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User:Balmz/fighter4/Martial Abilities

48,242 bytes added, 17:33, 25 November 2020
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Fighter Boons
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 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 1d6 non lethal damage from overexertion, fatigue and stress. 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) + their constitution bonus if any each round unless the fighter is dying, helpless 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(so no bag of rats). 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 and defenses, ready themselves, adapt to enemy tactics, actions and change in battle, take advantage in battle of openings, weak spots, fallen foes which give new options in battle and focus on a combat situation. The points represent the fighter's stamina, willpower, senses, insight, experience 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 40, 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 the fighter to have a base of at least 50 points normally to use them.
List of martial abilities:
===Move Tactics=== '''{{Anchor|Masochist BulwarkNot Out of Reach}}(4 5 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}}(20 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 other extra attacks of opportunity and you may also 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 .*''Boost''(65 points): You can now add your full fighter level. '''{{Anchor|Step Away}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once per round if a foe would give you a chance to take an attack of opportunity against them, you may instead take a 5 foot step that does not provoke an attack of opportunity or count against your 5 foot step limit. '''{{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 despite any penalties to movement instead of a move action. '''{{Anchor|Power Run}}(10 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 when equal to 1/4 fighter level(minimum one)''Boost'' (25 points): you take damage from gain an additional 20 feet of movement speed '''{{Anchor|Redirection}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When a foemisses an attack against you that is melee or non magic ranged, you can make a will reflex save equal against the attack roll, if you pass the attack not only misses but you can cause the attack to DC possibly hit another foe within 5 feet of you that you can see(10 + feet for ranged). The foe still does the usual attack roll versus ac and any other defenses they may have with the redirected attack. '''{{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 dealtreduction. '''{{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|Countering Field}}(15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, any foe in your threatened area that takes any form of movement provokes an attack of opportunity from you. If using a 5 foot step the foe must make a reflex save or tumble check or provoke as well. The foes also provoke if they leave the area you threaten and can not use the withdraw action to threat the square they are in as no longer threatened by you unless they pass the a reflex save for or tumble check. '''{{Anchor|Opportunity Dodge}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''For the duration of the encounter , once per round if you hit a foe with an attack of opportunity, you can after the attack take a 5 foot step. This 5-foot step doesn't count against your usual limit of one 5-foot step per round or against any movement you get take on your turn. This can be used a morale bonus number of times per encounter equal to ac 1/4 your fighter level (minimum 1).  '''{{Anchor|Evasive}}(15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''The fighter gains the effect of improved evasion and will saves 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 your 4 fighter level (minimum one). '''{{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''(25 points): You no longer provoke an attack of opportunity when withdrawing from a threatened square
'''{{Anchor|Greater SaveRough Area}}(1 point5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If ' For the fighter passes duration of the encounter any foes passing by any save that would cause a partial effect on a successful save, squares the fighter negates threatens or is adjacent to treat the effect completelysquares as difficult terrain unless they pass a reflex save or tumble check for each square traveled. This effect lasts for 1 minutecan not be used if the fighter is helpless, unconscious, staggered, confused, nauseated, slowed, fascinated , deafened, exhausted, stunned, dazed, pinned, frightened or panicked.*''Boost''(15 points): Foes that start or end their turn in the threatened area also now treat it as difficult terrain
''{{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|Blurred StarsHustle}}(5 35 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' As a move action, make a single attack on a living foe with eyes that you can reach, if the attack damages ' The fighter draws deep within themselves and taps their inner strength and speed which allows the foe, the foe must make a fortitude save or suffer a -5 to spot checks, lose the ability fighter to use gaze attacks or abilities using the eyes and treat all characters in the area act as if they had concealment under the effects of [[SRD:Haste|haste]] for 1 minute. A successful save negates the spot check penalties and gaze attack stoppageThis can be used once per encounter. This does not stack with haste or similar effects.*''Boost''(10 points): You gain an extra round of use per 10 points used to a max of 4 extra rounds.
'''{{Anchor|Quick SkillsFast Feet}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If using a ' The fighter class skill that requires 1 round 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 their usual 5 foot step. They can also if they wish instead take a standard action to use, you may use it 5 foot step as a move an immediate action that which does not provoke prevent them from taking the usual 5 foot step on their next turn though the second one is used up for the next turn.*''Boost''(15 points): If taking an additional 5 foot step as an attack immediate action, the fighter no longer loses their second 5 foot step on their next turn. This boosted action can be done a number of opportunitytimes per encounter equal to 1/3 the fighter's level (minimum 1).
'''{{Anchor|Crushing RunJump Up}}(4 points1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' For the duration of the encounter, ' You may if you knock a foe prone with overrun you can if you wish also stomp on the foe stand up as you move past them. Treat this as an unarmed strike a free action or immediate that automatically hits the foe and does not provoke attacks an attack of opportunity. . This action can be done a number of times per encounter equal to 1/3 the fighter's level (minimum 1).
'''{{Anchor|Dark CarnageAct Once More}}(7 10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' When you slay 'The fighter gains an additional move action on their turn. This ability can be used a foe no more then number of times per encounter equal to 1 size smaller then you, if it has a corporeal body you can aim part of their destroyed body at /4 fighter level(minimum one foe) but only once per round.*'s eyes within 5 feet 'Boost''(25 points): You can gain a standard action instead of the slain target, treat this as a ranged touch attack, if it hits the targetmove action*'s eyes, they must make 'Boost''(50 points): You can gain a reflex save full round action instead of a move or take a -5 to attack rolls and initiative checks for 1 roundstandard action.
'''{{Anchor|Brittle StrikeAct Now}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' As 'The fighter gains a move second immediate action or swift action make a single attack on a foe, if it damages the foe the foe must make a fortitude save 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 staggered for 1 round and suffer 1d4 points used a number of constitution damage from the attack wrecking havoc on the target's body, a successful save reduces this times per encounter equal to staggered for 1 /4 fighter level(minimum one) but only once per 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|Dodging MovesBonus Opportunity}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' for 1 round, you can in lieu of using your attacks 'If an enemy provokes an attack of opportunity against foes move 5 feet each time a foe attempts to hit from you, you can roll either your reflex save or make a dexterity check against the attacker's attack roll, even if you pass you move 5 feet in a direction you’ve already taken your allotted number of your choice that does not provoke an attack attacks of opportunitythis round but at a -5 to attack rolls. This uses an attack of opportunity whether it succeeds or not and can not be used if you have once per round. This can be used up your attacks a number of opportunitytimes per encounter equal to 1/4 fighter level(minimum one).*''Boost''(15 points): You no longer take a -5 to the attack roll with this ability
'''{{Anchor|Rapid LaunchDodging Moves}}(3 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' For ' 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 duration of encounter attacker's attack roll, if you throw beat their roll you move 5 feet in a weapon direction of your choice that does not have a normal range increment, you do provoke an attack of opportunity. This uses an attack of opportunity whether it succeeds or not take a -4 to attack and regardless can not be used if you have used up your attacks of it being light, one opportunity or are flat footed or two handed it only requires a move action to throwdenied your dexterity.
'''{{Anchor|Not Out of ReachOnce Again}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' For the encounter the 'The fighter can use reach weapons if they kill or reduce a foe to attack adjacent foes by spending less then 1 hp with a swift critical hit gains an additional move action on their turn . This applies even if the foe slain or immediate action reduced to less then 1 hp is immune to do so which causes the reach weapon critical hits. This can be used a number of times per encounter equal to lose their reach 1/4 fighter level(minimum one) but allows it to hit adjacent foes, only once per round.*''Boost''(20 points): You now can gain a standard action if you prefer**''Boost''(55 points):You can now gain a second swift full round action restores the reach of the weapon. if you wish
''{{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).===Fighter Boons===
'''{{Anchor|UnreadyMasochist Bulwark}}(3 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' As move action ' Once per encounter when you take damage from a foe, make a single attack against one foewill save equal to DC 10 + damage dealt, if it damages you pass the save for the foe, if duration of the foe has any readied actions prepared, it must make encounter you get a reflex save or lose themmorale bonus to ac and will saves equal to 1/3 your fighter level (minimum one).
'''{{Anchor|Toppling CriticalQuick Skills}}(2 10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): '' On a successful critical hit against a foe no more then one size larger then you, ' For the duration of the targeted foe must make a reflex save or fall proneencounter, if using a successful save reduces this to flat footed for fighter class skill that requires 1 round. Foes immune or a standard action to critical hits can be affected use, you may use it as this is more the sheer force of the hit but get a 4+ on their save and are move action that does not flat footed on provoke an attack of opportunity. *''Boost''(25 points): You can perform this ability as a successful saveswift action.
'''{{Anchor|True AttackSolid Wall}}(6 10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' ' By spending a swift or immediate action on their turn, the fighter can adjust their position on the battlefield to protect allies and impede foes. The fighter as long as they do not take more then a 5 feet step or round can treat the square they are in as if it were impassable terrain to foes no more then one size larger then the fighter that can not be tumbled through unless the foe passes a swift action give themselves reflex save. Allies can treat the square the effect of [[SRD:True Strike|true strike]] for 1 roundfighter is in as total cover but can move through it without penalty. This can be used The fighter while in this position gains a number of times per encounter circumstance bonus equal to 1 + 1/4 2 their fighter level to reflex saves, counter checks against bullrush, overrun, counter strength checks, trample and damage reduction against trample, charge attacks and similar.*''Boost''(minimum one25 points): This can be done as a free action now once per turn and the fighter now gains a circumstance bonus to fortitude and will saves while in this position. Additionally allies can make hide checks by using the fighter as cover for them.
'''{{Anchor|Fast MercyTrue Attack}}(1 point5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' You may perform ' The fighter can by supreme focus and experience as a coup de grace 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 move free action that does not provoke an Attack of Opportunitynow.
'''{{Anchor|Move in for the KillExperience Foresight}}(1 point15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The ' By drawing upon their experience in combat and tactics the fighter can perform gains a full attack against 1 foe as new insight. By spending a move action that is suffering from an adverse status condition. The last attack if it hits is an automatic critical the fighter gains the effect of [[SRD:Moment of Prescience|Moment of Prescience]] for 1 round on their next turn, use the foe that ignores damage reductioncharacter'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''(25 points): This now only requires a swift or immediate action*''Boost''(35 points): This now can be done as a free action
'''{{Anchor|EncouragementSharp Prepared Mind}}(2 20 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' As a swift action or immediate action ' The fighter's training and experience has given the fighter gives encouragement to all allies within 10 feet + 5 feet per 6 fighter levels a sixth sense of the fightersorts in battle. The encouragement gives allies By spending a +2 move action to dodge acscan and observe the battlefield, reflex saves and saves against mind effects the fighter gains the effect of [[SRD:Foresight|foresight]] for 1 roundminute. 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|Quick AidShake Off Free}}(3 25 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' You ' If the fighter is paralyzed or under the effects of a hold person spell or similar, the fighter can aid another now attempt to throw off the effect even if they normally couldn't as a swift move action that does not provoke an attack attacks of opportunity instead of a standard full round action for 1 minute.The fighter also gets a 5+ on their save as a competence bonus to try and remove the effect. The fighter can use this ability once per encounter
'''{{Anchor|Clear Mind}}(15 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
*''Boost''(40 points): This now can be done as a free action.
'''{{Anchor|Multi AidFirst Initiative}}(4 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(minimum 1). *''Boost''(35 points): You can may now add an additional ally with aid another per 4 all your fighter levels and can choose to give aided allies different bonuses if you wishInitiative checks.
'''{{Anchor|Take The InitiativeRapid Launch}}(6 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' You add 1/2 your fighter level as a bonus to initiative checks for ' For the duration of encounter. Additionally for the encounter , if you can ready throw a full round action or swift action and ready any action as weapon that does not have a move action instead of normal range increment, you do not take a standard action -4 to attack and may move at half your movement speed instead regardless of it being restricted to light, one or two handed it only requires a 5 feet step when readying an move actionto throw. *''Boost''(10 points): You can also delay your may now perform this as a swift action without losing initiative or use your delayed immediate action to interrupt a foe's action as if it was readied or use it to aid an another allyfor the duration of the encounter.
'''{{Anchor|Fighting ShieldReadied Tactics}}(2 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If ' for the duration of the fighter is engaged with a foeencounter, if the fighter can designate one ally within 10 feet of the fighter uses a readied attack or action on a foe being engaged, the ally can move away from or foe is denied its Dexterity bonus to the foe being fought by the fighter without provoking an attack of opportunity from the foeits AC for 1 round if it fails a reflex save.
'''{{Anchor|Zephyr FeetSupreme Dodge}}(3 20 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): '' You may charge, overrun, bullrush or run ' The fighter can for the duration of the encounter as a move action instead of a full round swift action or standard immediate action each round gain the effect of [[SRD:Blur|blur]] on themselves for 1 minuteround. Additionally for 1 minute despite any penalties to movementThis is not affected by true seeing or similar effects as it is a representation of the fighter's reflexes and skill, you this can take a move action to move 5 feet (1 square) in any directionnot be used if the fighter is helpless, unconscious, staggered, pinned, confused, fatigued, deafened, disabled, nauseated, dazed, stunned, Fascinated, exhausted, frightened, even diagonallypanicked or blinded. *''Boost''(30 points): This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.can be done as a free action once per round*''Boost''(40 points) This movement does not provoke : You now gain a 50% miss chance against enemy attacks instead of opportunity (despite the distance covered, this move isn’t a 5-foot step).20%
'''{{Anchor|Expert DisarmHeroic Surge}}(2 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): '' If you disarm a foe' The Fighter draws upon their past, you can have training and deeds to push themselves more. The fighter gains the weapon land in a square effect of your choice 5 feet away instead of at the foe's feet, additionally [[SRD:Heroism|heroism]] for the following round, the foe takes a -3 number of rounds equal to attack1/damage rolls and is flat footed2 their fighter levels(minimum 1). This can be used once per encounter.*''Boost''(25 points): You now instead gain the effect of [[SRD:Greater Heroism|Greater Heroism]]
'''{{Anchor|Expert SunderFreedom Strength}}(4 25 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): '' If '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 choose to sunder gain another round of use of this ability*''Boost''(45 points): You now also gain the effects of [[SRD:Freedom|freedom]] for 1 round, this can also be boosted with 5 points for a foelonger duration. 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. This can also be extended by 1 round for each 5 points you use.*'s weapon 'Boost''(65 points): You can also now for the duration of the encounter make a strength or shielddexterity check against a force effect affecting, impeding you now add 4d4 damage to your attempt and if 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 the item is sunderedcheck, they ignore the force effect for the duration of the force effect. Failure means the fighter can not pass the target is also flat footed effect and can not try again for 1 round4 rounds.
'''{{Anchor|Grapple ArtsNot as Bad as it Looked}}(2 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' You may escape a grapple as a swift action instead ' At the end of a standard action. Additionally an encounter where the fighter and allies have won and not retreated, if grappling the fighter is suffering from level drain, ability damage or drain or an adverse status condition caused by a foe, you the fighter can draw a light weapon as a swift action 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 move at half your speed as a move action they can choose to instead be healed of a standard action1d2 level drain or level loss.
'''{{Anchor|Act NowOverwhelming Counter Will}}(3 points1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''The ' If the fighter gains a second immediate action saves against any magic/psionics that are mind affected or swift action on from either the turn they use their immediate action enchantment school, illusion school or swift action. This does Telepathy discipline, the effect not use only fails, the fighter can through sheer force of their swift or immediate action on their next turnwillpower cause the caster/manifester to be dazed for 1 round. This can be used *''Boost'' (10 points): The foe now after being dazed suffers a 20% spell/psionic failure chance and a number of times per encounter penalty to initiative and concentration checks equal to 1/3 2 your fighter level(minimum one1) but only once per for 1 round.
'''{{Anchor|Shoot the MissileStand Firm and Jump Strong}}(4 2 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): '' For 1 minute as an immediate action, the 'The fighter can with a thrown weapon attempt to deflect a ranged attack aimed at themselves or an ally in range of add their ranged weapon. The fighter makes an attack roll against the other ranged weapon's attack roll, strength bonus if the fighter rolls higher the attack is stopped . Unusually massive ranged weapons any to reflex saves and ranged attacks generated by spell effects can’t be stoppedbalance checks for 1 minute.
'''{{Anchor|Fast AssaultPlay Through The Pain}}(5 25 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If making affected by adverse status conditions such as nauseated, blinded, stunned, dazed, confused, sleep(caused by a full attack on a single foe), staggered, disabled, fatigued and exhausted(not from lack of rest or non combat reasons), slowed, paralyzed, the fighter can perform through sheer strength and willpower act normally for the duration of the effect, however they take a full attack as a move action -7 to all rolls, checks and saves for the duration. The fighter must spend the points for each effect on the fighter.*''Boost''(5 points): For every 5 points you additionally use on an adverse status condition the foe instead penalty is reduced by 1 per 5 points used, to a minimum penalty of a full round action.-1
'''{{Anchor|Act AgainSuper Save}}(10 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''The fighter gains an additional action ' For the duration of their choice on their turn. This can be used the encounter, if attacked by a number no save ability damaging or draining or level draining or level loss effect or ability or magic/psionics/extraordinary abilities or some effect of times per encounter equal to 1/4 some sort that would normally not allow a save, the fighter level(minimum can now make a save as if it did allow one) but only once per round. For some effects that maybe hard to determine a partial or complete negation save effect use your best judgement such as halving damage, lessening the effect, escaping the effect etc.
'''{{Anchor|Once AgainGreater Save}}(6 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''The ' If the fighter if they kill or reduce passes any save that would cause a foe to less then 0 hp with partial effect on a critical hit gains an additional action of their choice on their turn. This applies even if successful save, the foe is immune fighter can make a second save to critical hitsnegate the effect completely. This can be used a number effect lasts for the duration of times per the encounter equal to 1/4 fighter leveland works with super save.*''Boost''(minimum one15 points) but only once per round: You no longer need to make a second save to negate a partial effect.
'''{{Anchor|Bigger Faux}}(20 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter negates any bonuses a foe one size larger then themselves get from being larger then the fighter with regards to bull rush, bluff, feint, sunder, disarm, overrun, intimidate, grapple, trip, charge checks for 1 minute.
*''Boost''(50 points):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 boosted ability can be used a number of times per encounter equal to 1/4 fighter level(minimum one).
'''{{Anchor|Bigger FauxSee The Weakness}}(5 15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The ' As a standard action, the fighter for 1 minute counts as 1 size category bigger for can either make a spot, search, knowledge(skill that the purpose creature is listed under) or appraise (if foe is construct) check against a foe with a DC of bull rush, sunder, disarm, overrun, intimidate, grapple, trip and charge checks10 + foe's cr + Constitution) score(charisma if undead or construct). This can be used a number If the fighter passes the check they ignore any damage reduction the foe has for the duration of times per the encounter equal to 1/3 . Failure means the fighter levelcan not try again against that foe for 24 hours.*''Boost''(minimum one30 points).: If the fighter passes the check, they can now negate up to 50% fortification effects on the foe and immunity to critical hits instead becomes 50% chance to negate critical hits
'''{{Anchor|Ally MovesLong Attack}}(8 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' As a standard action the ' The fighter can grant treats all allies within 15 feet + their melee or ranged attacks as if they as if it had 5 extra feet per 5 fighter levels of the fighter an additional move action on their turn reach or alternatively enable allies to ready an action as a move action not standard action. If not used range, this stacks with any reach the move action or ability to ready an action is wastedweapon 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|Tiring AssaultStrong Effort}}(3 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If performing ' Once per encounter as a full attack on swift or immediate action the fighter can gain a single foebonus to either their next saving throw, skill check, for each attack that hits the foe must make a fortitude save damage roll or become exhausted for critical confirmation roll equal to 1 round per attack that hits the foe, a successful save reduces this to fatigued for + 1 round per attack/2 their fighter level.
'''{{Anchor|Long AttackSharp Eyes}}(1 point5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''The 'If a single foe is under the effects of any form of magic/psionic concealment, invisibility, soft cover, blur, displacement, blink or similar effects, the fighter treats all their melee or ranged attacks can make a will save against the effects as if it were a hostile spell/power cast on them, if they as if it had 5 extra feet of reachpass, this stacks with any reach they ignore the effects on the weapon already has foe and lasts 1 minutedo not suffer a miss chance. This can be used a number lasts for the duration of the effects or the end of times per the encounter equal which ever comes first. The fighter must for each effect make the save and spend the points to 1/3 fighter level(minimum one)do so.
'''{{Anchor|Sharp EyesMighty Surge}}(2 60 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''If a foe is under ' By digging deep within the effects of magic concealment, magic soft cover, blur, displacement, blink or similar effects, fighter's body and soul the fighter can make calls upon a will save against deep well of power. For one minute the effects as if it were fighter gains a hostile spell cast on them+5 enhancement bonus to Strength, Dexterity, if they passand Constitution, they ignore the effects a +5 competence bonus on the foe all saves, a 5+ enhancement bonus to dodge ac and do not suffer a miss chancebonus 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 lasts for the duration can be used once per encounter*''Boost''(15 points):For each 15 points you spend, you gain an extra round of the effects or the end consecutive use of the encounter which ever comes firstthis ability.
''{{Anchor|Conceal Not}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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. ===Assault Tactics===
'''{{Anchor|No Escape From Battle}}(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 or swift action whenever a foe uses one of these effects, the fighter if they can reach the foe can make either a reflex save, dexterity check , grapple check or melee touch attack against the effect's dc as if it was a hostile effect used on them. If they pass, the fighter can either try to foil the action and force the foe to make a will save or remain where they are causing the effect to be wasted, make the foe suffer a mishap if they fail a will save, or instead follow the foe to where ever they were headed and gain any positive effects the magic/psionics would additionally 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 and can affect supernatural abilities.
*''Boost''(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 another will save, if they fail they can not use teleportation, psychoportation, conjuration/metacreativity, extradimensional travel, blink, transmutation, things that would be stopped by dimensional lock or dimensional anchor or any magic/psionic effect that would let them escape from battle for 1 round + an additional round per 5 fighter levels including supernatural abilities
'''{{Anchor|Strong DefenseSystem Shock}}(2 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If fighting defensively or using ' For the duration of the total defense option encounter, if you can use deal a creature enough damage to make it drop (typically by dropping it as to below 1 hit points or killing it), the foe must make a move action instead of a standard action for 1 minute fortitude save or die instantly from the shock to their body. Additionally you negate any partial effect that an ability This works in tandem with other martial abilities that requires a reflex foe to be reduced to less then 1 hp or be killed.*''Boost''(15 points): The target if it passes the first save would cause on must make a successful second fortitude save and or take a partial effect on a failed penalty to their fortitude saveequal to 1/3 your fighter level(minimum 1) for 1 minute or until it is healed of half it's total hp.
'''{{Anchor|Sundered Debris}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When ever you sunder either a shield that is not a buckler, one handed weapon or two handed weapon that is small size or larger, you can opt to make the sundered remains land at the foe's feet. The square then becomes difficult terrain for the foe and anyone who moves across the square unless a full round action is used to clear the square. Certain sundered items are impractical for this ability to work.
*''Boost''(10 points): You can now also make the square act as if it had caltrops on it.
'''{{Anchor|Shoving CriticalRevealing Trails}}(1 point15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If ' Against an foe that is either concealed, has total concealment, soft cover or invisible that has blood or a similar vital fluid, the fighter when fighting a can if they manage to hit the foe before or during the effect can make the foe no more then 1 size larger then them lands make a critical hit on fortitude save. If the foefails the save, the foe is pushed back 5 feet. Note leaves behind blood or fluid that even foes immune hint at their true location, being healed to critical hits are subject to this as this is more full hp removes the trails from the foe. The trails reduce the sheer impact of DC on spot checks against the blow foe by 10 and makes attacks on the foe, not necessarily hitting only have a weak spot or vital20% miss chance.
'''{{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 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.
*''Boost''(15 points): You can perform this as part of an attack action now and foes now take a -5 to spot checks even if they pass the save.
*''Boost''(45 points): Foe who fail the save now are also blinded for 1 round per 5 fighter levels and if they do pass the save 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.
'''{{Anchor|MultiFoe Opportunity}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once a round if the fighter hits a foe with attack of opportunity, the fighter if there is another foe in the fighter's threatened area make as a free action a second attack against that foe but at a -5 to hit and damage
'''{{Anchor|Fast FeetShattered Back}}(3 35 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 6 fighter levels(minimum 1), The fighter may a successful save makes the target staggered for the duration of the encounter take an additional 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 foot step if they wish + on their turn in additional to any other movement including another 5 feet stepsave and negate the staggered effect on a passed save. They *''Boost''(15 points): For each 15 points you add, you can also take a 5 foot step as affect an immediate action which does not prevent them from taking another 5 foot step on their turnextra size category that is more then one size larger then you .
'''{{Anchor|Play Through The PainWing Clipping}}(7 15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If affected by adverse status conditions such ' The fighter can with a ranged weapon make an attack against a flying foe as nauseateda move action, blinded, stunned, dazed, confused, sleep(caused by . If the attack hits the foe must make either a reflex save or a concentration check. If it fails the foe), staggered, fatigued starts to fall and exhausted(but not may take falling damage if far away enough from lack of rest the ground. Each turn the foe is failing it may attempt another save or non combat reasons), slowed, paralyzed, check to resume flying. Creatures more then one size larger then fighter get a 5+ on their save/check per size category larger then the fighter .*''Boost''(35 points): This can act normally for the duration now be done as part of an attack action and the effect, however they take foes only get a -5 2+ to all rolls, checks and saves for their save per size category they are larger then the durationfighter.
'''{{Anchor|DrainlessDark Carnage}}(3 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' For the duration ' 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 encounterslain target, treat this as a ranged touch attack, if attacked by an ability damaging it hits the target's eyes, they must make a reflex save or draining or level draining effect or ability of some sort that would normally not allow take a -5 to attack rolls, dodge ac 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 fighter can now penalty listed before on a successful save as if it did allow one.
'''{{Anchor|Revealing Carnage}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When ever you kill a corporeal foe no smaller then small size with a critical hit(even if the foe is immune to critical hits), you can destroy the body in such a way that if it has blood or similar fluids or is made of liquid or some sort of material that would leave dust or similar, that in the square it occupied and 5 feet away from the square it creates a mini cloud or spray that visibly outlines invisible things much like glitterdust but without the hide penalty. Invisible things appear as a faint form covered in the fluid or material. This lasts until the creatures spends two full round actions wiping the stuff off them or they use prestidigitation to clean themselves off. Certain foes are impractical for this ability to work on when they are killed.
*''Boost''(20 points): You no longer require a critical hit to have this work and with foes large size or more it extends up to 10 feet
'''{{Anchor|Impeding CriticalInfirm Strike}}(3 10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' When landing ' As a move action make a critical hit single attack on a foe, if it damages the fighter can foe the foe must make the target roll a Fortitude fortitude save; if the target fails, they take 1d6 or be staggered for 1 round and suffer 1d4 points of ability score constitution damage to an ability score of from the attack wrecking havoc on the Fightertarget's choice. A body, a successful save instead causes a penalty of 1d6 reduces this to the ability score staggered for 1 round though this . Creatures immune to critical hits canbe affected but get a 5+ on their save and negate the stagger effect on a passed save.*'t reduce it '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 less then 16 rounds.*''Boost''(35 points): You can now perform this as part of an attack action,multiple times if you wish with the same full attack action though you must still spend the points.
'''{{Anchor|Super OpportunityPower Impact}}(6 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' For 1 minute any foes hit by any ' You add per 4 fighter levels(minimum one) 1d8 points of your attacks of opportunity damage to a single attack you land on them must make a reflex save or stop moving for foe. If the rest of the round if moving is what caused the attack foe has less then 50% of opportunitytheir current health it does 2d8 damage instead. If the attack is This can be used a critical hit, the foe is also flatfooted for number of times per encounter equal to 1 round/4 fighter level (minimum one).*''Boost''(15 points): For every 15 points you invest, this applies even if the foe is immune you add an additional 1d8/2d8 points of damage to your attack to critical hitsa max of 5d8/10d8 extra damage.
'''{{Anchor|Hampering Toppling Critical}}(3 points1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' When landing ' On a successful critical hit on against a foeno more then one size larger then you, the fighter can targeted foe must make the target roll a Fortitude reflex save; if the target failsor fall prone, they suffer a listed condition 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 fighterhit but get a 5+ on their save and are not flat footed on a successful save.*''s choice Boost''(5 points): The foe if they fail their reflex save requires a standard action to get back up not a move action and are flatfooted for 1 minute: staggered, exhausted, frightened, blinded, deafenedround after.
'''{{Anchor|Horrifying CriticalFast Mercy}}(3 points1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' When landing ' You may perform a critical hit on a foe that kills it or brings it to less then 1 hp, the fighter can coup de grace as a free move action attempt demoralize all foes within 30 feet that does not provoke an Attack 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 saveOpportunity. Note *''Boost''(5 points): You may do this works even on foes immune to critical hits as long as they are killed or brought down to less then 1 hp.a swift action now
'''{{Anchor|ProtectorSlowing Carnage}}(4 20 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For one minute the duration of the encounter if any the fighter kills a foe no more then one chosen ally within 10 feet size smaller then them with either blood, similar fluids, ooze, made of liquid, rotting flesh or some form of suitable material/flesh with a critical hit even if the fighter performs an action that would provoke an attack of opportunity otherwisefoe is immune to critical hits, the fighter protects can destroy the body in such a way that the ally area they occupied and 5 feet away from any attacks of opportunity and takes it as if the foe attacked them though they area is covered with their remains/fluids. Anyone who enters the area can save as usualonly move at half speed through the squares.*''Boost''(35 points): You no longer require a critical hit to use this ability
'''{{Anchor|EvasiveMove in for the Kill}}(3 points1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''The fighter gains the effect of improved evasion and can perform a full attack against 1 foe as a move at regular speed for 1 minute regardless of worn armor or carried load up to heavyaction that is suffering from an adverse status condition. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one)The last attack if it hits is an automatic critical on the foe that ignores damage reduction.
'''{{Anchor|Live Another DayFast Assault}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' You may withdraw from melee combat ' If making a full attack on a single foe, the fighter can perform a full attack as a move action and move at full speed. You gain a dodge bonus to ac equal to 1/2 fighter level against attacks of opportunity during on the process of withdrawing if you move out foe instead of a threatened square (other than the one you started in)full round action.
'''{{Anchor|Ally ShieldTiring Beatdown}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' Any allies within 10 feet of ' If performing a full attack on a single foe, for each attack that hits the fighter gain evasion foe must make a fortitude save or become exhausted for 1 minute as long as they stay within 10 feet of round per attack that hits the fighterfoe, if they already have evasion, they gain improved evasion. The effect is lost if the fighter is incapacitated or helplessa successful save reduces this to fatigued for 1 round per successful attack.
'''{{Anchor|Take The BlowConceal Not}}(1 point5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''The ' For the duration of the encounter if the fighter can hits a foe who is under either mundane concealment, total concealment or soft cover(magic/psionic/mundane or otherwise), as an immediate action switch places with an ally within 10 feet long as the foe does not leave the square, the fighter for subsequent actions and take a hostile hit attacks ignores the effects or bonuses on the foe granted from the effect instead of the ally taking it. The fighter can save against it as usual.
'''{{Anchor|Scare Them BackRelentless Beating}}(2 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the fighter passes you hit a single foe with a save or check on weapon more then once in a hostile morale or fear effect directed at themsingle round, the fighter you can immediately do a counter demoralize check on who ever attempted the fear effect on the fighter. The foe if it fails the check suffers the fear effect they attempted on deal an extra 1d6 points of lethal damage and 1d4 non lethal damage with each hit after the fighterfirst hit.
'''{{Anchor|Not as Bad as it LookedShoving Critical}}(2 points1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' At ' If the fighter when fighting a foe no more then 1 size larger then them lands a critical hit on the foe, the end foe is pushed back 5 feet if it fails a reflex save as well as being damaged. This movement can provoke attacks of an encounter where opportunity from the fighter and 's allies have won and but not retreated, if the fighter . Note that even foes immune to critical hits are subject to this as this is suffering from level drainmore the sheer impact of the blow on the foe, ability damage not necessarily hitting a weak spot or drain vital. If this would*''Boost''(5 points): The foe is now also flatfooted for 1 round after if they fail the reflex save. If this movement would cause them to hit a wall or a adverse status condition caused by a foesolid object, the fighter can either be healed of 1d2 they take an extra 2d4 points of ability drain or ability damage.*''Boost''(their choice on which ability score, but only one 5 points): You can be chosen) or be healed of 1d2 level drainpush the foe an extra 5 feet.
'''{{Anchor|HustleImpeding Critical}}(10 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The ' When landing a critical hit on a foe, the fighter acts as can make the target roll a Fortitude save; if under the effects target fails, they take 1d6 points of [[SRD:Haste|haste]] ability score damage to a single ability score of the Fighter's choice. A successful save instead causes a penalty of 1d6 to the ability score for 1 round. This though this can be used a number of times per encounter equal 't reduce it to less then 1/3 fighter level*''Boost''(minimum one10 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.
'''{{Anchor|Overwhelming WillTiny Slayer}}(2 15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If ' For the duration of the encounter, you can move into a square occupied by a foe 2 or more sizes larger then you without provoking an attack of opportunity by passing either a dexterity or tumble or spot check , if you pass the foe is treated as flat footed against your attacks while you are in their square. You also get a circumstance bonus to your dodge ac and damage rolls equal to 1 + 1/3 your fighter saves level against that foe while in their square. Finally you can make trip attempts against any magic/psionics them as a standard action that does not provoke attacks of opportunity from either that foe or let them try to trip you in turn and you may use strength or dexterity for your trip attempt. *''Boost''(25 points): You can treat your attacks against the enchantment schoolfoe as touch attacks as long as you are in that square and you also gain soft cover against against all attacks,illusion school including attacks of the foe whose space you occupy. Additionally if you land a critical hit on the foe while you are in their square the foe must make a reflex save or Telepathy discipline, have their land speed cut in half until it is healed for at least half the damage the effect attack did.*''Boost''(35 points): Any attacks made by foes that are not only fails, the creature itself against you while you are in the square have a 20 % + your fighter can through sheer force level chance of their will cause hitting the caster/manifester creature instead. If using fighting defensively or combat expertise it increases to 40 % + your fighter level. If using total defense it increases to be dazed for 1 round55% + your fighter level.
'''{{Anchor|Stand FirmDenying Moving Opportunity}}(2 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''The fighter can add ' For the duration of the encounter 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 as if their move actions had be used up if moving in or out of a square you threaten is what caused the attack of opportunity. If the attack is a critical hit and the foe fails the reflex save, the foe is also flatfooted for 1 round and has their strength bonus movement speed cut in half for 1 round, this applies even if any the foe is immune to critical hits though they get a 5+ on their save.*''Boost''(5 points): By spending an extra 5 points, you can make one foe that fails their reflex saves save move 5 feet in a square of your choice, this provokes attacks of opportunity from your allies if applicable but not you *''Boost''(20 points): Additionally for the duration of the encounter, your attacks of opportunity on the foes are treated as touch attacks and balance checks foes who fail the reflex save are also slowed for 1 minute.round
'''{{Anchor|GoadHampering Critical}}(2 3 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' Using your intimidation skill' When landing a critical hit on a foe, you the fighter can goad a foe as make the target roll a move action. If Fortitude save; if the attempt workstarget fails, they suffer a listed condition of the foe will attack you and only you fighter's choice for 1 minute or until you are dead. On a failed attempt unless they pass the foe can act normally but takes a -2 to attack rolls and skill checks save in which case they suffer it 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 oninstead: staggered, exhausted, panicked, blinded, deafened.
'''{{Anchor|Dazing Attack}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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 and negate the penalty on a successful 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 ability penalty can not drop it lower then 1 wisdom
'''{{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 as if the caster dismissed it unless the target makes a will save. On a failed save the effects are ended as if the caster dismissed it and the target can not use any magic/psionics for 1 round 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 though they get a 5+ on their save.
*''Boost''(5 points): you add another round to the effect for each 5 points you use
*''Boost''(25 points): You can now perform this as part of an attack option, multiple times in the same attack action if you wish though this does not require extra points to be used.
'''{{Anchor|Banishment Hit}}(15 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''(25 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.
*''Boost''(35 points): This can now be done as part of an attack action, if done multiple times with the same attack action, the fighter does not need to spend the points for each banishment hit used.
'''{{Anchor|Push SpiteSilence Attack}}(4 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 fighter target is subject damaged, it must make a fortitude save or be unable to a chargeuse magic, bullrush psionics, trample supernatural abilities or mundane abilities requiring verbal usage or overrun attempt, if they pass a strength check and use of the mouth for 1 minute. If the foe is no more then one size larger then the fightera manifester, they also lose the attempt not only fails ability to use telepathy for one minute on a failed save.*''Boost''(25 points):This can now be done as part of an attack action if done multiple times with the fightersame attack action, the fighter then knocks does not need to spend the foe pronepoints for each silence attack used.
'''{{Anchor|Rough AreaTearing Wound}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' For 1 minute any ' 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 passing by any squares where conceivably the fighter threatens flesh or material the foe is adjacent treat 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 squares DM deems strenuous, including some free actions such as difficult terrain unless they pass casting a reflex 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 each square traveledthe same amount of hit points as the initial attack did or receives a heal check equal to the damage the initial attack did. This Note this ability can not be used 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 fighter is helpless, unconscious, staggered, confused, nauseated, exhausted, stunned, dazed, pinned, frightened or panickedsecond save now take a -5 to all rolls and checks for that round.
'''{{Anchor|Pulling Spite}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If knocked prone by a foe's ability (not the fighter's own failed abilities) in the fighter's threatened area, the fighter can as a free action even if it is not their knocked against that foe or any other foe in the fighter's threatened area attempt to pull down a foe as they go prone as a trip attempt but at a -5 penalty. If the fighter has improved unarmed strike or improved trip or grapple they do not take the -5 penalty.
'''{{Anchor|Opportunity SpiteCombo}}(8 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For 1 minute the duration of the encounter when ever you are hit the fighter hits a foe with an attack of opportunity in meleeand it is a critical hit, you the fighter 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 if they wish immediately attempt either a reflex save sunder, disarm, bullrush, trip, overrun, feint or take a -5 to attack rolls and initiative rolls intimidation check on the next roundfoe as a free action even though it is not their turn. This can be used a number of times per encounter equal applies even if the foe is immune to 1/3 fighter level(minimum one)criticals.
''{{Anchor|Intimidating Assault}}(5 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, 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).===Fear Mongering===
'''{{Anchor|The MovesScare Them Back}}(4 2 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you wish the fighter passes a save or check on your turna hostile morale or fear effect directed at them, you the fighter can take 2 move actions instead of immediately as a free action even though it is not their turn do a standard counter demoralize check on who ever attempted the fear effect on the fighter as long as the fighter and foe can see or full actiondetect each other. The foe if it fails the check suffers the fear effect they attempted on the fighter as if they cast it on themselves. *''Boost''(5 points): The foe is now flat footed for 1 round even 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''(10 points): Foes are now frightened for 1 minute on a failed save and shaken for 1 minute on a successful save.*''Boost''(25 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 1/4 fighter level(minimum one).*''Boost'' (5 points): The foe now also takes a -1 to reflex and will saves '''{{Anchor|Intimidating Critical}}(3 points1 point) ([[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''(5 points):The foe is now panicked for 1 round on a failed save and shaken for 1 minute after and on a successful save is only shaken for 1 minute. '''{{Anchor|Goad}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter 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 requires a standard action and 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''(15 points): You can do this now as a swift action on most foes and as a move action on mindless and low intelligence foes. '''{{Anchor|Frightening Disarm}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, any time you make an intimidation check, if the target(s) fail the check they must also make a reflex save equal to the intimidation check or drop whatever they are holding in their hands.*''Boost''(10 points): Foes who pass the save now take a -5 penalty to attack and damage rolls for 1 round + an additional round per 6 fighter levels. '''{{Anchor|Step Back}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter as a move action you can make an intimidation check on a single foe within 30 feet of you that you can see or hear. If you pass the check, the foe takes a 5 foot step away from you into a square of their choice though this does not count as using their 5 foot step or provoke attacks of opportunity. Foes immune to fear can be affected as this is more showing your threat level and battle prowess but they get a 5+ on their save. Mindless foes are immune to this effect. *''Boost''(10 points): This can be done as a swift or immediate action now*''Boost''(5 points): For every 5 points you use, you can affect another foe within 30 feet '''{{Anchor|Frightening Mishap}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a swift or immediate action you can make an intimidation check on a single foe within 30 feet of you that you can see or hear that is using a magic device like rods, wands, staffs, scrolls, etc. If you pass the check, the foe must make a use magic device check or suffer a mishap and be treated as if they rolled a natural 1 and failed the check. '''{{Anchor|Bloody Scare}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once per encounter when the fighter takes hitpoint damage that is not healed right away or renders the fighter helpless or incapacitated from a foe the fighter gains for 1 round a circumstance bonus equal to the damage taken to their next intimidation check. '''{{Anchor|Scare Guardian}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter as a swift or immediate action, the fighter can make an intimidation check against foes who are threatening the fighter's allies that are adjacent to the fighter or attacking allies within the fighter's threatened area. If the fighter passes the check, the foes take a penalty to attack and damage rolls of -1 + 1 for every 4 fighter levels for 1 round.*''Boost''(15 points): This can now be done as a free action once per round and foes also take a penalty to initiative as well.  '''{{Anchor|Scare Safety}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a swift action the fighter can attempt an intimidation check on one foe within 15 feet. If the fighter passes the check, the fighter and any allies do not provoke attacks of opportunity from that foe if entering or leaving the targeted foe's threatened area for 1 round. Creatures immune to fear can be affected but get 5+ on their save as this is more displaying your threat level and battle prowess*''Boost''(5 points): For every 5 points you use you may attempt this on another foe within 15 feet. ===War Actions=== '''{{Anchor|Charging Pounce}}(15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, when you charge, you can make a full attack in the same round. '''{{Anchor|Charging Death}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter making a charge, you can also bullrush during the charge, if you pass the bullrush check, you can also when pushing your target a square back push the target a square left or right for every square you push your target back. Additionally the target if they fail the check is also flat footed for 1 round after. '''{{Anchor|Crushing Slam}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When making a bullrush against a foe, if you force a foe to move into a wall or other solid object, the foe stops as normal. However, your momentum crushes the foe against it, dealing an amount of bludgeoning damage equal to 3d6 points + another 3d6 points per 3 fighter levels + twice your Strength and Constitution bonus (if any).*''Boost''(10 points): The foe now must also make a fortitude save or be slowed for 1 round after. Undead and constructs can be affected but get a 5+ on their save (use their charisma score instead of constitution.)  '''{{Anchor|Slamming Topple}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''For the duration of the encounter, if you bullrush, trip or overrun a foe and it forces the foe into a square occupied by another foe(s) or a solid object or wall, makes a foe fall in a square that already has a foe(s), you can attempt to trip or knock down the foes all at the same time. If you fail the foes can not try to trip or knock you down in turn. '''{{Anchor|Counter Collide}}(15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If a foe charges you or an ally within 10 feet, at any point during their charge you can as a swift or immediate action do a counter charge against them. Make a strength check when charging, if you pass the foe does not gain any bonuses to their charge, is denied their attack/attacks with their charge and you can perform one regular attack on them at a -5 penalty. You still take a -2 to AC while charging and can not use this ability if you can't move at least 10 feet or if other factors prevent you from moving the 10 feet. This can be used a number of times per encounter equal to 1/4 your fighter level(minimum 1) but only once per round.*''Boost''(30 points): you only need to move 5 feet now to use this ability and no longer take a -5 to your attack. '''{{Anchor|Tackle Pin}}(15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a standard action you can attempt to either jump onto, fall onto or pull down a foe in your threatened area no more then one size larger then you. Treat this as either a grapple check or strength check. If you pass you knock yourself and the foe prone, deal nonlethal damage dependent on your unarmed strike damage size and the foe is considered pinned by you. If the check fails the foe avoids the attack and you fall prone to the ground. This provokes an attack or opportunity from the foe unless the fighter has either improved grapple, combat reflexes, combat expertise or dodge. The foe can also make either a reflex save, escape artist check, tumblr check or dexterity check equal to your check to avoid being tackled*''Boost''(40 points): You can perform this as a move action now.  '''{{Anchor|Crushing Run}}(5 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*''Boost''(45 points): Against a living foe with a neck and nervous system that you have knocked prone with overrun, you can now instead stomp on their neck and try to break it. If the foe fails a fortitude save it dies instantly. A successful save instead reduces this to staggered for one round per 5 fighter levels and the target is still damaged from the attack. Living creature immune to critical hits with a neck and nervous system can be affected but get a 5+ on their save and negate the staggered effect on a successful save but are still damaged from the stomp.  '''{{Anchor|Rush and Down}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter whenever the fighter successfully bullrushes a foe, they can also attempt an overrun on the target as well. This does not provoke an attack of opportunity from the foe. '''{{Anchor|Unready}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, as move action make a single attack against one foe, if it damages the foe, if the foe has any readied actions prepared or is holding the charge for a spell/spl it must make a reflex save or lose them.*''Boost''(10 points): This can now be done as part of an attack action. '''{{Anchor|Expert Disarm}}(1 point) ([[SRD:Special Abilities Overview#Extraordinary|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, if the foe fails a reflex save, the foe takes a -3 to attack/damage rolls and is flat footed. '''{{Anchor|Expert Sunder}}(5 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|Strong Defense}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|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. '''{{Anchor|Push Spite}}(5 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 the duration of the encounter 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 1/4 fighter level(minimum one). '''{{Anchor|Skewered Fools}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|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 5+ to their save. '''{{Anchor|Tactical Reposition}}(5 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. These actions provoke 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): This boosted action can be used a number of times per encounter equal to 1/3 fighter level(minimum one) as a free action. '''{{Anchor|Stop Action}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter 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 or make a single melee attack against a creature the fighter threatens. 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 which counts as if used, attacks are cancelled, etc, magic items fail and use up a charge or are wasted like potions, scrolls 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.*''Boost''(10 points): The ranged attack use of this can instead be done as a free action once per turn even if it is not your turn. Additionally this can now affect supernatural abilities but if used on supernatural abilities, the user can make a will save with a 5+ bonus to try and avoid losing the ability.*''Boost''(5 points): If attacking a foe using a magic item such as a wand, rod, scroll, staff etc, if the attack hits, the user must make a reflex save or additionally suffer a mishap and be treated as if they rolled a natural 1 and failed a use magic device check.*''Boost''(25 points): Additionally if the target was using any form of magic/psionics including supernatural abilities and is hit, the target must make a will save or suffer a backfire. A back fire causes 1d3 points of damage per spell/power level of the ability used. If the ability was a supernatural one, the user gets a 5+ bonus on their save. '''{{Anchor|Hampering Presence}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|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, prone unconscious, staggered, confused, nauseated, Fascinated, slowed, deafened, exhausted, stunned, dazed, pinned, frightened or panicked. '''{{Anchor|Hit and Run}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|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 1/4 fighter level(minimum one) but only once per round. ===TeamWork===
'''{{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''(5 points):The effect lasts an extra round per 5 points used.
*''Boost''(10 points): you can do this now instead as a free action once per round
'''{{Anchor|Skewered FoolsQuick Aid}}(3 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If you use ' You can aid another as a ready move action to set that does not provoke an attack of opportunity instead of 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 standard action for 1 minute instead. Dragons *''Boost''(10 points):You can be affected by perform this as it is a physical effect but get a 4+ to their saveswift action.
'''{{Anchor|Group WillMulti Aid}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' For 1 minute, if the ' You can add an additional ally with aid another per 4 fighter levels and any can choose to give aided allies within 15 feet of the fighter are subjected to a hostile mind effect or morale effect that affects more then different bonuses if you wish for one target, if the fighter saves against the effect, the allies automatically pass their save as wellround.
'''{{Anchor|Dazing AttackDraw The Fire}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a move swift action when making an attack or full action on a foe or foes, the fighter may with can alter their attacks so foes hit by the attacks take a weapon that deals bludgeoning penalty to damage make a single regular attack rolls against one foe, if it hits, any other targets other then the foe must make a fortitude save or be dazed for fighter equal to 1 round, a successful save instead causes a -+ 1 penalty on all rolls and checks /3 the fighter's level 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 save1 extra round per 6 fighter levels.
'''{{Anchor|Nulling HitBreak Them Free}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''As a move standard action , the fighter can make either a single regular attack bluff, intimidate or diplomacy check on one foean ally within 15 feet that they can see or hear suffering from any hostile mind effects(fear, demoralize, charm, dominate etc). If it hits the foefighter beats the original effect's dc, any active beneficial or hostile magic/psionics that the targeted foe ally has cast/manifested are instantly ended unless the target makes a will save. On a failed save effects removed, though if suffering from several effects as once, the fighter must beat each effect though beating several effects are ended and in one try does not require extra points. The fighter can try multiple times if they fail but must spend the target points to do so.*''Boost''(15 points): You can perform this as a move action now*''Boost''(25 points): you can not perform this as a swift or immediate action now.*''Boost''(15 points): For each 15 points you use any magic/psionics for 1d3 rounds. Note you can affect another ally within 15 feet with this ability '''{{Anchor|Fighting Shield}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the fighter is not dispelling but actually disrupting 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 mystic energies controlled foe being fought by the fighter without provoking an attack of opportunity from the foe targeted and as such .*''Boost''(5 points): For every 5 points you use, you can affect supernatural abilities.protect another ally
'''{{Anchor|Trueform HitShoot the Missile}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' As a move ' For the duration of the encounter as an immediate action , the fighter can make with a single regular hit on thrown weapon attempt to deflect a targetranged attack aimed at themselves or an ally in range of their ranged weapon. If it hits The fighter makes an attack roll against the targetother ranged weapon's attack roll, if the target fighter rolls higher the attack is willingly shapeshiftedstopped. 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, polymorphedmagic effects that are line effects, using change shape, in alternative form, Gaseous Form, wild shape rays or similar ranged attacks generated by magic effects, the target must make .*''Boost''(25 points): You can now perform this as a fortitude save or have the effect ended reverting them to their regular form(free action once per round even undead and constructs must make this save, use their charisma score in place of constitution) . Additionally the target is if it's not able to your turn which does not use any of these abilities for 1 minute. Note this is actually disrupting the mystic energies on the target and as such can affect supernatural abilitiesup your immediate or swift action.
'''{{Anchor|Supreme DodgeAlly Moves}}(6 20 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The ' As a standard action the fighter can for the duration grant all allies within 5 feet + 5 feet per 5 fighter levels of the encounter fighter an additional move action on their turn or alternatively enable allies to ready a move or swift action as a swift move action not standard action or immediate action each round gain the effect of [[SRD:Blur|blur]] on themselves for 1 roundgrant them an extra 5 foot step. This is If not affected by true seeing used the move action or similar effects as it ability to ready an action or 5 foot step is wasted. This can be used a representation number of the times per encounter equal to 1/4 fighterlevel(minimum one) but only once per round.*''Boost''s reflexes, this (25 points): The fighter can not be used if the fighter is ,now do this can not be used if the fighter is helpless, unconscious, staggered, pinned, confused, nauseated, dazed, stunned, exhausted, frightened or panickedas a move action.
'''{{Anchor|RiposteProtector}}(6 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For 1 one minute if a foe misses any one chosen ally within 10 feet of the fighter with all its attacks in a roundperforms an action that would provoke an attack of opportunity otherwise, the fighter may make a bonus attack protects the ally from any attacks of opportunity against that and takes it as if the foe, if targeted the attack hits it is an automatic criticalfighter instead.
'''{{Anchor|Tactical RepositionAlly Shield}}(4 3 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' As a move action against a foe no more then one size larger then ' Any allies within 10 feet of the fighter, gain evasion for 1 minute as long as they stay within 10 feet of the fighter can make a grapple or strength check against the foe, if the fighter winsthey already have evasion, they can move the foe 5 feet in a square of the gain improved evasion. The fighter's choice that is not occupied by must spend a solid object swift or obstacleimmediate action each turn to maintain this. The fighter may also switch spots with the foe effect is lost if they wish. This provokes an attack of opportunity from the foe unless the fighter has improved grapple is incapacitated or combat reflexes or combat expertise or makes helpless.*''Boost''(10 points): This now can be used as a successful dexterity check against the foefree action once per round.
'''{{Anchor|Stop ActionTake The Blow}}(2 points1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' For 1 minute 'The fighter can as an immediate action or swift action the fighter may either make switch places with an ally within 10 feet and take a single ranged attack on a foe in range hostile hit or move up to 1/2 their speed and make a single melee attack against a creature. If that creature was performing any form effect directed at the ally instead of action, check, roll or attack declared or not, the Fighter's attack is treated as though ally taking it was readied to interrupt . The fighter can save against itas usual and apply the usual defenses. If the Fighter*''Boost's attack hits, the creature's (5 points): This can be done as a free action whatever it was fails once per turn*''Boost''(movement is stopped, magic/psionics fizzles even if cast defensively, attacks are cancelled, etc15 points). Additionally on : The fighter now when they switch places can carefully switch and toss the ally an extra 5 feet away from the square the fighter previously occupied in a critical hit even if direction of the foe is otherwise immune to critical hitsfighter's choice, the target must make a reflex save or be flat footed ideal for 1 roundgetting allies out of an area of effect.
'''{{Anchor|Hampering PresenceGroup Will}}(9 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter 1 minute, if the fighter is a harrying, distracting and impeding presence to nearby foes. All foes in any allies within 15 feet of the fighter's threatened area or that are adjacent subjected to the fighter take a penalty to dodge achostile mind effect or morale effect that affects more then one target,bluff/concentration/spellcraft/perform/use magic device/spot and listen checks equal to 1/3 if the fighter's level (minimum one). If saves against the effect, the fighter would cause affected foes to fail allies automatically pass their use magic item check, it is treated save 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, pinned, confused, nauseated, dazed, stunned, exhausted, frightened or panickedwell.
'''{{Anchor|Readied TacticsOpening Spot}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' for ' For the duration of the encounter, if the fighter uses as a move action can make a readied single attack or action on a foe so that if the attack damages the foe, the foe must make a reflex save or concentration check or else it for 1 round provoke 1 extra attack of opportunity from allies that it threatens or allies that threaten it even if it would not normally provoke an attack of opportunity. The bonus attack of opportunity is denied its Dexterity bonus in addition to its ACthe allies regular number of attacks of opportunity they can normally do. Allies may also if they wish instead take a 5 foot step that does not provoke attacks of opportunity or count against their usual limit of 5 feet steps.*''Boost''(10 points): This can now be done as part of an attack action.
'''{{Anchor|Tearing WoundShared Initiative}}(6 10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' As a move action ' For 1 round, all allies within 10 + 5 feet per 6 fighter levels of the fighter can make a single attack on a foe, use the fighter's initiative score in place of their own if it hits the foe fighter's is higher. The fighter must make a fortitude save or suffer from a tearing injury. A tearing injury can only not be applied to foes where conceivably the flesh or material the foe is made of would tear or break or crumble or similar suffering from overexertion or movement.A foe with a tearing injury must each time it takes a full round action adverse status conditions such as helpless, unconscious, staggered, confused, nauseated, fascinated, slowed, prone, deafened, exhausted, stunned, dazed, standard action or moves more then half its speed (or any other action the DM deems strenuouspinned, including some free actions such as casting a quickened spell) make another fortitude save frightened or take damage again equal to the initial attack. The tearing wound goes away when the target is healed panicked for the same amount of hit points as the initial attack did or receives a heal check equal allies to the damage the initial attack did. Note use 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 non existent constitution score for fortitude saves).
'''{{Anchor|Hit and RunGroup Opportunist Eye}}(6 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, after killing 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 on a foe or reducing it to less then 0 hp, the fighter may as a swift action move half their speed if they wishis fighting. This ability can not be used a number of times per encounter equal to 1/3 or affect foes if the fighter level(minimum one) but only once per roundis helpless, unconscious, staggered, confused, nauseated, Fascinated, slowed, prone, deafened, exhausted, stunned, dazed, pinned, frightened or panicked.
'''{{Anchor|Team Guard Strike}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a standard action, make a single attack against a foe you threaten or that threatens you. If the attack damages the foe, the foe must make either a reflex save or concentration check or be unable to attacks of opportunity against your allies(but not you) for 1 round. The foe still threatens the area but can not make attacks of opportunity against allies.
*''Boost''(10 points): You can perform this as a move action now
*''Boost''(20 points): The foe also now can not make attacks of opportunity against you for 1 round.
*''Boost''(30 points): The foe now also takes a - 5 penalty to their attack rolls and initiative checks even on a successful save or check for 1 round after.
'''{{Anchor|Power RunAlly Retreat guard}}(4 5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The fighter gains an additional 20 feet of movement speed for that round'If you kill a foe or render it helpless, this does stack with any allies in the creatures threatened area can if not threatened by any other monsters can as a swift or immediate action can move up to half their movement speed increases if they wish. If allies are in the area but another monster threatens them, if the fighter may have. This either has that foe marked for death, is in the monster's threatened area, has combat reflexes or combat expertise the allies can be used a number still move if they wish without provoking attacks of times per encounter equal to 1/3 fighter level(minimum one)opportunity.
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