Fighter Tactics

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Combat Tactics

Fighters gain a combat tactic at every odd-numbered class level of fighter, beginning at level 1. Unless specifically noted, no Combat Tactic may be taken more than once.

Armor Mastery (Ex)

The fighter takes no movement penalties from wearing medium or heavy armor. The fighter can don most suits of armor in one minute, or hastily don most suits of armor as a full round action. War plate requires two minutes to don, or two full rounds to don hastily. The fighter can don armor properly without assistance, and these times are not increased by a lack of one or more helpers. Shields still require a move action to don, except for war shields, which still require a full round action. The fighter never suffers to-hit penalties from wearing any armor or shield with which they are proficient.

Battlecry (Ex)

As a standard action, a fighter with this tactic can unleash an inspiring battle cry. All allies within 30 feet who hear the cry gain the Fighter's combat edge/4 + 1 (drop fractions) as a Martial bonus to their to-hit rolls, damage, and Maneuver Defense until the start of the fighter's next turn (+1 to +4).

Battlefield Clarity (Ex)

Once per encounter as an immediate action, whenever a fighter with this tactic fails a saving throw that includes a strong status condition, he may attempt that saving throw again with a +4 insight bonus on the roll.

Battle Sight (Ex)

Whenever a fighter with this tactic rolls for initiative, he can roll twice and take either result.

Calculated Menace (Ex)

Once per round, a fighter with this tactic may choose a creature he is attacking and elect not to apply his challenge to it with any of his attacks that round. Note that assists are always keyed from the challenge, so they are not granted either. This is a free action and the exclusion lasts until the start of his next turn.

Choke Up (Ex)

While wielding a reach weapon, as an immediate action, a fighter can shorten her grip on her reach weapon and use it against adjacent targets. To return her grip to normal she must spend another immediate action.

Constant Training (Ex)

The fighter may select a feat that he qualifies for. This combat tactic may be selected more than once.

Create Opening (Ex)

Once per round as part of his Fighter's Challenge, the fighter may also provide a circumstance bonus equal to half his Combat Edge modifier (rounded down, minimum 1) to the attack rolls of a single ally they can see. Those attacks must be made against a target that the fighter has Challenged. The ally benefiting from this circumstance bonus must be designated when the fighter issues the challenge. This ability will stack with the effects of the Fighter's Assists, if applicable.

Deadly Technique (Ex)

A fighter with this tactic increases his weapon's base damage by 1 point. This stacks with magic weapon properties such as Crushing, Impaling and Lacerating.

Disciplined Charge (Ex)

The fighter may take any path he likes during a charge, provided that no square of movement moves him further from the target of his charge. Furthermore, a fighter may declare a charge action against a square in his movement range even if he cannot see or otherwise perceive a target creature in that square. If he's guessed wrong about where that invisible wizard is it's a bit embarrassing, but otherwise no harm done.

Diverse Background (Ex)

Choose 2 skills which are not already natural talents. These are now natural talents, and you may re-map them the ability modifier of your choice, instead of the modifier normally used by the skill. Bailiwick skills may not be selected with this tactic. This tactic may be selected more than once.

Expert Defense (Ex)

While wearing a shield, the fighter may reduce a full attack action to a single attack at his full BAB, and in exchange, he adds his Combat Edge bonus to his AC until the start of his next turn. This untyped bonus AC applies to all AC numbers including touch AC and may be combined with fighting defensively.

Healer's Friend (Su)

The fighter may add his class level to the hit points healed by any instantaneous heal effect. This includes healing spells, healing potions, goodberries, a paladin's lay on hands, a cleric's channel energy, etc. In addition, the fighter adds their level to the temporary hit points granted by any instantaneous effect. This includes aid spells, false life potions, the virtue orison, a warlord's inspiration, a bard's inspire greatness, the Limitless Reserves Epic fighter tactic, etc. Fast Healing, Regeneration or other ongoing healing effects do not trigger the effects of this tactic.

Heroic Speed (Ex)

A fighter with this tactic gains a 5-foot bonus to any move score he has, whether innate or gained by an item, spell, magic, etc. This tactic may only be taken once. This bonus will stack with any racial or class adders to speed.

Gut Shot (Ex)

A fighter with this tactic can, once per encounter, make a melee or ranged attack against an opponent as a standard action. If he hits, he does full normal damage and the target gains the Sickened status condition for one round. If the fighter is at least 11th level, this condition improves to Afflicted, and at 21st level, it improves to Nauseated. The fighter must declare he is using this tactic prior to making the attack roll.

Leaden Armor (Ex)

A fighter with this tactic gains energy resistance (ER) equal to his fighter level plus his Combat Edge to one energy type (acid, cold, electricity, fire, or sonic) while he is wearing heavy armor. The energy type is chosen when this tactic is selected and it cannot be changed. This tactic can be selected more than once; each time it applies to a different energy type. If chosen five times, the fighter has resistance to all energy types. ( ER/- ) Leaden Armor's ER/- will stack with ER/- from other fighter Tactics such as Stonebelly or ER/- applied to the fighter's shield. It does not stack with any other sources of ER, even permanent sources.

Logistical Genius (Ex)

For purposes of calculating carrying capacity and encumbrance, the fighter with this tactic may add his Fighter level plus ten to the pounds of weight all his allies may carry as a light load, with appropriate larger bonuses to each encumbrance level. This does not affect any of their other calculated abilities, such as damage, only encumbrance.
In addition, the fighter adds half his Combat Edge bonus (round down, minimum 1) to any skill checks related to sieges, battles, army logistics and war planning.

Mage Slayer (Ex)

A fighter with this tactic forces any spell caster whom he has Challenged to roll a Caster Check whenever they wish to use a spell, spell-like or supernatural ability, or else lose that use of the ability. Note that this Caster Check applies specifically to challenged targets who are not in the fighter's threatened area. Creatures in the fighter's threatened area already have to make a combat casting Caster Check to cast spells defensively, and this tactic does not force a second check, as that is annoying.

Mana Breaker (Ex)

Once per round, a fighter with this tactic may make a melee or ranged attack against an opponent as a standard action. If he hits, the attack does no damage but the target must make a Fortitude save (DC equal to 10 + the fighter's level + his Combat Edge modifier). If this save is failed, the saving throw DCs for all of the target creature's spells, spell-like abilities, and supernatural abilities are reduced by an amount equal to the fighter's combat edge bonus for 1 round. The fighter must declare he is using this tactic prior to making the attack roll.

Myopic (Ex)

A fighter with this tactic that is subjected to an effect which would inflict the Disoriented, Blind, Afflicted or Rattled conditions reduces such conditions to the weak status condition of the status array.
The fighter must still make additional saves just as if she were afflicted with the stronger status conditions, and the weak status condition lasts until all of the effect's conditions would normally be reduced to the weak status condition or cleared.

Outrageous Provocation (Ex)

A fighter with this tactic adds +1 to the effect of his Challenge. Even for a fighter, you're really... something.

Punishing Stab (Ex)

A fighter with this tactic who successfully hits an opponent with the free bonus attack triggered by a Warrior's Challenge inflicts a bleed condition on the struck foe equal to his combat edge modifier, in addition to the damage dealt.

Resolve (Ex)

A fighter with this tactic that is subjected to an effect which would inflict the Baffled, Trembling, Cringing or Startled conditions reduces such conditions to the weak status condition of the status array.
The fighter must still make additional saves just as if she were afflicted with the stronger status conditions, and the weak status condition lasts until all of the effect's conditions would normally be reduced to the weak status condition or cleared.

Startling Speed (Ex)

Once per encounter, a fighter with this tactic can move up to his speed as an immediate action. This movement is resolved as an interrupt and may disrupt other creature's actions. If this interrupts a creature's attack action, such as a charge, the attack must be resolved against the fighter, instead of the creature's original target.

Sudden Counterstrike (Ex)

Once per encounter, when a fighter with this tactic makes an opportunity attack, he may roll 2d20 to see if he hits. If either roll hits and the other misses, he resolves the attack as a normal hit. If both rolls hit, he automatically confirms a critical hit. The fighter must declare he is using this tactic prior to making the attack roll.

Tough Hide (Ex)

While wearing heavy armor, the fighter gains DR/- equal to his Combat Edge bonus. If the heavy armor gains DR/- from a material property such as Adamantine, this DR/- stacks.

Unshakable (Ex)

If affected by a mind-affecting spell or ability, the fighter may choose to delay the effects as a free action until the end of his next turn. If, during this time, the fighter is hit by another mind-affecting spell or ability he must choose which one affects him immediately and which one is delayed. This ability cannot be used to delay an effect more than once (i.e. you can't perma-delay something by re-delaying it every round; it always takes effect at the end of your next turn).

Vicious Maneuvers (Ex)

When performing a Maneuver Offense check, such as with Trip, Grapple or Bull Rush, the fighter deals bonus damage equal to his Combat Edge. This bonus damage stacks with the bonus damage provided by the Knight of Stone Technique's assist.

Vigilance (Ex)

The fighter adds his Combat Edge/4 + 1 (drop fractions, +1 to +4) as a training bonus to Perception and his Combat Edge to his Initiative. If the fighter is surprised during a surprise round, he may still take a move action. If he is not surprised on a surprise round, he may take a move action in addition to the standard action he would normally get.

War Smith (Ex)

A fighter with this tactic can make any magic item at a forge, without taking penalties when a more appropriate workspace would normally be required. In addition, he may add his combat edge/4 + 1 (drop fractions, +1 to +4) to any rolls to create magical weapons, shield, or armor.

Advanced Combat Tactics

Fighters gain an Advanced Combat Tactic beginning at 11th level and every second level thereafter. Fighters may choose a lower level Tactic of any sort with an Advanced Tactic selection. Unless specifically noted, no Combat Tactic may be taken more than once.

Ankle Smash (Ex)

A fighter with this tactic can, once per encounter, make a melee or ranged attack against an opponent as a standard action. If he hits, he does full normal damage and the target is Prone. Ankle Smash may be used on the same attack as Gut Shot or Smash Magic. Note: If you use Ankle Smash and either Gut Shot or Smash Magic, you do full normal damage for the attack used, twice. Add the damage together for purposes of overcoming damage resistance. If the fighter is at least 21st level, Ankle Smash inflicts the Splayed condition until the start of the fighter's next turn, instead. The fighter must declare he is using this tactic prior to making the attack roll.

Battlefield Master (Ex)

Once per round, the fighter may use an immediate action to issue a Fighter's Challenge to any one target he can perceive within 30 feet. Note that this ability may be used in the middle of another creature's turn as an interrupt. If the fighter also has the Harrier epic tactic, the range increases to 60 feet.

Bulwark Shield (Ex)

While wearing a heavy or larger shield, the fighter may select one adjacent ally as a free action and grant him a circumstance bonus to AC equal to the fighter's Combat Edge/4 + 1 (drop fractions, +1 to +4). While this does only requires a free action to activate, this bonus may only be granted to one adjacent ally at a time. The fighter may change the selected ally as a free action, but otherwise, the effects expire when the ally is no longer adjacent or combat ends.

Call to Arms (Ex)

When he reduces a non-minion enemy to 0 or fewer hit points, a fighter with this tactic can use a swift action to allow one ally who can see the fighter to take a single free move action.

Deadly Feint (Ex)

A fighter with this tactic can make a feint (Bluff) or demoralize (Intimidate) check against a target within 30 feet as an immediate action. When doing so, the fighter adds a +3 training bonus to his skill check. At level 21, this training bonus increases to +5. This tactic may only be used once per encounter.

Deadly Technique, Greater (Ex)

A fighter with this tactic increases his weapon's base damage by 2 points. This stacks with the increase gained from Deadly Technique and magic weapon properties such as Crushing, Impaling and Lacerating.

Exploit Weakness (Ex)

The fighter ignores an amount of the target's DR equal to his Combat Edge bonus. If the fighter critically hits a target, he ignores all DR.

Hardened Resolve (Ex)

Requires: Resolve
A fighter with Hardened Resolve who is subject to an effect which would inflict the Confused, Cowering, Frightened or Panicked condition instead takes the weak status condition for those status arrays. Furthermore, if she is subject any effect, attack or ability which uses the Confused, Cowering, Frightened or Panicked arrays, any moderate status condition affecting her is reduced to the weak status condition as well.
The fighter still makes additional saves just as if she were afflicted with the stronger status conditions, and the weak status condition lasts until all of the effect's conditions would normally be cleared.

Heroic Speed, Greater (Ex)

Requires: Heroic Speed
A fighter with this tactic gains a +10 foot bonus to any move score he has, whether innate or gained by an item, spell, magic, etc. This tactic may only be taken once. This bonus will stack with the bonus from Heroic Speed and any racial or class adders to speed.

Immovable (Ex)

If the fighter is subject to any forced movement, he can reduce the amount of forced move by a number of squares equal to half his combat edge bonus (round down). This also reduces the distance of forced movement caused by any successful Maneuver Offense check used against the fighter (e.g. Reposition, Bull Rush, Drag, etc.). Forced movement reductions stack, so if the fighter has a means of reducing forced movement from another source, such as a racial trait or magic item, the fighter uses the sum of the reductions offered.

Juggernaut (Ex)

A fighter with this tactic treates Impeded Terrain as Difficult Terrain instead. Watching a Fighter with Juggernaut plowing her way through a shoulder-deep swamp is an educational experience. Additionally, he can add his CON modifier to his Maneuver Offense checks for Bull Rush attempts and Reposition attempts (but not to resist them).

Might Over Magic (Su)

Requires: Unshakable
Once per encounter, when a fighter with this tactic succeeds on a saving throw against a spell, supernatural ability, or spell-like ability that has him as a single target, the spell rebounds on the caster as if the fighter was under the effects of Spell Turning except that it may only rebound a single spell, and the spell level of the spell is irrelevant.

Onslaught (Ex)

Once per encounter, as a standard action, a fighter with this tactic makes a single melee or ranged attack against an enemy creature. If he hits with this attack, he does normal damage and the target is rendered Flat-Footed until it can act again. The fighter must declare he is using this tactic prior to making the attack roll.

Quickthewed (Ex)

The fighters carrying capacity doubles, and he gains a permanent +2 Str, +2 Dex and +2 Con.

Rapid Healer (Su)

The fighter gains Fast Healing equal to his Combat Edge bonus. This ability ceases if the fighter is knocked unconscious.

Ringing Challenge (Ex)

Requires: Battlecry
Once per day as a move action, a fighter with this tactic sounds his electrifying war cry. All foes within 30 feet who can hear him are Challenged. Assists granted by his particular Fighting Technique do not stack, but they are calculated for each foe affected.

Shelter Ally (Ex)

While adjacent to an ally and wearing a heavy or larger shield, if the fighter is targeted by an area-of-effect attack that grants a Reflex save, he and the adjacent ally may choose the result they prefer of both of their saving throws when resolving the attack.

Singular Focus (Ex)

Requires: Myopic
A fighter with Singular Focus who is subject to an effect which would inflict the Dazed, Fascinated, Nauseated or Stunned condition instead takes the weak status condition for those status arrays. Furthermore, if she is subject any effect, attack or ability which uses the Dazed, Fascinated, Nauseated or Stunned arrays, any moderate status condition affecting her is reduced to the weak status condition as well.
The fighter still makes additional saves just as if she were afflicted with the stronger status conditions, and the weak status condition lasts until all of the effect's conditions would normally be cleared.

Smash Magic (Su)

Once per encounter, a fighter with this tactic can make a melee or ranged attack against an opponent as a standard action and attempt to dispel magical effects on the target. If he hits, the attack deals normal damage and the opponent is afflicted by Greater Dispel Magic, using the 'targeted dispel' option, using his Fighter class level plus his Combat Edge as the caster level. The fighter must declare he is using this tactic prior to making the attack roll.

Stand Up (Ex)

When knocked prone, the fighter may use a swift action to stand up. This action provokes as normal, but it does not count as movement for purposes of taking a 5-foot step this round.

Startling Charge (Ex)

Requires: Startling Speed
Once per day, a fighter with this tactic can make a move action which ends with a Bull Rush maneuver as an immediate action. This maneuver is resolved as an interrupt and may disrupt other creature's actions. If this tactic is used to interrupt the move component of a creature's attack action, such as a charge, the attack must be resolved against the fighter, if possible, instead of the creature's original target. Because this maneuver constitutes an attack, the target is also challenged.

Sword and Dagger (Ex)

A fighter with this tactic may apply the benefits of any feats which apply to a single weapon type (e.g. Weapon Focus (Feat), or Weapon Specialization (Feat)) to a second weapon with which he is proficient. The fighter must specify this second weapon at the time this tactic is selected, and it may not be changed.

Sword and Board (Ex)

A fighter with this tactic may apply the benefits of any feats which apply to a single weapon type (e.g. Weapon Focus (Feat), or Weapon Specialization (Feat)) to any shield bashes performed with a single type of shield. The fighter must specify the type of shield at the time this tactic is selected, and it may not be changed.

Tar Pit (Ex)

Enemies adjacent to a fighter must use 10 feet of movement to move 5 feet away from the fighter. This also prevents enemies from using a 5-foot step to move away. This ability does not work on enemies using non-traditional movement types, like climb, burrow or fly.

True Counterstrike (Ex)

Requires: Sudden Counterstrike
Once per encounter, when a fighter with this tactic makes a bonus attack (such as one triggered by his Fighter's Challenge), he may roll 2d20 to see if he hits. If either roll hits and the other misses, he resolves the attack as a normal hit. If both rolls hit, he automatically confirms a critical hit. The fighter must declare he is using this tactic prior to making the attack roll.

Unstoppable (Ex)

When this tactic is selected, the fighter chooses either Fort, Will or Reflex and adds his Combat Edge/2 + 2 (drop fractions, +2 to +8) as a circumstance bonus to that save. This tactic may only be selected once, and once selected, the improved save may not be changed.

Epic Combat Tactics

Fighters gain an Epic Combat Tactic beginning at 21st level and every second level thereafter. Fighters may choose a lower level Tactic of any sort with an Epic Tactic selection. Unless specifically noted, no Epic Combat Tactic may be taken more than once.

Ant Lion (Ex)

Requires: Tar Pit
Ant Lion functions as Tar Pit, except it works against other movement types, such as burrowing, climbing, and flying. Ant Lion can be stacked with Tar Pit.

Black Hole (Su)

Requires: Tar Pit, Ant Lion, Resolve, Hardened Resolve, Steely Resolve
Black Hole improves Tar Pit and Ant Lion such that fifteen feet of movement is required to move five feet from the fighter. Even more impressively, if an enemy attempts to move away from the fighter using spells, spell-like abilities, or Extraordinary or Supernatural effects such as Dimension Door, teleport, translocation, improved teleport, shadow step, limited wish, wish, miracle, etc, the fighter may force them to overcome his spell resistance in order to escape.

Bloody Mess (Su)

Requires: Punishing Stab, Incidental Challenge
If an enemy is challenged and has a bleed condition which was inflicted by the fighter (such as with Punishing Stab, Bloody Mess, Messy Wounds, or Bloody Assault) the Fighter may force that enemy to take the bleed damage again every time she makes a successful attack against the bleeding creature. If any other enemy is adjacent to that enemy when they take forced bleed damage, they also gain the Bleed condition.

Bristling Charge (Ex)

Requires: Disciplined Charge
While performing a Disciplined Charge, the Fighter may make a free bonus attack, using his full BAB, against any enemies he passes adjacent to, one attack per enemy. Note that he may be subject to attacks of opportunity from those enemies, and if he has any powers, abilities, or effects which would normally negate a foe's ability to make attacks of opportunity, those powers, abilities, or effects do not function for the duration of his Bristling Charge.

Colossus (Su)

Requires: Gigantic Presence, Quickthewed, Olympian, Immovable, Tough Hide, Spirit of the Mountain
While using Gigantic Presence, a Fighter may decide to actually grow larger, rather than just fake it. Growing requires a free action, and grants the fighter all of the benefits of the Righteous Might spell except as follows:
  • The fighter gains no DR from this Tactic, instead, the fighter's DR from Tough Hide increases by 3. If the fighter has Improved Armor Mastery as well, that still stacks with Tough Hide.
  • Colossus may be used once per encounter, does not stack with Gigantic Presence (it overwrites it), and may be sustained for a number of rounds equal to the Fighters Combat Edge modifier.

Counterattack (Ex)

Requires: Vigilance, Vivisector, Steel Avalanche
Once per round, when the fighter is attacked by a foe she has challenged, she may make an attack of opportunity against them.

Destroyer (Su)

Requires: Vivisector, Exploit Weakness, Bloody Mess, Punishing Stab, Incidental Challenge
Each time the Fighter successfully strikes an enemy with Damage Resistance, she reduces that Damage Resistance by three points. This effect lasts until the end of the encounter unless healed. Damage Resistance can be reduced to exactly zero in this way, at which point no further reductions in DR accrue. Instead, the Fighters next successful attack inflicts Vulnerability upon the foe to all weapon and unarmed damage. This Vulnerability is added to the damage of all successful attackers using weapons or unarmed attacks. If the enemy receives any magical healing during the encounter all effects of Destroyer are removed, although the Fighter may immediately begin removing their resistance again. If an enemy has no damage resistance, Destroyer does not work against them.

Dull-Eyed Brute (Ex)

Requires: Unshakable
If affected by a mind-affecting spell or ability, the fighter may immediately choose to negate or end that effect, once per round.

Extraordinary Durability (Ex)

Requires: Tough Hide, Rapid Healer, Stonebelly
The ER/- granted by Stonebelly is increased by the Fighter's Con modifier.

Fixable (Su)

Requires: Healer's Friend
The fighter may add double his level to the hit points healed by any instantaneous heal effect or gained by any instantaneous effect granting temp hit points. Fast Healing, Regeneration or other ongoing healing effects do not trigger the effects of this tactic. Fixable stacks with Healer's Friend.

Gigantic Presence (Ex)

The Fighter may choose to dominate the battlefield as if they were one size category larger. This Tactic can be activated as a swift action and does not change their actual size or combat abilities in any way. It does give them a 'virtual size' to all enemies for purposes of combat movement and determination of flanks. On a combat board, a size medium fighter uses a standard one-space figure, but is considered to occupy their space and three others in a 2x2 square. In essence, a size medium Fighter creates three contiguous squares adjacent to themselves which enemies cannot move into without using Might, an Overrun Maneuver Offense check, or other exceptional means. The Fighter can change where they are within their four-square virtual space once per round at any point as a swift action, which does not interfere with the use of a five-foot step. They cannot move their virtual space on top of an enemy, although allies ignore it. If a fighter moves in such a way that his virtual space would be squeezed by an enemy, the Tactic ends immediately (though not if an attacking creature instigates the squeeze). A medium sized Fighter using Gigantic Presence could, for example, completely block a ten foot wide corridor by himself, and could even force all enemies to remain five feet away from his front facing. Size large fighters using Gigantic Presence have a virtual space of 3x3, a size huge fighter would have a virtual space of 4x4, etc.

Harrier (Ex)

Requires: Vigilance
The Fighter adds his Challenge modifier to his Perception checks in addition to his Combat Edge modifier (that comes from Vigilance) for visual-based detection attempts, and invisibility grants no perception modifiers against him. He also takes no perception check penalties for the first "Combat Edge bonus times ten feet" of range for visual checks. He can issue a Fighters Challenge to a range of sixty feet when using ranged or thrown weapons. Lastly, he ignores the first two range increment penalties for ranged or thrown weapons.

Improved Armor Mastery (Ex)

Requires: Armor mastery, Tough Hide
The Fighter adds twice the DR/-, if any, granted by his adamantine armor to the DR/- granted by Tough Hide. This bonus includes and increases any DR/- the Fighter gets from permanent sources such as feats and class abilities, but does not double bonuses gained from Assists.

Incidental Challenge (Ex)

Any time the Fighter Challenges an enemy as a result of a melee attack, she may also Challenge a single additional enemy who is adjacent to that enemy as part of the same action. This second Challenge likewise triggers the Assists granted by the Fighter's Fighting Technique. Note that Challenges and Assists are calculated for each Challenged foe, and never stack.

Invincible Will (Su)

Requires: Unshakable, Dull-Eyed Brute
Once per encounter as a free action, the Fighter may ignore the negative effects of any one deleterious effect, including but not limited to, negative level loss, ability damage, bleed, aging, and any normal status condition such as helpless, pinned, or prone, including dying or even dead. Note that, even though the fighter is not taking any penalties from the ignored effect, he still has the effect, and may not even begin to save against it until Invincible Will's duration expires. The Fighter may ignore it for a number of rounds equal to half their combat edge bonus, rounded down. Temporary hit points still apply normally even if the Fighter is at negative hit points. If the fighter chooses to ignore a 'dead' status condition, they may continue to act until they run out of rounds of effect of Invincible Will, or their damage reaches a negative total equal to their maximum hit point total, at which point they are considered destroyed. Note: Even though a Fighter may be aware and moving and talking and acting while dead, they still have the dead condition. Hit point healing will not remove the dead condition, and they will still require a raise dead, resurrection, or similar effect.

Invisible Strike (Ex)

Requires: Vigilance
Once per encounter, a fighter with this tactic can make any melee or ranged attack which normally costs a standard action as a swift action. The fighter must declare he is using this tactic prior to making the attack roll.

Kommandeur (Ex)

Requires: Vigilance, Battlefield Master
Once per encounter the Fighter may challenge a number of enemies equal to his Combat Edge bonus divided by two, rounded down. He may issue these challenges with one immediate action at any time, and must be able to see or otherwise perceive an enemy to challenge it. Each enemy challenged must be within thirty feet of him unless he has Harrier, in which case they must be within sixty feet.

Limitless Reserves (Su)

Requires: Expert Defense, Tough Hide
At the end of any turn in which the fighter is using Expert Defense, she gets temporary hit points equal to her Combat Edge bonus. As always, temporary hit points cannot be stacked, but if this tactic would provide more temporary hit points than those the fighter currently has, she may replace her current temp hit points with these. Note that because this tactic provides an instantaneous source of temporary hit points, this ability plays really well with the 'Healer's Friend' and 'Fixable' tactics.

Martial Polymath (Ex)

When this Epic Combat Tactic is taken, the Fighter may pick and use any three Combat Tactics (but not Advanced or Epic Combat Tactics, however), except for 'Constant Training'. Advanced Combat Tactics may not be selected with this Epic Combat Tactic (See 'Tactical Genius').

Mettle (Ex)

A fighter with this tactic can resist magical and unusual attacks with iron discipline. If he makes a successful save against any effect that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial, dragon breath for Reflex half, etc.), he instead completely negates the effect.

Olympian (Ex)

Requires: Quickthewed
The fighters carrying capacity becomes four times normal. His weight increases fifteen percent. He gains a permanent +2 Str and +4 Con, which stacks with the stat bonuses granted by Quickthewed. (Total: Carrying capacity four times greater, +4 Str, +6 Con, +2 Dex.)

Over There (Ex)

Requires: Choke Up, Reach Out
The Fighter may immediately perform a Reposition Maneuver Offense check as a free action once per round against an enemy they have just struck in melee. If they have any feats which apply to Reposition maneuvers, they may include the benefits of those feats on this free action as well.

Perfect Setup (Ex)

Requires: Create Opening
Once per round as part of her Fighter's Challenge, the fighter may also provide a circumstance bonus equal to her Combat Edge/4 + 1 (drop fractions, +1 to +4) to the attack rolls of a single ally she can see. Those attacks must be made against a target that the fighter has Challenged. The ally benefiting from this circumstance bonus must be designated when the fighter issues the challenge.
Note: This is a separate tactic from Create Opening, and the Fighter may use Perfect Setup and Create Opening in the same round, as long as she Challenges two or more enemies. She must choose different allies to grant bonuses to, and in no instance may the bonuses from Perfect Setup and Create Opening stack.

Perfectly Deadly (Ex)

Requires: Deadly Technique, Deadly Technique, Greater
A fighter with this tactic increases his weapon's base damage by 3 points. This stacks with the increase gained from the other Deadly Technique tactics and magic weapon properties such as Crushing, Impaling and Lacerating.

Rampart (Ex)

While adjacent to an ally and wearing a heavy or larger shield, if the fighter and/or the ally is targeted by an attack that grants a Fortitude or Will save, he and the adjacent ally may both roll a saving throw, even if they are not being targeted. They may choose the result they prefer among either of their saving throws when resolving the attack. The attack always affects only the person targeted. This allows a Fighter to 'lend' his high Fort saves to an ally, for example, or 'borrow' an ally's high Will saves.

Reach Out (Ex)

Requires: Choke Up
While wielding a reach weapon, as an immediate action, the fighter may adjust his grip on that weapon in such a way that it gains an additional five feet of reach. This tactic adds reach to a weapon that already has reach, and as a result adds 5 feet to the distance attacks can be made, while adding 5 feet to the area around the wielder where attacks cannot be made. Even a weapon with inclusive reach gains 5 feet of area where attacks are impossible, while Reach Out is being used. The fighter may return his grip and the reach of his weapon to normal with another immediate action.

Riven Earth (Ex)

Once per day as a standard action, a fighter with this tactic can strike the ground and create a 30 foot cone of difficult terrain. Anyone on the ground within the area of effect takes full normal attack damage and is knocked Prone. A successful Fortitude save (DC 10 + the fighter's level + Combat Edge) halves the damage and negates the prone effect. The fighter can only use this tactic while standing on the ground, and ignores any difficult terrain created by his own use of this tactic.

Shunning Shield (Ex)

While wearing a heavy or larger shield, the fighter adds double the shield's AC bonus to his Touch AC. This includes only the AC bonus for the physical shield itself, not any enhancement bonus the shield might have. If the fighter gets any additional AC bonuses from shield-related feats, tactics, abilities, etc, these bonuses are also added to the Fighter's Touch AC if they are not already (but they are not doubled).

Spirit of the Mountain (Ex)

Requires: Immovable
If the fighter is subject to any forced movement, he may reduce the amount of the movement by a number of squares equal to his Combat Edge modifier. If he is unmoved after the result is calculated, and he can reach the enemy who attempted to move him with any of his weapons, he may choose to make an attack against them as a free action. This attack is a bonus attack, not an attack of opportunity.

Steel Avalanche (Ex)

Requires: Vigilance, Vivisector
Against any enemies who have a lower initiative score than he does, the Fighter may make a bonus attack when he declares a full attack action. This attack is made at his full BAB, and unlike most such attacks, will stack with the extra attack granted by such effects as Haste spells and Speed weapons.

Steely Resolve (Ex)

Requires: Resolve, Hardened Resolve.
The Fighter gains Spell Resistance (SR) equal to their Maneuver Defense value. This resistance can be lowered for 1 round as a swift action.

Stonebelly (Ex)

Requires: Rapid Healer, Tough Hide
The Fighter gains Energy Resistance versus all types of energy damage (ER/-) equal to her Combat Edge modifier.

Tactical Genius (Ex)

When this Epic Combat Tactic is taken, the Fighter may pick and use any two Advanced Combat Tactics. Basic Combat Tactics may not be selected with this Epic Combat Tactic (See 'Martial Polymath').

Upheaval (Ex)

As part of the same move action in which the Fighter stands up from being knocked prone, she may attack all enemies adjacent to her, once each, at her full BAB. As part of these attacks, the Fighter may also perform a Trip as a free action against all adjacent enemies. Note that the fighter must be wielding a weapon which is capable of making attacks against adjacent enemies in order to perform this Tactic. Even if the fighter is wielding a weapon with inclusive reach, however, the Tactic only affects adjacent enemies, not all enemies in reach.
Special: If the Fighter also has Stand Up, this Tactic may be used as part of the swift action to stand up from prone instead.

Utter Juggernaut (Su)

Requires: Juggernaut
As a standard attack action, a fighter with this tactic can make a Sunder attempt against an unattended object, structure or fortification, as per the usual Sunder rules, except that the fighter adds his Combat Edge to the amount of Siege Damage the Sunder attempt inflicts. The fighter must still equal or exceed the object's Sunder DC. If successful against a fortification or vehicle, the fighter destroys up to a 5-foot cube of the object, and may move into the space just opened up as part of the full round action. Note that structures can be weakened to the point of collapse by this tactic, so the fighter should be careful not to cave in a dungeon on himself and his friends. This feat applies to all Sunders, although most wielded objects have only one Siege Point. Note that the fighter must be wielding a weapon with the Sunder weapon quality in order to affect objects with metal or stone in their composition. See the Breaking Objects page for a listing of Sunder DC's by object type.

Vivisector (Ex)

By taking this Combat Tactic, the Fighter permanently alters how her attacks are calculated. Whenever she declares a full attack action and then makes multiple attacks, the first attack with each hand is made at a -5 penalty, the second is taken as normal, the third attack receives a +2 bonus to hit, and the fourth attack receives a +7 bonus to hit. Thus, if her normal attacks were calculated as: +25, +20, +15, +10, after she takes Vivisector, they become +20, +20, +17, +17. All subsequent modifications to her attack rolls during a full attack are made using these adjusted numbers as her base to-hit numbers. If she is ever granted an additional attack during a full attack, as by a haste spell, speed weapon, or any other effect, the additional attack is made at her full, unmodified BAB. All other attacks, such as standard attacks, attacks of opportunity, attacks granted by feats, attacks granted by class features, attacks granted by spells or effects, etc, are unaffected by this tactic, and thus use the fighter's normal calculated to-hit.

Vulcan's Protégé (Ex)

Any weapon, armor, or shield you make for your own use may use two dweomermetals in its construction. The item gains the benefits granted by both dweomermetals. Furthermore, you may add dweomermetals to an existing item by making a Hard DC skill check with either Profession (Armorsmith) or Profession (Weaponsmith) as appropriate. No item you create may ever have more than two dweomermetals in its construction.