Difference between revisions of "User:Balmz/fighter4/Martial Abilities"

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''Boost''(7 points): For every 7 points you invest you gain another minute of use.
 
''Boost''(7 points): For every 7 points you invest you gain another minute of use.
  
'''{{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, feint, 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).
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'''{{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,  bluff,feint, sunder, disarm, overrun, intimidate, grapple, trip, charge checks and their martial abilities. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one).
  
 
'''{{Anchor|Long Attack}}(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|Long Attack}}(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).

Revision as of 17:18, 26 September 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. 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) each round unless the fighter is dying 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. 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, ready themselves, adapt to enemy tactics 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 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 30, 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 to fighter to have a base of at least 50 points normally to use them.

List of martial abilities:

Move Tactics

Not Out of Reach(4 points) (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. Boost(15 points): You may now perform this as a free action once per turn if you wish

Take The Initiative(5 points) (Ex): You add 1/2 your fighter level(minimum one) as a competence 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.

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.

Power Run(5 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

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(3 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 1/3 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(15 points): You no longer provoke an attack of opportunity when withdrawing from a threatened square

Rough Area(4 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, deafened, exhausted, stunned, dazed, pinned, frightened or panicked.

Hustle(10 points) (Ex): The fighter acts as if under the effects of 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.

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 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.

Jump Up(1 point) (Ex): You may if prone stand up as a free action that does not provoke an attack of opportunity.

Act Once Again(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(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.

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 1/3 fighter level(minimum one) but only once per round.

Bonus Opportunity(2 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. 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).

Dodging Moves(4 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.

Once Again(6 points) (Ex):The fighter if they kill or reduce a foe to less then 1 hp with a critical hit gains an additional action of their choice on their turn. This applies even if the foe 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.


Fighter Boons

Masochist Bulwark(4 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(4 points) (Ex): 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(15 points): You can perform this ability as a swift action.

True Attack(5 points) (Ex): The fighter can 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).

Experience Foresight(10 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 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). Boost(15 points): This now only requires a swift or immediate action

Sharp 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

Clear Mind(10 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

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. Augment(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. Boost (15 points): The foe is now also treated as flat footed

Supreme Dodge(5 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, 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 in addition 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 a number of times per encounter equal to 1/4 fighter level(minimum one).

Freedom Strength(10 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.

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 a 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 be healed of 1d2 level drain.

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(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(10 points) (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

Super Save(5 points) (Ex): For the duration of the encounter, if attacked by a no save ability damaging or draining or level draining 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 save effect use your best judgement.

Greater Save(3 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. Boost(7 points): For every 7 points you invest you gain another minute of use.

Bigger Faux(5 points) (Ex): The fighter for 1 minute counts as 1 size category bigger for the purpose of bull rush, bluff,feint, sunder, disarm, overrun, intimidate, grapple, trip, charge checks and their 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(2 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.

Assault Tactics

System Shock(6 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 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.

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 also blinded for 1 round on a failed save and takes the penalty listed 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.

Power Impact(6 points) (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).

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.

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(6 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 Assault(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 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 a 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(6 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. 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 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 beneficial or hostile magic/psionics that do not have a duration of instantaneous that the targeted foe has cast/manifested are instantly ended unless the target makes a will save. On a failed save the effects are ended and the target can not use any magic/psionics for 1d3 rounds. Note this is not dispelling but actually disrupting the mystic energies controlled by the foe targeted and as such can affect supernatural abilities. Boost(5 points): you add another 1d3 rounds to the effect for each 5 points you use

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).

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. 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(8 points): Foe are now frightened for 1 minute on a failed save and shaken for 1 minute on a successful save.

Intimidating Assault(7 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 passed the foe takes a cumulative -1 to attack/damage rolls and initiative/concentration checks for 1 round. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one).

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 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 on a successful save.

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 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

War Actions

Charging Death(10 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

Unready(3 points) (Ex): 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.

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, 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(8 points) (Ex): For 1 minute 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 4+ 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 against the foe's attack roll. Boost(10 points): The fighter can do this as a swift action now Boost(30 points): The fighter can do this once per round as a free action

Stop Action(2 points) (Ex): For 1 minute 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. 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, attacks are cancelled, etc). If the foe is casting or manifesting defensively, the fighter can make a second attack roll against the foe's concertation skill, if the fighter wins, then their attack can disrupt the foe even though it nirmally 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.

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, slowed, deafened, exhausted, stunned, dazed, pinned, frightened or panicked.

Hit and Run(6 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 1/3 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(4 points):The effect lasts an extra round per 4 points used.

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(4 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.

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.

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. Augment(15 points): You may now attempt this on ranged attacks generated by spell effects.

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. If not used the move action or ability to ready an action 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.

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 action switch places with an ally within 10 feet and take a hostile hit or effect instead of the ally taking it. The fighter can save against it as usual. Boost(5 points): This can be done as a free action once per turn Boost(20 points):

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.