User:Balmz/fighter4/Inculcation

From Dungeons and Dragons Wiki
< User:Balmz‎ | fighter4
Revision as of 23:29, 12 October 2020 by Balmz (talk | contribs)
Jump to: navigation, search

War Social Experience (Ex): The fighter may add 1/2 their fighter levels to intimidation and bluff/feint checks as a competence bonus and does not suffer a penalty to intimidation and bluff checks if they have a low charisma score(treat as 0 instead)

No Surprises (Ex): The fighter can always act in the first surprise round and is not flatfooted unless they are unable to act for some reason

True Initiative (Ex): The fighter adds 1/2 their fighter level to initiative checks as an insight bonus and does not take a penalty to initiative if they have a naturally low dexterity modifier(instead treat it as 0).

Vigor (Ex): If through natural rest, healing effects or fast healing the fight is healed to their max hp, the fighter can now gain 1/2 their total hp as temporary hp if they would be healed or regain more hp. The temporary hp gained through this is lost first. An example is a fighter has 38 hp max normally, with healing effects or rest they could now have 57 hp total, 17 of those points are temporary hp.

Brutal Opportunity (Ex): The fighter takes the advantage against those who let their guard down. When the fighter hits a foe with an attack of opportunity they automatically threaten a critical hit. If it hits, the foe is denied it's dexterity bonus to ac for one round if they fail a reflex save.

Strong Grip (Ex): The fighter may if they would be disarmed or drop anything they are holding for whatever reason may take 10 on their check or save to keep their held items in their hands. If they are stunned, they can make a reflex save equal to what stunned them to try and keep their held items.

Horrifying Body Count (Ex): For every hostile foe no more then 3 cr lower or with less then 1/2 cr then the fighter that the fighter kills in an encounter, the fighter gains a 1+ circumstance bonus on intimidation checks. The fighter must have done at least 75% of the damage the foe took or played a large role in the foe's death.

Second Skin (Ex): The fighter no longer takes a penalty to movement speed when wearing medium armor and is not fatigued or exhausted if sleeping in medium armor. Additionally worn light and medium armor no longer counts as encumbrance for the fighter. Taking this a second time allows the fighter to apply these effects to heavy armor and run up to four times their speed in heavy armor instead of three times.

Zephyr Charge (Ex): The fighter can now charge at four times their speed instead of just twice their speed.

The Long Run (Ex): The Fighter can now run for a number of rounds equal to their Constitution score plus 1/2 their fighter level and now only has to make a constitution check every other round.

Fast Scare (Ex): You can use the intimidation skill as a move action instead of a standard action.

Martial Adept (Ex): The fighter can treat strength, dexterity and constitution as 3 points higher then normal to qualify for bonus feats.