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User:Balmz/fighter4/Martial Abilities

1,343 bytes added, 17:30, 30 October 2020
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'''{{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 now 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|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.
*''Boost''(35 points): This now only requires a swift or immediate action
*''Boost''(45 points): This can be done as a free 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.
'''{{Anchor|Freedom Strength}}(15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): '''The fighter through muscle and willpower force breaks impeding forces and effects. The fighter gains for one 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.
*''Boost''(65 45 points): You now also gain the effects of [[SRD:Freedom|freedom]] for 1 round, this can also be boosted with 5 points. 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): In addition to the previous effects, 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 effect.
'''{{Anchor|Not as Bad as it Looked}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{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 15 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, , disabled, fatigued and exhausted(but 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 -5 7 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 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 or , lessening the effect, escaping 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 10 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|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|Sharp Eyes}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
 
'''{{Anchor|Mighty Surge}}(35 points) ([[SRD:Special Abilities Overview#Extraordinary|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 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===
'''{{Anchor|No Escape}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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 foil the action and force the foe to remain where they are causing the effect to be wasted, make the foe suffer a mishap, 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
''Boost''(235 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 a will save, if they fail they can not use teleportation, extradimensional travel, blink, transmutation or similar effects magic effect magics or psionics for 1 minute including supernatural abilites abilities
'''{{Anchor|System Shock}}(5 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 or be killed.
'''{{Anchor|Shattered Back}}(25 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
*''Boost''(25 points): you can perform this as a swift or immediate action now.
 
'''{{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|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.
*''Boost''(10 points)
'''{{Anchor|Protector}}(4 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
*''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 directed at the ally instead of the ally taking it. The fighter can save against it as usualand apply the usual defenses.
*''Boost''(5 points): This can be done as a free action once per turn
'''{{Anchor|Shared Initiative}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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.
'''{{Anchor| Group 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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