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User:Balmz/fighter4/Martial Abilities

1,618 bytes added, 23:41, 20 September 2020
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The fighter can choose which ability score to use when using a martial ability
The martial abilities of a fighter represent their ability to adapt to and foil to enemy tactics, ready themselves, take advantage in battle of openings or weak spots and focus on a combat situation.
The fighter can at higher levels improve the abilities by spending more points to augment 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 30, they use an improved ability that requires 25 points, they can use it even if they have less then 25 points as they normally have 30 points max, but if an ability required 50 points, they could not use it as it would require to fighter to have a base of at least 50 points normally to use them.
List of martial abilities:
''Augment''(17 points): You can perform this ability as a swift action.
'''{{Anchor|Not Out of Reach}}(4 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For 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. ''AugmentBoost''(15 points): You may now perform this as a free action once per turn if you wish
'''{{Anchor|True Attack}}(6 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter can as a swift or immediate action give themselves the effect of [[SRD:True Strike|true strike]] for 1 round. This can be used a number of times per encounter equal to 1/4 fighter level (minimum one).
'''{{Anchor|Experience Foresight}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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 [[SRD:Moment of Prescience|Moment of Prescience]] for 1 round on their next turn, use the character's fighter levels and BAB if 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).
''AugmentBoost''(17 points): This now only requires a swift or immediate action
'''{{Anchor|Clear Mind}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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''(25 points): This now only requires a swift or immediate action
'''{{Anchor|Rapid Launch}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
''Augment''(10 points): You may now perform this as a swift actionor immediate actiom.
'''{{Anchor|Take The Initiative}}(6 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You add 1/2 your fighter level(minimum one) as a bonus to initiative checks for the duration of encounter. Additionally for the encounter you can now ready a full round action or swift action and ready any action as a move action instead of a standard action and may move at half your movement speed instead of being restricted to a 5 feet step when readying an action. You can also delay your action without losing initiative or use your delayed action to interrupt a foe's action as if it was readied or use it to aid an another ally.
'''{{Anchor|Power Run}}(4 points) ([[SRD:Special Abilities Overview#Extraordinary|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 1/3 fighter level(minimum one)
''Boost''(20 points): you gain an additional 20 feet of movement speed
'''{{Anchor|Readied Tactics}}(6 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
''Boost''(15 points): The foe is now also treated as flat footed
'''{{Anchor|Supreme Dodge}}(6 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter can for the duration of the encounter as a swift action or immediate action each round gain the effect of [[SRD:Blur|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, nauseated, dazed, stunned, exhausted, frightened, panicked or blinded.
''Boost''(20 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
'''{{Anchor|Riposte}}(6 points) ([[SRD:Special Abilities Overview#Extraordinary|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 it is an automatic critical.
''Boost''(15 points): The foe is now flat footed for 1 round if the attack hits
'''{{Anchor|Heroic Surge}}(6 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): ''' The Fighter draws upon their past and deeds to push themselves more. The fighter gains the effect of [[SRD:Heroism|heroism]] for a number of rounds equal to 1/2 their fighter levels. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one1). This can be used a number of times per encounter equal to 1/4 fighter level(minimum one).
'''{{Anchor|Freedom Strength}}(9 10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): '''The fighter through muscle and willpower force breaks impeding forces and effects. The fighter gains for one minute round the effects of [[SRD:Freedom of Movement|freedom of movement.]]''Boost''(5 points): For every 5 points you use, you gain another round of use.
'''{{Anchor|The Moves}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you wish on your turn, you can take 2 move actions instead of a standard or full action.
'''{{Anchor|Evasive}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|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 1/3 fighter level(minimum one).
'''{{Anchor|Live Another Day}}(4 points) ([[SRD:Special Abilities Overview#Extraordinary|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''(20 points): You no longer provoke an attack of opportunity when withdrawing from a threatened square
'''{{Anchor|Rough Area}}(4 points) ([[SRD:Special Abilities Overview#Extraordinary|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, deafened, exhausted, stunned, dazed, pinned, frightened or panicked.
'''{{Anchor|Hustle}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter acts as if under the effects of [[SRD:Haste|haste]] for 1 round. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one)
''Boost''(10 points): You gain an extra round per 10 points used to a max of 4.
'''{{Anchor|Overwhelming Will}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Stand Firm}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''The fighter can add their strength bonus if any to reflex saves and balance checks for 1 minute.
'''{{Anchor|Fast Feet}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|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 including another 5 feet step. They can also take a 5 foot step as an immediate action which does not prevent them from taking another 5 foot step on their turn.
'''{{Anchor|Play Through The Pain}}(9 10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If affected by adverse status conditions such as nauseated, blinded, stunned, dazed, confused, sleep(caused by a foe), staggered, fatigued and exhausted(but not from lack of rest or non combat reasons), slowed, paralyzed, the fighter can act normally for the duration of the effect, however they take a -5 to all rolls, checks and saves for the duration.''Boost''(5 points): The penalty is reduced by 1 per 5 points used, to a minimum penalty of -1
'''{{Anchor|Drainless}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, if attacked by an ability damaging or draining or level draining effect or ability of some sort that would normally not allow a save, the fighter can now save as if it did allow one.
'''{{Anchor|Greater Save}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
''Boost''(7 points): For every 7 points you invest you gain another minute of use.
'''{{Anchor|Jump Up}}(1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You may if prone stand up as a free action that does not provoke an attack of opportunity.
'''{{Anchor|Act Once Again}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''The fighter gains an additional move action of their choice 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''(20 points): You can gain a standard action instead of a move action''Boost''(35 points): You can gain a full round action instead of a move or standard action.
'''{{Anchor|Act Now}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|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 1/3 fighter level(minimum one) but only once per round.
'''{{Anchor|Bigger Faux}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter for 1 minute counts as 1 size category bigger for the purpose of bull rush, sunder, disarm, overrun, intimidate, grapple, trip and charge checks. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one).
'''{{Anchor|Long Attack}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|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).
'''{{Anchor|Sharp Eyes}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''If a single foe is under the effects of any form of magic concealment, 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.
'''{{Anchor|System Shock}}(6 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
''Boost''(15 points): The target if it passes the 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.
 '''{{Anchor|Blurred Stars}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a move action, make a single attack on a living foe with eyes that you can reachor 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.
'''{{Anchor|Dark Carnage}}(7 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Brittle Strike}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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''(10 points): for every 10 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.
'''{{Anchor|Power Impact}}(6 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You add per 5 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 1/3 fighter level (minimum one).
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