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User:Balmz/fighter4/Martial Abilities

12,313 bytes added, 17:33, 25 November 2020
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Fighter Boons
'''{{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).
'''{{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 equal to 1/4 fighter level(minimum one)
''Boost'' (25 points): you gain an additional 20 feet of movement speed
 
'''{{Anchor|Redirection}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When a foe misses an attack against you that is melee or non magic ranged, you can make a reflex save against the attack roll, if you pass the attack not only misses but you can cause the attack to 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.
'''{{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 a reflex save 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 take on your turn. This can be used a number of times per encounter equal to 1/4 your fighter level (minimum 1).
*''Boost''(25 points): You no longer provoke an attack of opportunity when withdrawing from a threatened square
'''{{Anchor|Rough Area}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For 1 minute the duration of the encounter any foes passing by any squares the fighter threatens or is adjacent to treat the squares as difficult terrain unless they pass a reflex save or tumble check for each square traveled. This can not be used if the fighter is helpless, unconscious, staggered, confused, nauseated, slowed, fascinated , deafened, exhausted, stunned, dazed, pinned, frightened or panicked.*''Boost''(15 points): Foes that start or end their turn in the threatened area also now treat it as difficult terrain 
'''{{Anchor|Hustle}}(35 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter draws deep within themselves and taps their inner strength and speed which allows the fighter to act as if under the effects of [[SRD:Haste|haste]] for 1 minute. This can be used once per encounter. This does not stack with haste or similar effects.
'''{{Anchor|Fast Feet}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter may for the duration of the encounter take an additional 5 foot step if they wish on their turn in additional to any other movement or action including their usual 5 foot step. They can also if they wish instead take a 5 foot step as an immediate action which does not prevent them from taking the usual 5 foot step on their next turn though the second one is used up for the next turn.
*''Boost''(15 points): If taking an additional 5 foot step as an 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 times per encounter equal to 1/3 the fighter's level (minimum 1).
'''{{Anchor|Jump Up}}(1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You may if prone stand up as a free action or immediate that does not provoke 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|Act Once More}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''The fighter gains an additional move action on their turn. This ability can be used a number of times per encounter equal to 1/4 fighter level(minimum one) but only once per round.
'''{{Anchor|Quick Skills}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, if using a fighter class skill that requires 1 round or a standard action to use, you may use it as a move action that does not provoke an attack of opportunity.
*''AugmentBoost''(25 points): You can perform this ability as a swift action.  '''{{Anchor|Solid Wall}}(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 reflex save. Allies can treat the square the fighter is in as total cover but can move through it without penalty. The fighter while in this position gains a circumstance bonus equal to 1 + 1/2 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''(25 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|True Attack}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter can by supreme focus and experience as a swift or immediate action give themselves the effect of [[SRD:True Strike|true strike]] for 1 round. This can be used a number of times per encounter equal to 1/4 fighter level (minimum one).
*''Boost''(35 points): This now only requires a swift or immediate action
*''Boost''(45 points): This can be done as a free action
 
'''{{Anchor|Shake Off Free}}(25 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the fighter is paralyzed or under the effects of a hold person spell or similar, the fighter can now attempt to throw off the effect even if they normally couldn't as a move action that does not provoke attacks of opportunity instead of a full round action. 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.
'''{{Anchor|Greater Save}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the fighter passes any save that would cause a partial effect on a successful save, the fighter can make a second save to negate the effect completely. This effect lasts for the duration of the encounter and works with super save.
*''Boost''(15 points): 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|See The Weakness}}(15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a standard action, the fighter can either make a spot, search, knowledge(skill that the creature is listed under) or appraise (if foe is construct) check against a foe with a DC of 10 + foe's cr + Constitution) score(charisma if undead or construct). If the fighter passes the check they ignore any damage reduction the foe has for the duration of the encounter. Failure means the fighter can not try again against that foe for 24 hours.
*''Boost''(30 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|Long Attack}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter treats all their melee or ranged attacks as if they as if it had 5 extra feet of reach or range, this stacks with any reach the weapon already has and lasts 1 minute. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one).
 
'''{{Anchor|Strong Effort}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once per encounter as a swift or immediate action the fighter can gain a bonus to either their next saving throw, skill check, damage roll or critical confirmation roll equal to 1 + 1/2 their fighter level.
'''{{Anchor|Sharp Eyes}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''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 can make a will save against the effects as if it were a hostile spell/power cast on them, if they pass, they ignore the effects on the foe and do not suffer a miss chance. This lasts for the duration of the effects or the end of the encounter which ever comes first. The fighter must for each effect make the save and spend the points to do so.
'''{{Anchor|Mighty Surge}}(60 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By digging deep within the fighter's body and soul the fighter calls upon a deep well of power. For one minute the fighter gains a +5 enhancement bonus to Strength, Dexterity, and Constitution, a +5 competence bonus on all saves, a 5+ enhancement bonus to dodge ac and a bonus to base attack bonus equal to your fighter level(which may give you multiple attacks but you still can't get more then 5 attacks). This can be used once per encounter
*''Boost''(15 points):For each 15 points you spend, you gain an extra round of consecutive use of this ability.
===Assault Tactics===
'''{{Anchor|System Shock}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, if you deal a creature enough damage to make it drop (typically by dropping it to below 1 hit points or killing it), the foe must make a fortitude save or die instantly from the shock to their body. This works in tandem with other martial abilities that requires a foe to be reduced to less then 1 hp or be killed.
*''Boost''(15 points): The target if it passes the first save must make a second fortitude save or take a penalty to their fortitude save equal to 1/3 your fighter level(minimum 1) for 1 minute or until it is healed of half it's total hp.
 
'''{{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''(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|Shattered Back}}(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), a successful save makes the target staggered for 1 round instead. Creatures without a nervous system or equivalent are immune. Creatures immune to critical hits with a nervous system or equivalent can be affected but get a 5+ on their save and negate the staggered effect on a passed save.
*''Boost''(15 points): For each 15 points you add, you can affect an extra size category that is more then one size larger then you .
 
'''{{Anchor|Wing Clipping}}(15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter can with a ranged weapon make an attack against a flying foe as a move action, . If the attack hits the foe must make either a reflex save or a concentration check. If it fails the foe starts to fall and may take falling damage if far away enough from the ground. Each turn the foe is failing it may attempt another save or 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 now be done as part of an attack action and the foes only get a 2+ to their save per size category they are larger then the fighter.
'''{{Anchor|Dark Carnage}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When you slay a foe no more then 1 size smaller then you, if it has a corporeal body you can aim part of their destroyed body at one foe's eyes within 5 feet of the slain target, treat this as a ranged touch attack, if it hits the target's eyes, they must make a reflex save or take a -5 to attack rolls, 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 penalty listed before on a successful save.
 
'''{{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|Infirm Strike}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a move action make a single attack on a foe, if it damages the foe the foe must make a fortitude save or be staggered for 1 round and suffer 1d4 points of constitution damage from the attack wrecking havoc on the target's body, a successful save reduces this to staggered for 1 round. Creatures immune to critical hits can be affected but get a 5+ on their save and negate the stagger effect on a passed save.
*''Boost''(5 points): You may do this as a swift action now
'''{{Anchor|Slowing Carnage}}(20 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter if the fighter kills a foe no more then one 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 foe is immune to critical hits, the fighter can destroy the body in such a way that the area they occupied and 5 feet away from the area is covered with their remains/fluids. Anyone who enters the area can only move at half speed through the squares.
*''Boost''(35 points): You no longer require a critical hit to use this 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(magic/psionic/mundane or otherwise), 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.
'''{{Anchor|Relentless Beating}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you hit a single foe with a weapon more then once in a single round, you can deal an extra 1d6 points of lethal damage and 1d4 non lethal damage with each hit after the first hit.  '''{{Anchor|Shoving Critical}}(1 point) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the fighter when fighting a foe no more then 1 size larger then them lands a critical hit on the foe, the foe is pushed back 5 feet if it fails a reflex save as well as being damaged. This movement can provoke attacks of opportunity from the fighter's allies but not the fighter. Note that even foes immune to critical hits are subject to this as this is more the sheer impact of the blow on the foe, not necessarily hitting a weak spot or vital. 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 solid object, they take an extra 2d4 points of damage.*''Boost''(5 points): You can push the foe an extra 5 feet.
'''{{Anchor|Impeding Critical}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When landing a critical hit on a foe, the fighter can make the target roll a Fortitude save; if the target fails, they take 1d6 points of ability score damage to 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 though this can't reduce it to less then 1
*''Boost''(10 points):You can now for each 10 points used deal an additional 1d6 points of ability damage and penalty on a foe up to 5d6.  '''{{Anchor|Tiny Slayer}}(15 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 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 level against that foe while in their square. Finally you can make trip attempts against them as a standard action that does not provoke attacks of opportunity from 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 foe as touch attacks as long as you are in that square and you also gain soft cover against against all attacks, 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 have their land speed cut in half until it is healed for at least half the damage the attack did.*''Boost''(35 points): Any attacks made by foes that are not the creature itself against you while you are in the square have a 20 % + your fighter level chance of hitting the creature instead. If using fighting defensively or combat expertise it increases to 40 % + your fighter level. If using total defense it increases to 55% + your fighter level.
'''{{Anchor|Denying Moving Opportunity}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 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 movement speed cut in half for 1 round, this applies even if the foe is immune to critical hits though they get a 5+ on their save.
'''{{Anchor|Tearing Wound}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a move action the fighter can make a single attack on a foe, if it hits the foe must make a fortitude save or suffer from a tearing injury. A tearing injury can only be applied to foes where conceivably the flesh or material the foe is made of would tear or break or crumble or similar from overexertion or movement. A foe with a tearing injury must each time it takes a full round action, standard action or moves more then half its speed (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) make another fortitude save or take damage again equal to the initial attack. The tearing wound goes away when the target is healed for the same amount of hit points as the initial attack did or receives a heal check equal to the damage the initial attack did. Note this ability can work on corporeal undead and constructs as long as the substance they are made from could tear from actions(use their charisma in place of their constitution score for fortitude saves).
*''Boost''(15 points): Foes if they fail the second save now take a -5 to all rolls and checks for that round.
 
'''{{Anchor|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 Combo}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter when ever the fighter hits a foe with an attack of opportunity and it is a critical hit, the fighter can if they wish immediately attempt either a sunder, disarm, bullrush, trip, overrun, feint or intimidation check on the foe as a free action even though it is not their turn. This applies even if the foe is immune to criticals.
'''{{Anchor|Scare Them Back}}(2 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the fighter passes a save or check on a hostile morale or fear effect directed at them, the fighter can immediately as a free action even though it is not their turn do a counter demoralize check on who ever attempted the fear effect on the fighter as long as the fighter and foe can see or detect each other. The foe if it fails the check suffers the fear effect they attempted on the fighter 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.
'''{{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.
'''{{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|Multi Aid}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can add an additional ally with aid another per 4 fighter levels and can choose to give aided allies different bonuses if you wish for one round.
 
'''{{Anchor|Draw The Fire}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a swift action when making an attack or full action on a foe or foes, the fighter can alter their attacks so foes hit by the attacks take a penalty to damage rolls against any other targets other then the fighter equal to 1 + 1/3 the fighter's level for 1 round + 1 extra round per 6 fighter levels.
'''{{Anchor|Break Them Free}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a standard action, the fighter can make either a bluff, intimidate or diplomacy check on an ally within 15 feet that they can see or hear suffering from any hostile mind effects(fear, demoralize, charm, dominate etc). If the fighter beats the original effect's dc, the ally has the effects removed, though if suffering from several effects as once, the fighter must beat each effect though beating several effects in one try does not require extra points. The fighter can try multiple times if they fail but must spend the points to do so.
*''Boost''(5 points): This can be done as a free action once per turn
*''Boost''(15 points): 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 direction of the fighter's choice, ideal for getting allies out of an area of effect.
 
'''{{Anchor|Group Will}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For 1 minute, if the fighter and any allies within 15 feet of the fighter are subjected to a hostile mind effect or morale effect that affects more then one target, if the fighter saves against the effect, the allies automatically pass their save as well.
'''{{Anchor|Opening Spot}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, the fighter as a move action can make a single attack 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 in addition to the 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|Shared Initiative}}(10 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For 1 round, all allies within 10 + 5 feet per 6 fighter levels of the fighter can use the fighter's initiative score in place of their own if the fighter's is higher. The fighter must not be suffering from adverse status conditions such as helpless, unconscious, staggered, confused, nauseated, fascinated, slowed, prone, deafened, exhausted, stunned, dazed, pinned, frightened or panicked for allies to use this.
'''{{Anchor|Group Opportunist Eye}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For the duration of the encounter, all allies within 15 + 5 feet per 5 fighter levels of the fighter deal an extra 1d8 points of damage on an attack of opportunity on a foe the fighter is fighting. This ability can not be used or affect foes if the fighter is helpless, unconscious, staggered, confused, nauseated, Fascinated, slowed, prone, deafened, exhausted, stunned, dazed, pinned, frightened or panicked.
'''{{Anchor|Group Opportunist EyeTeam Guard Strike}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For As a standard action, make a single attack against a foe you threaten or that threatens you. If the duration of attack damages the encounterfoe, all the foe must make either a reflex save or concentration check or be unable to attacks of opportunity against your allies within 15 + 5 feet per 5 fighter levels (but not you) for 1 round. The foe still threatens the area but can not make attacks of the fighter deal an extra 1d8 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 damage on an opportunity against you for 1 round.*''Boost''(30 points): The foe now also takes a - 5 penalty to their attack of opportunity rolls and initiative checks even on a successful save or check for 1 round after. '''{{Anchor|Ally Retreat guard}}(5 points) ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''If you kill a foe or render it helpless, any allies in the fighter is fighting. This ability creatures threatened area can if not be used threatened by any other monsters can as a swift or affect foes immediate action can move up to half their movement if they wish. If allies are in the area but another monster threatens them, if the fighter either has that foe marked for death, is helplessin the monster's threatened area, unconscious, staggered, confused, nauseated, Fascinated, slowed, prone, deafened, exhausted, stunned, dazed, pinned, frightened has combat reflexes or panickedcombat expertise the allies can still move if they wish without provoking attacks of opportunity.
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