a negative amount equal to his Constitution score before that round is over, he doesn’t die). At 18th level, he is no longer disabled at negative hit points and can take a full round’s worth of actions, but he does lose a hitpoint if he makes more than single action in a round.
  • Trick Shot (Ex): As an attack action or one attack in a full attack action, a fighter can perform the following combat maneuvers with a ranged weapon within the first range increment of the weapon at a -4 penalty to his CMB: disarm, trip, dirty trick, reposition or sunder; he does not draw attacks of opportunity for this maneuver beyond that drawn for making a ranged attack. This counts as Deft Maneuvers and Powerful Maneuvers for purposes of prerequisites for these maneuvers.
  • Twin-Style Fighter (Ex): The fighter gains Two-Weapon Fighting as a bonus feat. In addition, his two-weapon attack roll penalty to his primary weapon when fighting with two weapons is reduced by 2 (to a maximum of 0)
  • Vital Striker (Ex): The fighter gains Vital Strike as a bonus feat and may use that feat on an attack at the end of a charge. When he uses Vital Strike with a weapon in which he has weapon training, he adds double his Strength modifier on the attack. At 11th level he adds 3 times his Strength modifier with a weapon in which he has weapon training. At 16th adds 4 times his Strength modifier. The fighter must be at least 6th level to select this talent.