Difference between revisions of "User:Balmz/fighter4/Martial Abilities"
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*''Boost''(10 points): The ranged attack use of this can instead be done as a free action once per turn even if it is not your turn. Additionally this can now affect supernatural abilities but if used on supernatural abilities, the user can make a will save with a 5+ bonus to try and avoid losing the ability. | *''Boost''(10 points): The ranged attack use of this can instead be done as a free action once per turn even if it is not your turn. Additionally this can now affect supernatural abilities but if used on supernatural abilities, the user can make a will save with a 5+ bonus to try and avoid losing the ability. | ||
*''Boost''(5 points): If attacking a foe using a magic item such as a wand, rod, scroll, staff etc, if the attack hits, the user must make a reflex save or additionally suffer a mishap and be treated as if they rolled a natural 1 and failed a use magic device check. | *''Boost''(5 points): If attacking a foe using a magic item such as a wand, rod, scroll, staff etc, if the attack hits, the user must make a reflex save or additionally suffer a mishap and be treated as if they rolled a natural 1 and failed a use magic device check. | ||
− | *''Boost''(25 points): Additionally if the target was using any form of magic/psionics including supernatural abilities and is hit, the target must make a will save or suffer a backfire. A back fire causes 1d3 points of damage per spell/power level of the ability used. If the ability was a supernatural one, the | + | *''Boost''(25 points): Additionally if the target was using any form of magic/psionics including supernatural abilities and is hit, the target must make a will save or suffer a backfire. A back fire causes 1d3 points of damage per spell/power level of the ability used. If the ability was a supernatural one, the user gets a 5+ bonus on their save. |
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'''{{Anchor|Encouragement}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a swift action or immediate action the fighter gives encouragement to all allies within 10 feet + 5 feet per 5 fighter levels of the fighter. The encouragement gives allies a +2 to dodge ac, reflex saves and saves against mind effects for 1 round. | '''{{Anchor|Encouragement}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a swift action or immediate action the fighter gives encouragement to all allies within 10 feet + 5 feet per 5 fighter levels of the fighter. The encouragement gives allies a +2 to dodge ac, reflex saves and saves against mind effects for 1 round. | ||
− | *''Boost''( | + | *''Boost''(5 points):The effect lasts an extra round per 5 points used. |
*''Boost''(10 points): you can do this now instead as a free action once per round | *''Boost''(10 points): you can do this now instead as a free action once per round | ||
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*''Boost''(10 points):You can perform this as a swift action. | *''Boost''(10 points):You can perform this as a swift action. | ||
− | '''{{Anchor|Multi Aid}}( | + | '''{{Anchor|Multi Aid}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can add an additional ally with aid another per 4 fighter levels and can choose to give aided allies different bonuses if you wish for one round. |
− | '''{{Anchor|Break Them Free}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a standard action, the fighter can make either a bluff, intimidate or diplomacy check on an ally within 15 feet suffering from any hostile mind effects(fear, demoralize, charm, dominate etc). If the fighter beats the original effect's dc, the ally has the effects removed, though if suffering from several effects as once, the fighter must beat each effect though beating several effects in one try does not require extra points. The fighter can try multiple times if they fail but must spend the points to do so. | + | '''{{Anchor|Break Them Free}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a standard action, the fighter can make either a bluff, intimidate or diplomacy check on an ally within 15 feet that they can see or hear suffering from any hostile mind effects(fear, demoralize, charm, dominate etc). If the fighter beats the original effect's dc, the ally has the effects removed, though if suffering from several effects as once, the fighter must beat each effect though beating several effects in one try does not require extra points. The fighter can try multiple times if they fail but must spend the points to do so. |
*''Boost''(15 points): You can perform this as a move action now | *''Boost''(15 points): You can perform this as a move action now | ||
*''Boost''(25 points): you can perform this as a swift or immediate action now. | *''Boost''(25 points): you can perform this as a swift or immediate action now. | ||
− | *''Boost''(15 points): For each 15 points you use you can affect another ally within 15 feet | + | *''Boost''(15 points): For each 15 points you use you can affect another ally within 15 feet with this ability |
'''{{Anchor|Fighting Shield}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the fighter is engaged with a foe, the fighter can designate one ally within 10 feet of the fighter or foe being engaged, the ally can move away from or to the foe being fought by the fighter without provoking an attack of opportunity from the foe. | '''{{Anchor|Fighting Shield}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the fighter is engaged with a foe, the fighter can designate one ally within 10 feet of the fighter or foe being engaged, the ally can move away from or to the foe being fought by the fighter without provoking an attack of opportunity from the foe. |
Revision as of 00:10, 7 November 2020
At level 1 and even odd level after, the fighter gains martial points which can be used during an encounter. The fighter can use a variety of martial abilities listed by spending the martial points required to do so.
The save against a fighter's martial abilities is DC 10 + 1/2 BAB + strength or dexterity modifier
The fighter can choose which ability score to use when using a martial ability
The martial points used are regained after each encounter after 5 minutes of rest or noncombat.
A fighter who runs out of martial points in an encounter can force themselves to use the abilities but must each time make a DC 10 Fortitude save that increases by 3 for each additional ability used without the required martial points or take 1d10 non lethal damage from overexertion and stress. This nonlethal damage bypasses any resistances or immunity or anything that that would prevent them from taking it.
Note some abilities have use limits regardless of the fighter having the required points or running out of the martial points.
The martial abilities can not be used with magic or psionics, the fighter can use magic/psionic weapons and armor with the abilities but casting or manifesting does not work with the abilities.
Fighters slowly regain spent martial points at the rate of 1 point per 5 fighter levels (minimum 1 to a max of 5 at level 20) + their constitution bonus if any each round unless the fighter is dying, helpless or disabled. If the fighter uses the delay option, the point rate is doubled.
Fighter can also regain martial points if the fighter kills a foe or reduces it to less then 1 hp, this gives the fighter martial points equal to the creatures CR/HD (minimum one), this can not give more points the the fighter's max point total. Foes with an cr of less then 1/2 or that are 4 or more cr lower then the fighter's hd do not give points(so no bag of rats). Using magic or psionics do not count for killing the foes and regaining points, it must be done with martial combat.
The martial abilities of a fighter represent their ability to adapt to and foil enemy tactics and defenses, ready themselves, adapt to enemy tactics, actions and change in battle, take advantage in battle of openings or weak spots and focus on a combat situation. The points represent the fighter's stamina, willpower, senses, insight, experience and focus being used.
The fighter can at higher levels improve the abilities by spending more points to boost them and unlock more powerful versions. However the fighter must meet the point requirements by having naturally the points required at their base. An an example is a fighter's regular martial points is 40, they use an improved ability that requires 25 points that normally only needs 10 points, they can use it even if they have less then 25 points as they normally have at least 25 points max, but if a boosted ability required 50 points, they could not use it as it would require the fighter to have a base of at least 50 points normally to use them.
List of martial abilities:
Move Tactics
Not Out of Reach(5 points) (Ex): For the duration of the encounter, the fighter can use reach weapons to attack adjacent foes by spending a swift action on their turn or immediate action to do so which causes the reach weapon to lose their reach but allows it to hit adjacent foes, a second swift action restores the reach of the weapon.
- Boost(15 points): You may now perform this as a free action once per turn if you wish
Take The Opportunity(20 points) (Ex): For the duration of the encounter, you may add 1/2 your fighter level to your attacks of opportunity each round(minimum one). This stacks with combat reflexes and other extra attacks of opportunity and you may also use light or one handed melee weapons as a thrown weapon for your attacks of opportunity if you wish, allowing you to make attacks of opportunity with a ranged attack, this usage also does not provoke attacks of opportunity .
- Boost(65 points): You can now add your full fighter level.
Zephyr Feet(5 points) (Ex): You may charge, overrun, bullrush, trample or run as a move action instead of a full round action or standard action for 1 minute. Additionally for 1 minute despite any penalties to movement, you can take a move action to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) This movement does not provoke attacks of opportunity (despite the distance covered, this move isn’t a 5-foot step).
- Boost (10 points): You can now use a swift action to move 5 feet despite any penalties to movement instead of a move action.
Power Run(10 points) (Ex): The fighter gains an additional 20 feet of movement speed for that round, this does stack with other movement speed increases the fighter may have. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one) Boost (25 points): you gain an additional 20 feet of movement speed
Riposte(5 points) (Ex): For 1 minute if a foe misses the fighter with all its attacks in a round, the fighter may make a bonus attack of opportunity against that foe, if the attack hits the foe it is an automatic critical.
- Boost(15 points): The foe is now flat footed for 1 round if the attack hits and the attack now ignores damage reduction.
The Moves(5 points) (Ex): If you wish on your turn, you can take 2 move actions instead of a standard or full action.
Evasive(5 points) (Ex):The fighter gains the effect of improved evasion and can move at regular speed for 1 minute regardless of worn armor or carried load up to heavy. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one).
Live Another Day(5 points) (Ex): You may withdraw from melee combat as a move action and move at full speed. You gain a dodge bonus to ac equal to 1/2 fighter levels (minimum one) against attacks of opportunity during the process of withdrawing if you move out of a threatened square (other than the one you started in)
- Boost(25 points): You no longer provoke an attack of opportunity when withdrawing from a threatened square
Rough Area(5 points) (Ex): For 1 minute any foes passing by any squares the fighter threatens or is adjacent to treat the squares as difficult terrain unless they pass a reflex save for each square traveled. This can not be used if the fighter is helpless, unconscious, staggered, confused, nauseated, slowed, fascinated , deafened, exhausted, stunned, dazed, pinned, frightened or panicked.
Hustle(35 points) (Ex): The fighter draws deep within themselves and taps their inner strength and speed which allows the fighter to act as if under the effects of haste for 1 minute. This can be used once per encounter. This does not stack with haste or similar effects.
- Boost(10 points): You gain an extra round of use per 10 points used to a max of 4 extra rounds.
Fast Feet(5 points) (Ex): The fighter may for the duration of the encounter take an additional 5 foot step if they wish on their turn in additional to any other movement or action including their usual 5 foot step. They can also if they wish instead take a 5 foot step as an immediate action which does not prevent them from taking the usual 5 foot step on their next turn though the second one is used up for the next turn.
- Boost(15 points): If taking an additional 5 foot step as an immediate action, the fighter no longer loses their second 5 foot step on their next turn. This boosted action can be done a number of times equal to 1/3 the fighter's level (minimum 1).
Jump Up(1 point) (Ex): You may if prone stand up as a free action or immediate that does not provoke an attack of opportunity.
Act Once More(10 points) (Ex):The fighter gains an additional move action on their turn. This ability can be used a number of times per encounter equal to 1/4 fighter level(minimum one) but only once per round.
- Boost(25 points): You can gain a standard action instead of a move action
- Boost(50 points): You can gain a full round action instead of a move or standard action.
Act Now(5 points) (Ex):The fighter gains a second immediate action or swift action on the turn they use their immediate action or swift action. This does not use their swift or immediate action on their next turn. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one) but only once per round.
Bonus Opportunity(5 points) (Ex):If an enemy provokes an attack of opportunity from you, you can make the attack even if you’ve already taken your allotted number of attacks of opportunity this round but at a -5 to attack rolls. This can be used once per round. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one).
- Boost(15 points): You no longer take a -5 to attack rolls with this ability
Dodging Moves(5 points) (Ex): for 1 round, you can in lieu of using your attacks of opportunity against foes move 5 feet each time a foe attempts to hit you, you can roll either your reflex save or make a dexterity check against the attacker's attack roll, if you beat their roll you move 5 feet in a direction of your choice that does not provoke an attack of opportunity. This uses an attack of opportunity whether it succeeds or not and can not be used if you have used up your attacks of opportunity or are flat footed or denied your dexterity.
Once Again(5 points) (Ex):The fighter if they kill or reduce a foe to less then 1 hp with a critical hit gains an additional move action on their turn. This applies even if the foe slain or reduced to less then 1 hp is immune to critical hits. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one) but only once per round.
- Boost(20 points): You now can gain a standard action if you prefer
- Boost(55 points):You can now gain a full round action if you wish
Fighter Boons
Masochist Bulwark(5 points) (Ex): Once per encounter when you take damage from a foe, make a will save equal to DC 10 + damage dealt, if you pass the save for the duration of the encounter you get a morale bonus to ac and will saves equal to 1/3 your fighter level (minimum one).
Quick Skills(5 points) (Ex): For the duration of the encounter, if using a fighter class skill that requires 1 round or a standard action to use, you may use it as a move action that does not provoke an attack of opportunity. Augment(20 points): You can perform this ability as a swift action.
True Attack(5 points) (Ex): The fighter can by supreme focus and experience as a swift or immediate action give themselves the effect of true strike for 1 round. This can be used a number of times per encounter equal to 1/4 fighter level (minimum one).
- Boost(15 points): This can be done as a free action now.
Experience Foresight(15 points) (Ex): By drawing upon their experience in combat and tactics the fighter gains a new insight. By spending a move action the fighter gains the effect of Moment of Prescience for 1 round on their next turn, use the character's fighter levels and BAB combined in place of a caster level. This can be used a number of times per encounter equal to 1/4 fighter level (minimum one).
- Boost(15 points): This now only requires a swift or immediate action
- Boost(35 points): This now can be done as a free action
Sharp Prepared Mind(20 points) (Ex): The fighter's training and experience has given the fighter a sixth sense of sorts in battle. By spending a move action to scan and observe the battlefield, the fighter gains the effect of foresight for 1 minute. This can be used once per encounter.
- Boost(35 points): This now only requires a swift or immediate action
- Boost(45 points): This can be done as a free action
Clear Mind(15 points) (Ex): By focusing and emptying their mind of thoughts and issues, the fighter gains a new calm in battle. By spending a move action, the fighter is protected from all devices and magics/psionics that detect, influence, or read emotions or thoughts. The fighter is also now protected against all mind-affecting magic/psionics and effects. This lasts for 1 minute and can be used once per encounter.
- Boost(20 points): This now only requires a swift or immediate action
- Boost(30 points): This now can be done as a free action.
First Initiative(5 points) (Ex): For the duration of the encounter, the fighter adds 1/2 their fighter levels to Initiative checks as an circumstance bonus(minimum 1).
- Boost(35 points): You may now add all your fighter levels to Initiative checks.
Rapid Launch(5 points) (Ex): For the duration of encounter, if you throw a weapon that does not have a normal range increment, you do not take a -4 to attack and regardless of it being light, one or two handed it only requires a move action to throw.
- Boost(10 points): You may now perform this as a swift action or immediate action.
Readied Tactics(5 points) (Ex): for the duration of the encounter, if the fighter uses a readied attack or action on a foe, the foe is denied its Dexterity bonus to its AC for 1 round if it fails a reflex save.
- Boost (15 points): The foe is now also treated as flat footed for 1 round on a failed save.
Supreme Dodge(20 points) (Ex): The fighter can for the duration of the encounter as a swift action or immediate action each round gain the effect of blur on themselves for 1 round. This is not affected by true seeing or similar effects as it is a representation of the fighter's reflexes and skill, this can not be used if the fighter is helpless, unconscious, staggered, pinned, confused, fatigued, deafened, disabled, nauseated, dazed, stunned, Fascinated, exhausted, frightened, panicked or blinded.
- Boost(25 points): This can be done as a free action once per round
- Boost(35 points): You now gain a 50% miss chance against enemy attacks instead of 20%
Heroic Surge(5 points) (Ex): The Fighter draws upon their past, training and deeds to push themselves more. The fighter gains the effect of heroism for a number of rounds equal to 1/2 their fighter levels(minimum 1). This can be used once per encounter.
- Boost(25 points): You now gain the effect of Greater Heroism
Freedom Strength(15 points) (Ex): The fighter through muscle and willpower force breaks impeding forces and effects. The fighter gains for one round the effects of freedom of movement.
- Boost(5 points): For every 5 points you use, you gain another round of use.
- Boost(45 points): You now instead gain the effects of freedom for 1 round, this can also be boosted with 5 points for a longer duration. Note this can not be used if already suffering from imprisonment, temporal stasis, binding, petrified or similar effects though this does prevent you from being affected by either for the duration.
- Boost(65 points): You can make a strength or dexterity check against force effects affecting or targeting you such as force wall or forcecage etc, the caster/manifester can use their casting/manifester ability score in place of their strength or dexterity score. If the fighter passes, they ignore the force effect for the duration of the force effect.
Not as Bad as it Looked(5 points) (Ex): At the end of an encounter where the fighter and allies have won and not retreated, if the fighter is suffering from level drain, ability damage or drain or an adverse status condition caused by a foe, the fighter can either be healed of 1d2 points of ability drain or ability damage(their choice on which ability score, but only one can be chosen) or they can choose to instead be healed of 1d2 level drain or level loss.
Overwhelming Will(2 points) (Ex): If the fighter saves against any magic/psionics from either the enchantment school, illusion school or Telepathy discipline, the effect not only fails, the fighter can through sheer force of their willpower cause the caster/manifester to be dazed for 1 round.
- Boost (10 points): The foe now after being dazed suffers a 20% spell/psionic failure chance and a penalty to initiative and concentration checks equal to 1/2 your fighter level(minimum 1) for 1 round.
Stand Firm and Jump Strong(2 points) (Ex):The fighter can add their strength bonus if any to reflex saves and balance checks for 1 minute.
Play Through The Pain(25 points) (Ex): If affected by adverse status conditions such as nauseated, blinded, stunned, dazed, confused, sleep(caused by a foe), staggered, disabled, fatigued and exhausted(not from lack of rest or non combat reasons), slowed, paralyzed, the fighter can through sheer strength and willpower act normally for the duration of the effect, however they take a -7 to all rolls, checks and saves for the duration. The fighter must spend the points for each effect on the fighter.
- Boost(5 points): For every 5 points you additionally use on an adverse status condition the penalty is reduced by 1 per 5 points used, to a minimum penalty of -1
Super Save(5 points) (Ex): For the duration of the encounter, if attacked by a no save ability damaging or draining or level draining or level loss effect or ability or magic/psionics/extraordinary abilities of some sort that would normally not allow a save, the fighter can now make a save as if it did allow one. For some effects that maybe hard to determine a partial or complete negation save effect use your best judgement such as halving damage , lessening the effect, escaping the effect etc.
Greater Save(10 points) (Ex): If the fighter passes any save that would cause a partial effect on a successful save, the fighter negates the effect completely. This effect lasts for 1 minute and works with super save.
- Boost(10 points): For every 10 points you invest you gain another minute of use.
Bigger Faux(50 points) (Ex): The fighter for 1 minute counts as 1 size category bigger for the purpose of bull rush, balance checks, reflex saves, bluff, feint, sunder, disarm, overrun, intimidate, grapple, trip, charge checks and their own martial abilities. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one).
Long Attack(5 points) (Ex): The fighter treats all their melee or ranged attacks as if they as if it had 5 extra feet of reach or range, this stacks with any reach the weapon already has and lasts 1 minute. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one).
Sharp Eyes(5 points) (Ex):If a single foe is under the effects of any form of magic concealment, magic invisibility, magic soft cover, blur, displacement, blink or similar effects, the fighter can make a will save against the effects as if it were a hostile spell cast on them, if they pass, they ignore the effects on the foe and do not suffer a miss chance. This lasts for the duration of the effects or the end of the encounter which ever comes first. The fighter must for each effect make the save and spend the points to do so.
Mighty Surge(45 points) (Ex): By digging deep within the fighter's body and soul the fighter calls upon a deep well of power. For one round the fighter gains a +5 enhancement bonus to Strength, Dexterity, and Constitution, a +5 competence bonus on all saves, a 5+ enhancement bonus to dodge ac and a bonus to base attack bonus equal to your fighter level(which may give you multiple attacks but you still can't get more then 5 attacks). This can be used once per encounter Boost(15 points):For each 15 points you spend, you gain an extra round of consecutive use of this ability.
Assault Tactics
No Escape(10 points) (Ex): If a foe tries to escape combat or flee the area or avoid you via teleportation, Psychoportation, Conjuration/Metacreativity, extradimensional travel, blink, transmutation, some type of magic/psionics , similar effects or things that would be stopped by dimensional lock or dimensional anchor, the fighter can attempt through sheer reflexes and will power to follow the foe. As an immediate action whenever a foe uses one of these effects, the fighter if they can reach the foe the fighter can make either a reflex save or dexterity check or grapple check against the effect's dc as if it was a hostile effect used on them. If they pass, the fighter can either try to foil the action and force the foe to make a will save or remain where they are causing the effect to be wasted, make the foe suffer a mishap if they fail a will save, or instead follow the foe to where ever they were headed and gain any positive effects the magic/psionics would give a willing target. If following the foe you can either emerge on the nearest square open for you or on the same square the foe occupies. If grappling the foe, the foe is considered pinned by you when the both of you emerge. Boost(15 points): This can be done as a free action once per turn now and can affect supernatural abilities. Boost(35 points): If you pass the check or save, you can really disrupt and mess with the mystic energies they tried to use, the fighter can then force the target to make another will save, if they fail they can not use teleportation, psychoportation, conjuration/metacreativity, extradimensional travel, blink, transmutation, some type of magic/psionics , similar effects or things that would be stopped by dimensional lock or dimensional anchor, for 1 minute including supernatural abilities
System Shock(5 points) (Ex): For the duration of the encounter, if you deal a creature enough damage to make it drop (typically by dropping it to below 1 hit points or killing it), the foe must make a fortitude save or die instantly from the shock to their body. This works in tandem with other martial abilities that requires a foe to be reduced to less then 1 hp or be killed. Boost(15 points): The target if it passes the first save must make a second fortitude save or take a penalty to their fortitude save equal to 1/3 your fighter level(minimum 1) for 1 minute or until it is healed of half it's total hp.
Blurred Stars(5 points) (Ex): As a move action, make a single attack on a living foe with eyes that you can reach or hit, if the attack damages the foe, the foe must make a fortitude save or suffer a -5 to spot checks, lose the ability to use gaze attacks or abilities using the eyes and treat all characters in the area as if they had concealment for 1 minute. A successful save negates the spot check penalties and gaze attack stoppage. Boost(15 points): You can perform this as part of an attack action now and foes now take a -5 to spot checks even if they pass the save.
Shattered Back(35 points) (Ex): As a standard action, make a single attack against a foe no more then one size larger then you, if it hits and damages the foe, the foe must make a fortitude save or be paralyzed for 1 round per 5 fighter levels(minimum 1), a successful save makes the target staggered for 1 round instead. Creatures without a nervous system or equivalent are immune. Creatures immune to critical hits with a nervous system or equivalent can be affected but get a 5+ on their save and negate the staggered effect on a passed save.
- Boost(10 points): For each 10 points you add, you can affect an extra size category that is more then one size larger then you .
- Boost(15 points): You may perform this as a move action now.
- Boost(25 points): you may perform this as part of an attack action now.
Dark Carnage(5 points) (Ex): When you slay a foe no more then 1 size smaller then you, if it has a corporeal body you can aim part of their destroyed body at one foe's eyes within 5 feet of the slain target, treat this as a ranged touch attack, if it hits the target's eyes, they must make a reflex save or take a -5 to attack rolls and initiative checks for 1 round.
- Boost(15 points):The foe is now blinded for 1 round on a failed save and takes the penalty listed before on a successful save.
Infirm Strike(5 points) (Ex): As a move action make a single attack on a foe, if it damages the foe the foe must make a fortitude save or be staggered for 1 round and suffer 1d4 points of constitution damage from the attack wrecking havoc on the target's body, a successful save reduces this to staggered for 1 round. Creatures immune to critical hits can be affected but get a 5+ on their save and negate the stagger effect on a passed save.
- Boost(5 points): for every 5 points you add, you can cause 1d4 more points of constitution damage up to 6d4 and cause another round of staggering up to 6 rounds.
- Boost(35 points): You can now perform this as part of an attack action, multiple times if you wish with the same full attack action though you must still spend the points.
Power Impact(5 points) (Ex): You add per 4 fighter levels(minimum one) 1d8 points of damage to a single attack you land on a foe. If the foe has less then 50% of their current health it does 2d8 damage instead. This can be used a number of times per encounter equal to 1/4 fighter level (minimum one).
- Boost(15 points): For every 15 points you invest, you add an additional 1d8/2d8 points of damage to your attack to a max of 5d8/10d8 extra damage.
Toppling Critical(2 points) (Ex): On a successful critical hit against a foe no more then one size larger then you, the targeted foe must make a reflex save or fall prone, a successful save reduces this to flat footed for 1 round. Foes immune to critical hits can be affected as this is more the sheer force of the hit but get a 5+ on their save and are not flat footed on a successful save.
- Boost(5 points): The foe if they fail their reflex save requires a standard action to get back up not a move action and are flatfooted for 1 round after.
Fast Mercy(1 point) (Ex): You may perform a coup de grace as a move action that does not provoke an Attack of Opportunity.
- Boost(5 points): You may do this as a swift action now
Move in for the Kill(1 point) (Ex): The fighter can perform a full attack against 1 foe as a move action that is suffering from an adverse status condition. The last attack if it hits is an automatic critical on the foe that ignores damage reduction.
Fast Assault(5 points) (Ex): If making a full attack on a single foe, the fighter can perform a full attack as a move action on the foe instead of a full round action.
Tiring Beatdown(3 points) (Ex): If performing a full attack on a single foe, for each attack that hits the foe must make a fortitude save or become exhausted for 1 round per attack that hits the foe, a successful save reduces this to fatigued for 1 round per successful attack.
Conceal Not(5 points) (Ex): For the duration of the encounter if the fighter hits a foe who is under either mundane concealment, total concealment or soft cover, as long as the foe does not leave the square, the fighter for subsequent actions and attacks ignores the effects or bonuses on the foe granted from the effect.
Shoving Critical(1 point) (Ex): If the fighter when fighting a foe no more then 1 size larger then them lands a critical hit on the foe, the foe is pushed back 5 feet if it fails a reflex save as well as being damaged. Note that even foes immune to critical hits are subject to this as this is more the sheer impact of the blow on the foe, not necessarily hitting a weak spot or vital.
- Boost(5 points): The foe is now also flatfooted for 1 round if they fail the reflex save.
Impeding Critical(3 points) (Ex): When landing a critical hit on a foe, the fighter can make the target roll a Fortitude save; if the target fails, they take 1d6 points of ability score damage to an ability score of the Fighter's choice. A successful save instead causes a penalty of 1d6 to the ability score for 1 round though this can't reduce it to less then 1 Boost(10 points):You can now for each 10 points used deal an additional 1d6 points of ability damage and penalty on a foe up to 5d6.
Super Opportunity(5 points) (Ex): For 1 minute any foes hit by any of your attacks of opportunity on them must also make a reflex save or stop moving for the rest of the round if moving is what caused the attack of opportunity. If the attack is a critical hit, the foe is also flatfooted for 1 round, this applies even if the foe is immune to critical hits.
Hampering Critical(3 points) (Ex): When landing a critical hit on a foe, the fighter can make the target roll a Fortitude save; if the target fails, they suffer a listed condition of the fighter's choice for 1 minute unless they pass the save in which case they suffer it for 1 round instead: staggered, exhausted, panicked, blinded, deafened.
Dazing Attack(5 points) (Ex): As a move action the fighter may with a weapon that deals bludgeoning damage make a single regular attack against one foe, if it damages the target, the foe must make a fortitude save or be dazed for 1 round, a successful save instead causes a -1 penalty on all rolls and checks for 1 round. Creatures without a nervous system are immune, creatures with a nervous system that are immune to critical hits can be affected but get a 5+ on their save and negate the penalty on a successful save. Boost(10 points):The foe now also takes 1d4 wisdom damage if they fail the save and instead takes a 1d4 penalty to wisdom for 1 round on a successful save, this ability penalty can not drop it lower then 1 wisdom
Nulling Hit(5 points) (Ex):As a move action the fighter can make a single regular attack on one foe. If it damages the foe, any active beneficial or hostile magic/psionics that do not have a duration of instantaneous or permanent that the targeted foe has cast/manifested are instantly ended as if the caster dismissed it unless the target makes a will save. On a failed save the effects are ended as if the caster dismissed it and the target can not use any magic/psionics for 1 round as their connection to magic/psionics is severed briefly. Note this is not dispelling but actually disrupting the mystic energies controlled by the foe targeted and as such can affect supernatural abilities though they get a 5+ on their save.
- Boost(5 points): you add another round to the effect for each 5 points you use
- Boost(25 points): You can now perform this as part of an attack option, multiple times in the same attack action if you wish though this does not require extra points to be used.
Banishment Hit(10 points) (Ex): As a move action the fighter can make a single regular hit on a target. If it damages the target, if the target was summoned or conjured by a caster/manifester, the target and character who summoned or conjurated the creature must both make a will save or the creature is banished back as per banishment. If either fails the save the target is banished. If used on a caster/manifester who has summoned creatures out already, only the caster must make the save though if it fails all summoned creatures are banished. Note this is actually disrupting the mystic energies on the target and as such can affect supernatural abilities.
- Boost(15 points):The summoned creatures now take a penalty equal to 1/2 your fighter level (minimum 1) to all rolls and checks and saves for 1 round on a successful save.
Silence Attack(10 points) (Ex): The fighter as a move action make a single attack on a foe aimed at the throat or head depending on the foe. If the target is damaged, it must make a fortitude save or be unable to use magic, supernatural abilities or mundane abilities requiring verbal usage or use of the mouth for 1 minute. If the foe is a manifester, they lose the ability to use telepathy for one minute on a failed save.
Tearing Wound(5 points) (Ex): As a move action the fighter can make a single attack on a foe, if it hits the foe must make a fortitude save or suffer from a tearing injury. A tearing injury can only be applied to foes where conceivably the flesh or material the foe is made of would tear or break or crumble or similar from overexertion or movement. A foe with a tearing injury must each time it takes a full round action, standard action or moves more then half its speed (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) make another fortitude save or take damage again equal to the initial attack. The tearing wound goes away when the target is healed for the same amount of hit points as the initial attack did or receives a heal check equal to the damage the initial attack did. Note this ability can work on corporeal undead and constructs as long as the substance they are made from could tear from actions(use their charisma in place of their constitution score for fortitude saves).
- Boost(15 points): Foes if they fail the second save now take a -5 to all rolls and checks for that round.
Opportunity Combo(5 points) (Ex):For the duration of the encounter when ever the fighter hits a foe with an attack of opportunity and it is a critical hit, the fighter can if they wish immediately attempt either a sunder, disarm, bullrush, trip, overrun, feint or intimidation check on the foe as a free action even though it is not their turn. This applies even if the foe is immune to criticals.
Fear Mongering
Scare Them Back(2 points) (Ex): If the fighter passes a save or check on a hostile morale or fear effect directed at them, the fighter can immediately as a free action even though it is not their turn do a counter demoralize check on who ever attempted the fear effect on the fighter as long as the fighter and foe can see or detect each other. The foe if it fails the check suffers the fear effect they attempted on the fighter as if they cast it on themselves.
- Boost(5 points): The foe is now flat footed for 1 round if it passes the check.
Horrifying Critical(3 points) (Ex): When landing a critical hit on a foe that kills it or brings it to less then 1 hp, the fighter can as a free action attempt to demoralize all foes within 30 feet of the fighter or the foe if using ranged attacks on the foe downed and cause them to be shaken for 1 minute on a failed save and for 1 round on a successful save. Note this works even on foes immune to critical hits as long as they are killed or brought down to less then 1 hp.
- Boost(10 points): Foes are now frightened for 1 minute on a failed save and shaken for 1 minute on a successful save.
- Boost(25 points): Foes are now panicked for 1 minute on a failed save and shaken for 1 minute on a successful save.
Intimidating Assault(10 points) (Ex): When performing a full attack on a single foe, for each attack that hits the foe, you can make a intimidation check against them as a free action, for each check you passed the foe takes a cumulative -1 to attack/damage rolls and initiative/concentration checks for 1 minute. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one).
- Boost (5 points): The foe now also takes a -1 to reflex and will saves
Intimidating Critical(3 points) (Ex): If you land a critical hit on a foe you can as a free action once per turn make an intimidation check on the foe, if you pass the check the foe is frightened for 1 round and is instead shaken on a failed check for 1 round.
- Boost(7 points):The foe is now panicked for 1 round on a failed save and shaken for 1 minute after and on a successful save only shaken for 1 minute.
Goad(2 points) (Ex): Using your intimidation skill, you can goad a foe as a move action. If the attempt works, the foe will attack you and only you for 1 minute or until you are dead. On a failed attempt the foe can act normally but takes a -2 to attack rolls and skill checks for 1 round. Mindless creatures and low intelligence foes can be goaded but this requires a standard action and this may require special methods to get their attention such as throwing a rock at them or so on and they negate the penalty on a successful resist.
- Boost(7 points): You can do this now as a swift action on most foes and as a move action on mindless and low intelligence foes.
Frightening Disarm(5 points) (Ex): For the duration of the encounter, any time you make an intimidation check, if the target(s) fail the check they must also make a reflex save equal to the intimidation check or drop whatever they are holding in their hands.
- Boost(10 points): Foes who pass the save now take a -5 penalty to attack and damage rolls for 1 round.
Step Back(5 points) (Ex): As a move action you can make an intimidation check on a single foe within 30 feet of you that you can see or hear. If you pass the check, the foe takes a 5 foot step away from you into a square of their choice though this does not count as using their 5 foot step. Foes immune to fear can be affected as this is more showing your threat level and prowess but they get a 5+ on their save.
- Boost(10 points): This can be done as a swift action now
- Boost(5 points): For every 5 points you use, you can affect another foe within 30 feet
Frightening Mishap(5 points) (Ex): As a swift or immediate action you can make an intimidation check on a single foe within 30 feet of you that you can see or hear that is using a magic device like rods, wands, staffs, scrolls, etc. If you pass the check, the foe must make a use magic device check or suffer a mishap and be treated as if they rolled a natural 1 and failed the check.
War Actions
Charging Death(15 points) (Ex):For the duration of the encounter, when you charge, you can make a full attack in the same round.
Crushing Run(4 points) (Ex): For the duration of the encounter, if you knock a foe prone with overrun you can if you wish also stomp on the foe as you move past them. Treat this as an unarmed strike that automatically hits the foe and does not provoke attacks of opportunity.
- Boost(10 points): The foe is also staggered for 1 round unless it passes a fortitude save in which case it is flatfooted instead
- Boost(50 points): Against a living foe with a neck and nervous system that you have knocked prone with overrun, you can now instead stomp on their neck and try to break it. If the foe fails a fortitude save it dies instantly. A successful save instead reduces this to staggered for one round per 5 fighter levels and the target is still damaged from the attack,. Living creature immune to critical hits with a neck and nervous system can be affected but get a 5+ on their save and negate the staggered effect on a successful save but are still damaged from the stomp.
Rush and Down(5 points) (Ex): For the duration of the encounter whenever the fighter successfully bullrushes a foe, they can also attempt an overrun on the target as well. This does not provoke an attack of opportunity from the foe.
Unready(3 points) (Ex): For the duration of the encounter, as move action make a single attack against one foe, if it damages the foe, if the foe has any readied actions prepared, it must make a reflex save or lose them.
- Boost(10 points): This can now be done as part of an attack action.
Expert Disarm(2 points) (Ex): If you disarm a foe, you can have the weapon land in a square of your choice 5 feet away instead of at the foe's feet, additionally for the following round, if the foe fails a reflex save, the foe takes a -3 to attack/damage rolls and is flat footed.
Expert Sunder(4 points) (Ex): If you choose to sunder a foe's weapon or shield, you now add 4d4 damage to your attempt and if the item is sundered, the target is also flat footed for 1 round.
- Boost(10 points): You add an additional 4d4 damage and the foe is pushed back 5 feet regardless of size if the item is sundered
Grapple Arts(2 points) (Ex): You may escape a grapple as a swift action instead of a standard action. Additionally if grappling a foe, you can draw a light weapon as a swift action or move at half your speed as a move action instead of a standard action.
Strong Defense(2 points) (Ex): If fighting defensively or using the total defense option you can use it as a move action instead of a standard action for 1 minute. Additionally you negate any partial effect that an ability that requires a reflex save would cause on a successful save and take a partial effect on a failed save.
Push Spite(4 points) (Ex): If the fighter is subject to a bullrush, trample or overrun attempt for the duration of the encounter, if they pass a strength check and the foe is no more then one size larger then the fighter, the attempt not only fails on the fighter, the fighter then knocks the foe prone.
- Boost(10 points): The foe now requires a standard action to get back up and is flat footed for 1 round after
Opportunity Spite(5 points) (Ex): For the duration of the encounter when ever you are hit with an attack of opportunity in melee, you can lunge at the foe and try to take them off guard and off balance. A foe who attacked you with an attack of opportunity must make a reflex save or take a -5 to attack rolls and initiative rolls on the next round. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one).
Skewered Fools(3 points) (Ex): If you use a ready action to set a polearm type weapon against a charge, you deal triple damage on a successful hit against a charging character. Additionally the target is paralyzed for 1 round unless it passes a fortitude save in which case it is slowed for 1 round instead. Dragons can be affected by this as it is a physical effect but get a 5+ to their save.
Tactical Reposition(4 points) (Ex): As a move action against a foe no more then one size larger then the fighter, the fighter can make a grapple or strength check against the foe, if the fighter wins, they can move the foe 5 feet in a square of the fighter's choice that is not occupied by a solid object or obstacle or the fighter can make the foe face a different direction, possibly allowing allies to flank or sneak attack the foe. The fighter may also switch spots with the foe if they wish. This provokes an attack of opportunity from the foe unless the fighter has improved grapple or combat reflexes or combat expertise or makes a successful dexterity check or reflex save against the foe's attack roll.
- Boost(10 points): The fighter can do this as a swift or immediate action now
- Boost(30 points): This can be used a number of times per encounter equal to 1/3 fighter level(minimum one) as a free action.
Stop Action(5 points) (Ex): For the duration of the encounter as an immediate action or swift action the fighter may either make a single ranged attack on a foe in range or move up to 1/2 their speed and make a single melee attack against a creature or make a single melee attack against a creature the fighter threatens. If that creature was performing any form of action, check, roll or attack declared or not, the Fighter's attack is treated as though it was readied to interrupt it. If the Fighter's attack hits, the creature's action whatever it was fails (movement is stopped, magic/psionics fizzles which counts as if used, attacks are cancelled, etc, magic items fail and use up a charge or are wasted like potions, scrolls etc). If the foe is casting or manifesting defensively, the fighter can make a second attack roll against the foe's concentration skill, if the fighter wins, then their attack can disrupt the foe even though it normally can't. Additionally on a critical hit even if the foe is otherwise immune to critical hits, the target must make a reflex save or be flat footed for 1 round.
- Boost(10 points): The ranged attack use of this can instead be done as a free action once per turn even if it is not your turn. Additionally this can now affect supernatural abilities but if used on supernatural abilities, the user can make a will save with a 5+ bonus to try and avoid losing the ability.
- Boost(5 points): If attacking a foe using a magic item such as a wand, rod, scroll, staff etc, if the attack hits, the user must make a reflex save or additionally suffer a mishap and be treated as if they rolled a natural 1 and failed a use magic device check.
- Boost(25 points): Additionally if the target was using any form of magic/psionics including supernatural abilities and is hit, the target must make a will save or suffer a backfire. A back fire causes 1d3 points of damage per spell/power level of the ability used. If the ability was a supernatural one, the user gets a 5+ bonus on their save.
Hampering Presence(10 points) (Ex): For the duration of the encounter the fighter is a harrying, distracting and impeding presence to nearby foes. All foes in the fighter's threatened area or that are adjacent to the fighter take a penalty to dodge ac, bluff/concentration/spellcraft/perform/use magic device/spot and listen checks equal to 1/3 the fighter's level (minimum one). If the fighter would cause affected foes to fail their use magic item check, it is treated as if the foe rolled a natural 1 and suffered a mishap. This ability can not be used or affect foes if the fighter is helpless, unconscious, staggered, confused, nauseated, Fascinated, slowed, deafened, exhausted, stunned, dazed, pinned, frightened or panicked.
Hit and Run(5 points) (Ex): For the duration of the encounter, after killing a foe or reducing it to less then 1 hp, the fighter may as a swift action move half their speed if they wish. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one) but only once per round.
TeamWork
Encouragement(2 points) (Ex): As a swift action or immediate action the fighter gives encouragement to all allies within 10 feet + 5 feet per 5 fighter levels of the fighter. The encouragement gives allies a +2 to dodge ac, reflex saves and saves against mind effects for 1 round.
- Boost(5 points):The effect lasts an extra round per 5 points used.
- Boost(10 points): you can do this now instead as a free action once per round
Quick Aid(3 points) (Ex): You can aid another as a move action that does not provoke an attack of opportunity instead of a standard action for 1 minute.
- Boost(10 points):You can perform this as a swift action.
Multi Aid(5 points) (Ex): You can add an additional ally with aid another per 4 fighter levels and can choose to give aided allies different bonuses if you wish for one round.
Break Them Free(5 points) (Ex): As a standard action, the fighter can make either a bluff, intimidate or diplomacy check on an ally within 15 feet that they can see or hear suffering from any hostile mind effects(fear, demoralize, charm, dominate etc). If the fighter beats the original effect's dc, the ally has the effects removed, though if suffering from several effects as once, the fighter must beat each effect though beating several effects in one try does not require extra points. The fighter can try multiple times if they fail but must spend the points to do so.
- Boost(15 points): You can perform this as a move action now
- Boost(25 points): you can perform this as a swift or immediate action now.
- Boost(15 points): For each 15 points you use you can affect another ally within 15 feet with this ability
Fighting Shield(2 points) (Ex): If the fighter is engaged with a foe, the fighter can designate one ally within 10 feet of the fighter or foe being engaged, the ally can move away from or to the foe being fought by the fighter without provoking an attack of opportunity from the foe.
- Boost(5 points): For every 5 points you use, you can protect another ally
Shoot the Missile(5 points) (Ex): For the duration of the encounter as an immediate action, the fighter can with a thrown weapon attempt to deflect a ranged attack aimed at themselves or an ally in range of their ranged weapon. The fighter makes an attack roll against the other ranged weapon's attack roll, if the fighter rolls higher the attack is stopped. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be stopped.
- Boost(15 points): You may now attempt this on ranged touch attacks generated by magic effects, magic effects that are line effects, rays or ranged attacks generated by magic effects.
- Boost(25 points): You can now perform this as a free action once per round even if it's not your turn which does not use up your immediate or swift action.
Ally Moves(10 points) (Ex): As a standard action the fighter can grant all allies within 5 feet + 5 feet per 5 fighter levels of the fighter an additional move action on their turn or alternatively enable allies to ready a move or swift action as a move action not standard action or grant them an extra 5 foot step. If not used the move action or ability to ready an action or 5 foot step is wasted. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one) but only once per round.
- Boost(25 points): The fighter can now do this as a move action.
Protector(4 points) (Ex): For one minute if any one chosen ally within 10 feet of the fighter performs an action that would provoke an attack of opportunity otherwise, the fighter protects the ally from any attacks of opportunity and takes it as if the foe targeted the fighter instead.
Ally Shield(3 points) (Ex): Any allies within 10 feet of the fighter gain evasion for 1 minute as long as they stay within 10 feet of the fighter, if they already have evasion, they gain improved evasion. The fighter must spend a swift or immediate action each turn to maintain this. The effect is lost if the fighter is incapacitated or helpless.
- Boost(10 points): This now can be used as a free action once per round.
Take The Blow(1 point) (Ex):The fighter can as an immediate or swift action switch places with an ally within 10 feet and take a hostile hit or effect directed at the ally instead of the ally taking it. The fighter can save against it as usual and apply the usual defenses.
- Boost(5 points): This can be done as a free action once per turn
Group Will(5 points) (Ex): For 1 minute, if the fighter and any allies within 15 feet of the fighter are subjected to a hostile mind effect or morale effect that affects more then one target, if the fighter saves against the effect, the allies automatically pass their save as well.
Opening Spot(5 points) (Ex): For the duration of the encounter, the fighter as a move action can make a single attack on a foe so that if the attack damages the foe, the foe must make a reflex save or else it for 1 round provoke 1 extra attack of opportunity from allies that it threatens or allies that threaten it even if it would not normally provoke an attack of opportunity. The bonus attack of opportunity is in addition to the allies regular number of attacks of opportunity they can normally do.
- Boost(10 points): This can now be done as part of an attack action.
Ex): For 1 round, all allies within 10 feet of the fighter can use the fighter's Initiative score in place of their own if the fighter's is higher. The fighter and allies must not be suffering an adverse status condition in order to use this.
(10 points) (Group Opportunist Eye(3 points) (Ex): For the duration of the encounter, all allies within 15 + 5 feet per 5 fighter levels of the fighter deal an extra 1d8 points of damage on an attack of opportunity on a foe the fighter is fighting. This ability can not be used or affect foes if the fighter is helpless, unconscious, staggered, confused, nauseated, Fascinated, slowed, deafened, exhausted, stunned, dazed, pinned, frightened or panicked.