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User:Balmz/fighter4/Martial Abilities

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'''{{Anchor|Not Out of Reach}}(4 points) ([[SRD:Special Abilities Overview#Extraordinary|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
'''{{Anchor|Take The Opportunity}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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 you may 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 .
'''{{Anchor|Zephyr Feet}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Power Run}}(5 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 1/4 fighter level(minimum one)
'''{{Anchor|Riposte}}(5 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 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 ignores damage reduction.
'''{{Anchor|The Moves}}(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|Live Another Day}}(5 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''(15 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, fascinated , 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). This does not stack with haste or similar effects.
*''Boost''(10 points): You gain an extra round per 10 points used to a max of 4.
'''{{Anchor|Fast Feet}}(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 or action including another 5 feet step. They can also 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.
'''{{Anchor|Act Once Again}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Act Now}}(5 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|True Attack}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter can by supreme focus 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).
*''Boost''(15 points): This can be done as a free action now.
'''{{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 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
'''{{Anchor|Sharp Mind}}(20 points) ([[SRD:Special Abilities Overview#Extraordinary|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 [[SRD:Foresight|foresight]] for 1 minute. This can be used once per encounter.
'''{{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''(20 points): This now only requires a swift or immediate action*''Boost''(30 points): This now can be done as a free action.
'''{{Anchor|First Initiative}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, the fighter adds 1/2 their fighter levels to Initiative checks as an circumstance bonus.
'''{{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.
*''Boost''(10 points): You may now perform this as a swift action or immediate action.
'''{{Anchor|Readied Tactics}}(5 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 for 1 round.
*''Boost'' (15 points): The foe is now also treated as flat footed
'''{{Anchor|Supreme Dodge}}(20 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, 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%
'''{{Anchor|Heroic Surge}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): ''' The Fighter draws upon their past, training 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(minimum 1). This can be used once per encounter.
'''{{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|Play Through The Pain}}(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. The fighter must spend the points for each effect on them.
*''Boost''(5 points): The penalty is reduced by 1 per 5 points used, to a minimum penalty of -1
'''{{Anchor|Super Save}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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 such as halving damage or lessening the effect.
'''{{Anchor|Greater Save}}(5 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 and works with super save.
*''Boost''(5 points): For every 5 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, 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).
'''{{Anchor|Dark Carnage}}(5 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.
*''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.
'''{{Anchor|Infirm 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.
'''{{Anchor|Toppling Critical}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|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
'''{{Anchor|Fast Mercy}}(1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You may perform a coup de grace as a move action that does not provoke an Attack of Opportunity.
'''{{Anchor|Shoving Critical}}(1 point) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Impeding Critical}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|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
'''{{Anchor|Nulling Hit}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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 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 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.
*''Boost''(5 points): you add another 1d3 rounds to the effect for each 5 points you use
'''{{Anchor|Banishment Hit}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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 [[SRD:Banishment|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.
'''{{Anchor|Silence Attack}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Tearing Wound}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
 '''{{Anchor| Opportunity Combo}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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, overrun, feint or intimidation check on the foeas a free action even though it is not their turn. This applies even if the foe is immune to criticals.
===Fear Mongering===
'''{{Anchor|Scare Them Back}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Horrifying Critical}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|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): Foes are now frightened for 1 minute on a failed save and shaken for 1 minute on a successful save.*''Boost''(20 points): Foes are now panicked for 1 minute on a failed save and shaken for 1 minute on a successful save.
'''{{Anchor|Intimidating Assault}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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 1/3 fighter level(minimum one).
'''{{Anchor|Intimidating Critical}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Goad}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|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===
'''{{Anchor|Crushing Run}}(4 points) ([[SRD:Special Abilities Overview#Extraordinary|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
'''{{Anchor|Rush and Down}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Whenever the fighter successfully bullrushes a foe, they can also attempt an overrun on the target as well.
'''{{Anchor|Expert Sunder}}(4 points) ([[SRD:Special Abilities Overview#Extraordinary|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
'''{{Anchor|Grapple Arts}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Push Spite}}(4 points) ([[SRD:Special Abilities Overview#Extraordinary|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
'''{{Anchor|Opportunity Spite}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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).
'''{{Anchor|Tactical Reposition}}(4 points) ([[SRD:Special Abilities Overview#Extraordinary|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): The fighter can do this once per round as a free action
'''{{Anchor|Stop Action}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|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 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.
'''{{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''(4 points):The effect lasts an extra round per 4 points used.*''Boost''(10 points): you can do this as a free action once per round
'''{{Anchor|Quick Aid}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Multi Aid}}(4 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|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.
*''Boost''(5 points): For every 5 points you add, you can protect another ally
'''{{Anchor|Shoot the Missile}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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 lined or ranged attacks generated by magic effects.
'''{{Anchor|Ally Moves}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Ally Shield}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor|Take The Blow}}(1 point) ([[SRD:Special Abilities Overview#Extraordinary|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 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
'''{{Anchor|Group Will}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor| Opportunist Eye}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|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. 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.
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