Fighter Tactics: Difference between revisions

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===Art of War (Ex)===
===Art of War (Ex)===
: Basic Combat Tactic
: While wearing light or no armor, the Fighter may add their Combat Edge modifier divided by four (dropping fractions) to their Armor Class as a [[dodge bonus]]. The minimum bonus for this tactic is +1.
: While wearing light or no armor, the Fighter may add their Combat Edge modifier divided by four (dropping fractions) to their Armor Class as a [[dodge bonus]]. The minimum bonus for this tactic is +1.


===Athletic Warrior (Ex)===
===Athletic Warrior (Ex)===
: Basic Combat Tactic
: The fighter may add their Combat Edge/3, drop fractions, minimum bonus of +1, as a martial bonus to skill checks made with the [[Movement]] or [[Acrobatics]] Skills.  
: The fighter may add their Combat Edge/3, drop fractions, minimum bonus of +1, as a martial bonus to skill checks made with the [[Movement]] or [[Acrobatics]] Skills.  


===Battlecry (Ex)===
===Battlecry (Ex)===
: Basic Combat Tactic
: As a standard action, a fighter with this tactic can unleash an inspiring battle cry.  A number of allies equal to the number of Tiers of the Fighter Class they possess (1 to 7), who are within 30 feet of the Fighter's space, who hear the cry, gain a +2 Martial bonus to their to-hit rolls, damage, and Maneuver Defense until the start of the fighter's next turn. The Fighter may choose who gets the bonus if there are more eligible targets than they can effect.
: As a standard action, a fighter with this tactic can unleash an inspiring battle cry.  A number of allies equal to the number of Tiers of the Fighter Class they possess (1 to 7), who are within 30 feet of the Fighter's space, who hear the cry, gain a +2 Martial bonus to their to-hit rolls, damage, and Maneuver Defense until the start of the fighter's next turn. The Fighter may choose who gets the bonus if there are more eligible targets than they can effect.


===Battlefield Clarity (Ex) ===
===Battlefield Clarity (Ex) ===
: Basic Combat Tactic
: Once per encounter as an immediate action, whenever a fighter with this tactic fails a saving throw that includes a strong status condition, they may attempt that saving throw again with a +4 [[circumstance bonus]] on the roll.
: Once per encounter as an immediate action, whenever a fighter with this tactic fails a saving throw that includes a strong status condition, they may attempt that saving throw again with a +4 [[circumstance bonus]] on the roll.


===Battle Sight (Ex) ===
===Battle Sight (Ex) ===
: Basic Combat Tactic
: Whenever a fighter with this tactic rolls for [[Initiative]], they can roll twice and take either result.
: Whenever a fighter with this tactic rolls for [[Initiative]], they can roll twice and take either result.


===Blitz Attacker (Ex) ===
===Blitz Attacker (Ex) ===
: Basic Combat Tactic
: During each encounter, when a fighter with this tactic moves and attacks, they may ignore a number of squares of [[Difficult Terrain]] equal to or less than their Combat Edge, if, and only if, they make an attack (melee, ranged, or combat maneuver) against an enemy in the same round as the movement. This ability works best when coupled with a Charge maneuver, but it may be used with the [[Spring Attack (Feat)]], any other ability that combines moving and attacking, and indeed, can be used simply by moving and attacking. This means that the Fighter can take one or more 5-foot steps into Difficult Terrain, for example.
: During each encounter, when a fighter with this tactic moves and attacks, they may ignore a number of squares of [[Difficult Terrain]] equal to or less than their Combat Edge, if, and only if, they make an attack (melee, ranged, or combat maneuver) against an enemy in the same round as the movement. This ability works best when coupled with a Charge maneuver, but it may be used with the [[Spring Attack (Feat)]], any other ability that combines moving and attacking, and indeed, can be used simply by moving and attacking. This means that the Fighter can take one or more 5-foot steps into Difficult Terrain, for example.


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===Calculated Menace (Ex)===
===Calculated Menace (Ex)===
: Basic Combat Tactic
: Once per round, a fighter with this tactic may choose a creature they are attacking and elect not to apply their challenge to it with any of their 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 the fighter's next turn.
: Once per round, a fighter with this tactic may choose a creature they are attacking and elect not to apply their challenge to it with any of their 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 the fighter's next turn.


===Choke Up (Ex)===  
===Choke Up (Ex)===  
: Basic Combat Tactic
: While wielding a reach weapon, as an immediate action, a fighter can shorten their grip on their reach weapon and use it against adjacent targets. To return their grip to normal they must spend another immediate action.  
: While wielding a reach weapon, as an immediate action, a fighter can shorten their grip on their reach weapon and use it against adjacent targets. To return their grip to normal they must spend another immediate action.  


===Constant Training (Ex)===
===Constant Training (Ex)===
: Basic Combat Tactic
: The fighter may select a feat that they qualify for. This combat tactic may be selected more than once.
: The fighter may select a feat that they qualify for. This combat tactic may be selected more than once.


===Create Opening (Ex)===  
===Create Opening (Ex)===
: Basic Combat Tactic
: Once per round as part of their Fighter's Challenge, the fighter may also provide a circumstance bonus equal to half their 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.
: Once per round as part of their Fighter's Challenge, the fighter may also provide a circumstance bonus equal to half their 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) ===
===Deadly Technique (Ex) ===
: Basic Combat Tactic
: A fighter with this tactic increases their weapon's [[base weapon damage]] by 1 point.  This stacks with magic weapon properties such as [[Crushing (Melee Weapon Magic Property)|Crushing]].
: A fighter with this tactic increases their weapon's [[base weapon damage]] by 1 point.  This stacks with magic weapon properties such as [[Crushing (Melee Weapon Magic Property)|Crushing]].


===Disciplined Charge (Ex)===  
===Disciplined Charge (Ex)===
: Basic Combat Tactic
: The fighter may take any path they like during a charge, provided that no square of movement moves them further from the target of their charge.  Furthermore, a fighter may declare a charge action against a square in their movement range even if they cannot see or otherwise perceive a target creature in that square.  If they have guessed wrong about where that invisible monster is, it's a bit embarrassing, but otherwise no harm done.
: The fighter may take any path they like during a charge, provided that no square of movement moves them further from the target of their charge.  Furthermore, a fighter may declare a charge action against a square in their movement range even if they cannot see or otherwise perceive a target creature in that square.  If they have guessed wrong about where that invisible monster is, it's a bit embarrassing, but otherwise no harm done.


===Diverse Background (Ex)===
===Diverse Background (Ex)===
: Basic Combat Tactic
: 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.
: 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)===  
===Expert Defense (Ex)===
: Basic Combat Tactic
: While wearing a shield, the fighter may reduce a full attack action to a single attack at their full BAB, and in exchange, add their Combat Edge bonus to their AC until the start of their next turn.  This is a [[Dodge]] bonus to AC and may be combined with fighting defensively.
: While wearing a shield, the fighter may reduce a full attack action to a single attack at their full BAB, and in exchange, add their Combat Edge bonus to their AC until the start of their next turn.  This is a [[Dodge]] bonus to AC and may be combined with fighting defensively.


===Healer's Friend (Su)===  
===Healer's Friend (Su)===
: Basic Combat Tactic
: The fighter may add their 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.
: The fighter may add their 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) ===
===Heroic Speed (Ex) ===
: Basic Combat Tactic
: A fighter with this tactic gains a 5-foot bonus to any move score they have, 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.
: A fighter with this tactic gains a 5-foot bonus to any move score they have, 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) ===
===Gut Shot (Ex) ===
: Basic Combat Tactic
: A fighter with this tactic can, once per encounter, make a melee or ranged attack against an opponent as a standard action. If the attack hits, they inflict 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 they are using this tactic prior to making the attack roll. It is possible to combine this tactic with Smash Magic if desired, in which case the standard action attack does normal damage twice, which is added together for purposes of overcoming Resistance.
: A fighter with this tactic can, once per encounter, make a melee or ranged attack against an opponent as a standard action. If the attack hits, they inflict 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 they are using this tactic prior to making the attack roll. It is possible to combine this tactic with Smash Magic if desired, in which case the standard action attack does normal damage twice, which is added together for purposes of overcoming Resistance.


===Leaden Armor (Ex) ===
===Leaden Armor (Ex) ===
: Basic Combat Tactic
:A fighter with this tactic gains energy resistance (ER) equal to their fighter level plus their Combat Edge to one energy type (common, uncommon, or rare) while they are 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 three 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.
:A fighter with this tactic gains energy resistance (ER) equal to their fighter level plus their Combat Edge to one energy type (common, uncommon, or rare) while they are 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 three 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)===
===Logistical Genius (Ex)===
: Basic Combat Tactic
: Unlocks: [[#Veteran Campaigner (Ex)|Veteran Campaigner]]
: Unlocks: [[#Veteran Campaigner (Ex)|Veteran Campaigner]]
: For purposes of calculating [[Carrying capacity]] and encumbrance, the fighter with this tactic may add their Fighter level plus ten to the pounds of weight all their 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.  The fighter must end a Full Night's Rest in the company of (within 30 feet of) all allies who wish to receive this bonus, and the bonus persists until they begin their next full night's rest.
: For purposes of calculating [[Carrying capacity]] and encumbrance, the fighter with this tactic may add their Fighter level plus ten to the pounds of weight all their 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.  The fighter must end a Full Night's Rest in the company of (within 30 feet of) all allies who wish to receive this bonus, and the bonus persists until they begin their next full night's rest.
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===Mage Slayer (Ex)===
===Mage Slayer (Ex)===
: Basic Combat Tactic
: A fighter with this tactic forces any creature whom they have Challenged to roll a [[Caster Check]] against the Fighter's Maneuver Defense 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.
: A fighter with this tactic forces any creature whom they have Challenged to roll a [[Caster Check]] against the Fighter's Maneuver Defense 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)===
=== Mana Breaker (Ex)===
: Basic Combat Tactic
: Once per round, a fighter with this tactic may make a melee or ranged attack against an opponent as a standard action.  If the attack hits, the attack does normal damage, and in addition, the target must make a Fortitude save (DC equal to 10 + the fighter's level + 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 divided by two (drop fractions) for 1 round.  The fighter must declare they are using this tactic prior to making the attack roll. Note that this can be combined with the use of the Smash Magic Tactic, and if the attack hits, it does normal damage, twice. This damage is added together for purposes of overcoming DR.
: Once per round, a fighter with this tactic may make a melee or ranged attack against an opponent as a standard action.  If the attack hits, the attack does normal damage, and in addition, the target must make a Fortitude save (DC equal to 10 + the fighter's level + 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 divided by two (drop fractions) for 1 round.  The fighter must declare they are using this tactic prior to making the attack roll. Note that this can be combined with the use of the Smash Magic Tactic, and if the attack hits, it does normal damage, twice. This damage is added together for purposes of overcoming DR.


===Myopic (Ex)===
===Myopic (Ex)===
: Basic Combat Tactic
: 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.
: 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.
::* [[Disoriented]] becomes [[Unsteady]]
::* [[Disoriented]] becomes [[Unsteady]]
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=== Obstructing Strikes (Ex) ===
=== Obstructing Strikes (Ex) ===
: Basic Combat Tactic
: Whenever a fighter with this tactic makes a successful attack against a challenged opponent, that opponent loses the use of one of its available attacks of opportunity until the start of the fighter's next turn. If the fighter has more than one challenge running, and they can make attacks against more than one of the challenged foes, they may remove attacks of opportunity from all foes they successfully hit. If they are fighting foes with multiple attacks of opportunity, they may remove one such attack for each successful hit they land.
: Whenever a fighter with this tactic makes a successful attack against a challenged opponent, that opponent loses the use of one of its available attacks of opportunity until the start of the fighter's next turn. If the fighter has more than one challenge running, and they can make attacks against more than one of the challenged foes, they may remove attacks of opportunity from all foes they successfully hit. If they are fighting foes with multiple attacks of opportunity, they may remove one such attack for each successful hit they land.


===Outrageous Provocation (Ex)===
===Outrageous Provocation (Ex)===
: Basic Combat Tactic
: A fighter with this tactic adds +1 to the effect of their Challenge, changing the effect range to (+2 to +5). Even for a fighter, you're really... something.
: A fighter with this tactic adds +1 to the effect of their Challenge, changing the effect range to (+2 to +5). Even for a fighter, you're really... something.


===Punishing Stab (Ex)===  
===Punishing Stab (Ex)===
: Basic Combat Tactic
: 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 their combat edge modifier, in addition to the damage dealt.
: 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 their combat edge modifier, in addition to the damage dealt.


===Resolve (Ex)===  
===Resolve (Ex)===
: Basic Combat Tactic
: 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.
: 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.
::* [[Slandered]] becomes [[Humbled]]
::* [[Slandered]] becomes [[Humbled]]
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===Startling Speed (Ex)===
===Startling Speed (Ex)===
: Basic Combat Tactic
: Once per encounter, a fighter with this tactic can move up to their speed, with any movement type they possess, 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. If the fighter chooses to use this tactic during a Surprise Round, they may move, and they are not Flat-Footed for the rest of the Surprise Round.
: Once per encounter, a fighter with this tactic can move up to their speed, with any movement type they possess, 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. If the fighter chooses to use this tactic during a Surprise Round, they may move, and they are not Flat-Footed for the rest of the Surprise Round.


===Sudden Counterstrike (Ex) ===
===Sudden Counterstrike (Ex) ===
: Basic Combat Tactic
:Once per encounter, when a fighter with this tactic makes an opportunity attack, they may roll 2d20 to see if the attack hits.  If either roll hits and the other misses, the attack is resolved as a normal hit.  If both rolls hit, the attack is automatically confirm as a critical hit.  The fighter must declare they are using this tactic prior to making the attack roll.
:Once per encounter, when a fighter with this tactic makes an opportunity attack, they may roll 2d20 to see if the attack hits.  If either roll hits and the other misses, the attack is resolved as a normal hit.  If both rolls hit, the attack is automatically confirm as a critical hit.  The fighter must declare they are using this tactic prior to making the attack roll.


===Tough Hide (Ex)===  
===Tough Hide (Ex)===
: Basic Combat Tactic
: A fighter with this tactic gains DR/- equal to their Combat Edge bonus. This DR stacks with all other sources of DR/-, such as the Adamantine armor dweomermetal.
: A fighter with this tactic gains DR/- equal to their Combat Edge bonus. This DR stacks with all other sources of DR/-, such as the Adamantine armor dweomermetal.


===Unshakable (Ex)===  
===Unshakable (Ex)===
: Basic Combat Tactic
: If affected by a supernatural or spell-like ability which lays a status condition, inflicts a poison or other affliction, or any other ongoing effect, the fighter may choose to delay the effect as a free action until the end of their next turn. If, during this time, the fighter is hit by another supernatural or spell-like ability, they may choose which one affects them immediately and which one is delayed. NOTE: Since effects have stacking rules, clever play can greatly mitigate effects through this mechanism. 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).
: If affected by a supernatural or spell-like ability which lays a status condition, inflicts a poison or other affliction, or any other ongoing effect, the fighter may choose to delay the effect as a free action until the end of their next turn. If, during this time, the fighter is hit by another supernatural or spell-like ability, they may choose which one affects them immediately and which one is delayed. NOTE: Since effects have stacking rules, clever play can greatly mitigate effects through this mechanism. 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)===
===Vicious Maneuvers (Ex)===
: Basic Combat Tactic
: When performing a Maneuver Offense check, such as with [[Trip]], [[Grapple]] or [[Bull Rush]], the fighter deals bonus damage equal to their Combat Edge. This bonus damage stacks with the bonus damage provided by the Knight of Stone Technique's assist.
: When performing a Maneuver Offense check, such as with [[Trip]], [[Grapple]] or [[Bull Rush]], the fighter deals bonus damage equal to their Combat Edge. This bonus damage stacks with the bonus damage provided by the Knight of Stone Technique's assist.


===Vigilance (Ex)===  
===Vigilance (Ex)===
: Basic Combat Tactic
: The fighter adds their Combat Edge/4 + 1 (drop fractions, +1 to +4) as a training bonus to [[Perception]] and to their [[Initiative]]. If the fighter is surprised during a surprise round, they may still take a move action. If they are not surprised on a surprise round, they may take a move action in addition to the standard action they would normally get.   
: The fighter adds their Combat Edge/4 + 1 (drop fractions, +1 to +4) as a training bonus to [[Perception]] and to their [[Initiative]]. If the fighter is surprised during a surprise round, they may still take a move action. If they are not surprised on a surprise round, they may take a move action in addition to the standard action they would normally get.   


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===War Smith (Ex)===
===War Smith (Ex)===
: Basic Combat Tactic
: 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, the Warrior Smith may add their combat edge/4 + 1 (drop fractions, +1 to +4) to any rolls to create magical items of any sort.
: 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, the Warrior Smith may add their combat edge/4 + 1 (drop fractions, +1 to +4) to any rolls to create magical items of any sort.


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===Ankle Smash (Ex) ===
===Ankle Smash (Ex) ===
: Advanced Combat Tactic
: A fighter with this tactic can, once per encounter, make a melee or ranged attack against an opponent as a standard action. If the attack hits, it does full normal damage and the target gains the [[Prone]] condition.  Ankle Smash may be used on the same attack as Smash Magic.  Note:  If you use Ankle Smash and 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 they are using this tactic prior to making the attack roll.
: A fighter with this tactic can, once per encounter, make a melee or ranged attack against an opponent as a standard action. If the attack hits, it does full normal damage and the target gains the [[Prone]] condition.  Ankle Smash may be used on the same attack as Smash Magic.  Note:  If you use Ankle Smash and 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 they are using this tactic prior to making the attack roll.


===Art of War, Greater (Ex)===
===Art of War, Greater (Ex)===
: Advanced Combat Tactic
: Requires: [[#Art of War (Ex)|Art of War]]
: Requires: [[#Art of War (Ex)|Art of War]]


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===Battlefield Master (Ex)===
===Battlefield Master (Ex)===
: Advanced Combat Tactic
: Once per round, the fighter may use an immediate action to issue a Fighter's Challenge to any one target they 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.
: Once per round, the fighter may use an immediate action to issue a Fighter's Challenge to any one target they 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)===
===Bulwark Shield (Ex)===
: Advanced Combat Tactic
: While wearing a heavy or larger shield, the fighter may select one adjacent ally as a free action and grant them a circumstance bonus to AC equal to the fighter's Combat Edge/4 (drop fractions, +1 to +4).  While this tactic 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.
: While wearing a heavy or larger shield, the fighter may select one adjacent ally as a free action and grant them a circumstance bonus to AC equal to the fighter's Combat Edge/4 (drop fractions, +1 to +4).  While this tactic 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.


===By Land or By Sea (Ex)===
===By Land or By Sea (Ex)===
: Advanced Combat Tactic
: The fighter gains a Lesser Swim speed equal to their Combat Edge/2 in squares per round. This allows them to take 5-foot steps in water or other liquids, among many other benefits. If the Fighter already has a Extraordinary Swim speed (perhaps from a racial ability), this tactic adds squares of movement to that speed.  This tactic does not allow the Fighter to breath under water, because that's what magic items are for.
: The fighter gains a Lesser Swim speed equal to their Combat Edge/2 in squares per round. This allows them to take 5-foot steps in water or other liquids, among many other benefits. If the Fighter already has a Extraordinary Swim speed (perhaps from a racial ability), this tactic adds squares of movement to that speed.  This tactic does not allow the Fighter to breath under water, because that's what magic items are for.


===Call to Arms (Ex) ===
===Call to Arms (Ex) ===
: Advanced Combat Tactic
: Up to once per round, if the Fighter with this Tactic reduces a non-minion enemy to 0 or fewer hit points through any direct action, (weapon attacks count, combat maneuver damage counts, poison damage might not, damage inflicted through a magic item might or might not, splash damage from alchemical fire does not count, falling or collision damage does not count, etc. The GM adjudicates all unusual cases.) the fighter can then immediately grant a move action to one ally who can see the fighter. This move action must be taken at that time as a free action, but can be used for any purpose a move action can be used for.
: Up to once per round, if the Fighter with this Tactic reduces a non-minion enemy to 0 or fewer hit points through any direct action, (weapon attacks count, combat maneuver damage counts, poison damage might not, damage inflicted through a magic item might or might not, splash damage from alchemical fire does not count, falling or collision damage does not count, etc. The GM adjudicates all unusual cases.) the fighter can then immediately grant a move action to one ally who can see the fighter. This move action must be taken at that time as a free action, but can be used for any purpose a move action can be used for.


===Deadly Feint (Ex) ===
===Deadly Feint (Ex) ===
: Advanced Combat Tactic
: 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 their skill check. At level 21, this training bonus increases to +5.  This tactic may only be used once per encounter.
: 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 their skill check. At level 21, this training bonus increases to +5.  This tactic may only be used once per encounter.


===Deadly Technique, Greater (Ex) ===
===Deadly Technique, Greater (Ex) ===
: Advanced Combat Tactic
: A fighter with this tactic increases their weapon's [[base weapon damage]] by 2 points.  This stacks with the increase gained from Deadly Technique and magic weapon properties such as [[Impaling (Melee Weapon Magic Property)|Impaling]].
: A fighter with this tactic increases their weapon's [[base weapon damage]] by 2 points.  This stacks with the increase gained from Deadly Technique and magic weapon properties such as [[Impaling (Melee Weapon Magic Property)|Impaling]].


===Exploit Weakness (Ex)===
===Exploit Weakness (Ex)===
: Advanced Combat Tactic
: The fighter ignores an amount of the target's DR equal to their Combat Edge bonus. If the fighter critically hits a target, they ignore all DR.
: The fighter ignores an amount of the target's DR equal to their Combat Edge bonus. If the fighter critically hits a target, they ignore all DR.


===Hardened Resolve (Ex)===
===Hardened Resolve (Ex)===
: Advanced Combat Tactic
: Requires: [[#Resolve (Ex)|Resolve]]
: Requires: [[#Resolve (Ex)|Resolve]]


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===Heroic Speed, Greater (Ex) ===
===Heroic Speed, Greater (Ex) ===
: Advanced Combat Tactic
: Requires: [[#Heroic Speed (Ex)|Heroic Speed]]
: Requires: [[#Heroic Speed (Ex)|Heroic Speed]]
: A fighter with this tactic gains a +10 foot bonus to any move score they have, 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.
: A fighter with this tactic gains a +10 foot bonus to any move score they have, 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)===
===Immovable (Ex)===
: Advanced Combat Tactic
: If the fighter is subject to any [[Types_of_Movement#Forced_Movement|forced movement]], they can reduce the amount of forced move by a number of squares equal to half their 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.
: If the fighter is subject to any [[Types_of_Movement#Forced_Movement|forced movement]], they can reduce the amount of forced move by a number of squares equal to half their 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.


===Improved Armor Mastery (Ex)===
===Improved Armor Mastery (Ex)===
: Advanced Combat Tactic
: Requires: [[#Armor Mastery (Ex)|Armor mastery]], [[#Tough Hide (Ex)|Tough Hide]]
: Requires: [[#Armor Mastery (Ex)|Armor mastery]], [[#Tough Hide (Ex)|Tough Hide]]


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===Juggernaut (Ex)===
===Juggernaut (Ex)===
: Advanced Combat Tactic
: A fighter with this tactic treats [[Types_of_Movement#Impeded_Terrain|Impeded Terrain]] as [[Types_of_Movement#Difficult_Terrain|Difficult Terrain]] instead.  Watching a Fighter with Juggernaut plowing their way through a shoulder-deep swamp is an educational experience.  Additionally, the fighter can add their CON modifier to Maneuver Offense checks for [[Bull Rush]] attempts and [[Reposition]] attempts.  Note that this tactic does not require the Blitz Attacker Tactic, but does stack with the effects of that tactic, to enable the Fighter to completely ignore a limited number of squares of Impeded Terrain during a combat.
: A fighter with this tactic treats [[Types_of_Movement#Impeded_Terrain|Impeded Terrain]] as [[Types_of_Movement#Difficult_Terrain|Difficult Terrain]] instead.  Watching a Fighter with Juggernaut plowing their way through a shoulder-deep swamp is an educational experience.  Additionally, the fighter can add their CON modifier to Maneuver Offense checks for [[Bull Rush]] attempts and [[Reposition]] attempts.  Note that this tactic does not require the Blitz Attacker Tactic, but does stack with the effects of that tactic, to enable the Fighter to completely ignore a limited number of squares of Impeded Terrain during a combat.


===Onslaught (Ex)===
===Onslaught (Ex)===
: Advanced Combat Tactic
: Once per encounter, as a standard action, a fighter with this tactic makes a single melee or ranged attack against an enemy creature.  If the fighter hits with this attack, it does normal damage and the target is rendered [[Flat-Footed]] until it can act again.  The fighter must declare they are using this tactic prior to making the attack roll. This tactic can be used in the same attack as the Smash Magic Tactic, and if it hits, the attack does the normal damage, twice. This damage is added together for purposes of overcoming DR.
: Once per encounter, as a standard action, a fighter with this tactic makes a single melee or ranged attack against an enemy creature.  If the fighter hits with this attack, it does normal damage and the target is rendered [[Flat-Footed]] until it can act again.  The fighter must declare they are using this tactic prior to making the attack roll. This tactic can be used in the same attack as the Smash Magic Tactic, and if it hits, the attack does the normal damage, twice. This damage is added together for purposes of overcoming DR.


===Quickthewed (Ex)===
===Quickthewed (Ex)===
: Advanced Combat Tactic
: The fighters carrying capacity doubles, and they gain a permanent +2 Str, +2 Dex and +2 Con.  
: The fighters carrying capacity doubles, and they gain a permanent +2 Str, +2 Dex and +2 Con.  


===Rapid Healer (Su)===
===Rapid Healer (Su)===
: Advanced Combat Tactic
: The fighter gains Fast Healing during all combat encounters equal to their Combat Edge bonus. This ability ceases if the fighter is knocked unconscious.
: The fighter gains Fast Healing during all combat encounters equal to their Combat Edge bonus. This ability ceases if the fighter is knocked unconscious.


===Ringing Challenge (Ex) ===
===Ringing Challenge (Ex) ===
: Advanced Combat Tactic
: Requires: [[#Battlecry (Ex)|Battlecry]]
: Requires: [[#Battlecry (Ex)|Battlecry]]
: Unlocks: [[#Warlike Vociferation (Ex)|Warlike Vociferation]]
: Unlocks: [[#Warlike Vociferation (Ex)|Warlike Vociferation]]
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===Shelter Ally (Ex)===
===Shelter Ally (Ex)===
: Advanced Combat Tactic
: 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, the Fighter and the adjacent ally may choose the result they prefer of both of their saving throws when resolving the attack.
: 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, the Fighter and the adjacent ally may choose the result they prefer of both of their saving throws when resolving the attack.


===Singular Focus (Ex)===
===Singular Focus (Ex)===
: Advanced Combat Tactic
: Requires: [[#Myopic (Ex)|Myopic]]
: Requires: [[#Myopic (Ex)|Myopic]]


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===Smash Magic (Su) ===
===Smash Magic (Su) ===
: Advanced Combat Tactic
: 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 the attack hits, the attack deals normal damage and the opponent is afflicted by [[Dispel Magic, Greater (Sorcerer/Wizard Spell)|Greater Dispel Magic]], using the 'targeted dispel' option, using their Fighter class level plus their Combat Edge as the caster level.  The fighter must declare they are using this tactic prior to making the attack roll. It is possible to combine this tactic with any one of Onslaught, Mana Breaker, Gut Shot or Ankle Smash, if desired.
: 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 the attack hits, the attack deals normal damage and the opponent is afflicted by [[Dispel Magic, Greater (Sorcerer/Wizard Spell)|Greater Dispel Magic]], using the 'targeted dispel' option, using their Fighter class level plus their Combat Edge as the caster level.  The fighter must declare they are using this tactic prior to making the attack roll. It is possible to combine this tactic with any one of Onslaught, Mana Breaker, Gut Shot or Ankle Smash, if desired.


===Stand Up (Ex)===
===Stand Up (Ex)===
: Advanced Combat Tactic
: When [[Quelled]], knocked [[Prone]], or sprawled out [[Splayed]], the fighter may simply use a swift action to stand up with no further issues or requirements. This action provokes as normal, but it does not count as movement for purposes of taking 5-foot steps this round.
: When [[Quelled]], knocked [[Prone]], or sprawled out [[Splayed]], the fighter may simply use a swift action to stand up with no further issues or requirements. This action provokes as normal, but it does not count as movement for purposes of taking 5-foot steps this round.


===Startling Charge (Ex) ===
===Startling Charge (Ex) ===
: Advanced Combat Tactic
: Requires: [[#Startling Speed (Ex)|Startling Speed]]
: Requires: [[#Startling Speed (Ex)|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. If the fighter chooses to use this tactic during a Surprise Round, they may move, and they are not Flat-Footed for the rest of the Surprise Round.
: 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. If the fighter chooses to use this tactic during a Surprise Round, they may move, and they are not Flat-Footed for the rest of the Surprise Round.


===Sword and Dagger (Ex)===
===Sword and Dagger (Ex)===
: Advanced Combat Tactic
: 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 they are proficient.  The fighter must specify this second weapon at the time this tactic is selected, and it may not be changed.
: 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 they are 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)===
===Sword and Board (Ex)===
: Advanced Combat Tactic
: 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.
: 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)===
===Tar Pit (Ex)===
: Advanced Combat Tactic
: 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.
: 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) ===
===True Counterstrike (Ex) ===
: Advanced Combat Tactic
: Requires: [[#Sudden Counterstrike (Ex)|Sudden Counterstrike]]
: Requires: [[#Sudden Counterstrike (Ex)|Sudden Counterstrike]]
: Once per encounter, when a fighter with this tactic makes a bonus attack (such as one triggered by their Fighter's Challenge, or by use of a tactic), they may roll 2d20 to see if the attack hits.  If either roll hits and the other misses, the fighter resolves the attack as a normal hit.  If both rolls hit, the fighter automatically confirms a critical hit.  The fighter must declare they are using this tactic prior to making the attack roll.
: Once per encounter, when a fighter with this tactic makes a bonus attack (such as one triggered by their Fighter's Challenge, or by use of a tactic), they may roll 2d20 to see if the attack hits.  If either roll hits and the other misses, the fighter resolves the attack as a normal hit.  If both rolls hit, the fighter automatically confirms a critical hit.  The fighter must declare they are using this tactic prior to making the attack roll.


===Unstoppable (Ex)===
===Unstoppable (Ex)===
: Advanced Combat Tactic
: When this tactic is selected, the fighter chooses either Fort, Will or Reflex and adds their Combat Edge/2 + 1 (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.
: When this tactic is selected, the fighter chooses either Fort, Will or Reflex and adds their Combat Edge/2 + 1 (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.


===Veteran Campaigner (Ex) ===
===Veteran Campaigner (Ex) ===
: Advanced Combat Tactic
: Requires: [[#Logistical Genius (Ex)|Logistical Genius]]
: Requires: [[#Logistical Genius (Ex)|Logistical Genius]]
: The fighter adds their Combat Edge to the light carrying capacity of their allies. This bonus stacks with and has the same requirements as Logistical Genius (granted by ending a full nights rest within 30 feet of the fighter, persists until the next full nights rest is begun.)
: The fighter adds their Combat Edge to the light carrying capacity of their allies. This bonus stacks with and has the same requirements as Logistical Genius (granted by ending a full nights rest within 30 feet of the fighter, persists until the next full nights rest is begun.)
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===Ant Lion (Ex)===
===Ant Lion (Ex)===
: Epic Combat Tactic
: Requires: [[#Tar Pit (Ex)|Tar Pit]]
: Requires: [[#Tar Pit (Ex)|Tar Pit]]


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===Art of War, Perfect (Ex)===
===Art of War, Perfect (Ex)===
: Epic Combat Tactic
: Requires: [[#Art of War (Ex)|Art of War]], [[#Art of War, Greater (Ex)| Greater Art of War]]
: Requires: [[#Art of War (Ex)|Art of War]], [[#Art of War, Greater (Ex)| Greater Art of War]]


: While wearing no armor, the fighter may add ((Combat Edge / 4) * 3) (i.e. 3/4ths of their Combat Edge modifier) to their armor class (dropping fractions), as a [[dodge bonus]]. Note that this tactic does not work with any sort of armor, unlike Art of War. The minimum bonus this tactic grants is +1 AC.  
: While wearing no armor, the fighter may add ((Combat Edge / 4) * 3) (i.e. 3/4ths of their Combat Edge modifier) to their armor class (dropping fractions), as a [[dodge bonus]]. Note that this tactic does not work with any sort of armor, unlike Art of War. The minimum bonus this tactic grants is +1 AC.  


===Black Hole (Su)===  
===Black Hole (Su)===
: Epic Combat Tactic
: Requires: [[#Tar Pit (Ex)|Tar Pit]], [[#Ant Lion (Ex)|Ant Lion]], [[#Resolve (Ex)|Resolve]], [[#Hardened Resolve (Ex)|Hardened Resolve]], [[#Steely Resolve (Ex)|Steely Resolve]]
: Requires: [[#Tar Pit (Ex)|Tar Pit]], [[#Ant Lion (Ex)|Ant Lion]], [[#Resolve (Ex)|Resolve]], [[#Hardened Resolve (Ex)|Hardened Resolve]], [[#Steely Resolve (Ex)|Steely Resolve]]


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===Bloody Mess (Su)===
===Bloody Mess (Su)===
: Epic Combat Tactic
: Requires: [[#Punishing Stab (Ex)|Punishing Stab]], [[#Incidental Challenge (Ex)|Incidental Challenge]]
: Requires: [[#Punishing Stab (Ex)|Punishing Stab]], [[#Incidental Challenge (Ex)|Incidental Challenge]]


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===Bristling Charge (Ex)===
===Bristling Charge (Ex)===
: Epic Combat Tactic
: Requires: [[#Disciplined Charge (Ex)|Disciplined Charge]]
: Requires: [[#Disciplined Charge (Ex)|Disciplined Charge]]


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===Choose Your Battles (Ex) ===
===Choose Your Battles (Ex) ===
: Epic Combat Tactic
: Requires: [[#Startling Speed (Ex)|Startling Speed]], [[#Startling Charge (Ex)|Startling Charge]]
: Requires: [[#Startling Speed (Ex)|Startling Speed]], [[#Startling Charge (Ex)|Startling Charge]]
: Once per encounter, a fighter with this tactic can make a move action as an immediate action. At the fighter's choice, this immediate action move may include at any point a [[Bull Rush]], [[Drag]], or [[Reposition]] maneuver as part of that same immediate action.  
: Once per encounter, a fighter with this tactic can make a move action as an immediate action. At the fighter's choice, this immediate action move may include at any point a [[Bull Rush]], [[Drag]], or [[Reposition]] maneuver as part of that same immediate action.  
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===Colossus (Su)===
===Colossus (Su)===
: Epic Combat Tactic
: Requires: [[#Gigantic Presence (Ex)|Gigantic Presence]], [[#Quickthewed (Ex)|Quickthewed]], [[#Olympian (Ex)|Olympian]], [[#Immovable (Ex)|Immovable]], [[#Tough Hide (Ex)|Tough Hide]], [[#Spirit of the Mountain (Ex)|Spirit of the Mountain]]
: Requires: [[#Gigantic Presence (Ex)|Gigantic Presence]], [[#Quickthewed (Ex)|Quickthewed]], [[#Olympian (Ex)|Olympian]], [[#Immovable (Ex)|Immovable]], [[#Tough Hide (Ex)|Tough Hide]], [[#Spirit of the Mountain (Ex)|Spirit of the Mountain]]


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===Counterattack (Ex)===
===Counterattack (Ex)===
: Epic Combat Tactic
: Requires: [[#Vigilance (Ex)|Vigilance]], [[#Vivisector (Ex)|Vivisector]], [[#Steel Avalanche (Ex)|Steel Avalanche]]
: Requires: [[#Vigilance (Ex)|Vigilance]], [[#Vivisector (Ex)|Vivisector]], [[#Steel Avalanche (Ex)|Steel Avalanche]]


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===Destroyer (Su)===
===Destroyer (Su)===
: Epic Combat Tactic
: Requires: [[#Vivisector (Ex)|Vivisector]], [[#Exploit Weakness (Ex)|Exploit Weakness]], [[#Bloody Mess (Su)|Bloody Mess]], [[#Punishing Stab (Ex)|Punishing Stab]], [[#Incidental Challenge (Ex)|Incidental Challenge]]
: Requires: [[#Vivisector (Ex)|Vivisector]], [[#Exploit Weakness (Ex)|Exploit Weakness]], [[#Bloody Mess (Su)|Bloody Mess]], [[#Punishing Stab (Ex)|Punishing Stab]], [[#Incidental Challenge (Ex)|Incidental Challenge]]


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===Dull-Eyed Brute (Ex)===
===Dull-Eyed Brute (Ex)===
: Epic Combat Tactic
: Requires: [[#Unshakable (Ex)|Unshakable]]
: Requires: [[#Unshakable (Ex)|Unshakable]]


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===Extraordinary Durability (Ex)===
===Extraordinary Durability (Ex)===
: Epic Combat Tactic
: Requires: [[#Tough Hide (Ex)|Tough Hide]], [[#Rapid Healer (Su)|Rapid Healer]], [[#Stonebelly (Ex)|Stonebelly]]
: Requires: [[#Tough Hide (Ex)|Tough Hide]], [[#Rapid Healer (Su)|Rapid Healer]], [[#Stonebelly (Ex)|Stonebelly]]


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===Fixable (Su)===
===Fixable (Su)===
: Epic Combat Tactic
: Requires: [[#Healer's Friend (Su)|Healer's Friend]]
: Requires: [[#Healer's Friend (Su)|Healer's Friend]]


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===Gigantic Presence (Ex)===
===Gigantic Presence (Ex)===
: Epic Combat Tactic
: 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 their 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 themselves, and could even force all enemies to remain five feet away from their 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.
: 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 their 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 themselves, and could even force all enemies to remain five feet away from their 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)===
===Harrier (Ex)===
: Epic Combat Tactic
: Requires: [[#Vigilance (Ex)|Vigilance]]
: Requires: [[#Vigilance (Ex)|Vigilance]]


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===Incidental Challenge (Ex)===
===Incidental Challenge (Ex)===
: Epic Combat Tactic
: Any time the Fighter Challenges an enemy as a result of a melee attack, the fighter 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.
: Any time the Fighter Challenges an enemy as a result of a melee attack, the fighter 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)===
===Invincible Will (Su)===
: Epic Combat Tactic
: Requires: [[#Unshakable (Ex)|Unshakable]], [[#Dull-Eyed Brute (Ex)|Dull-Eyed Brute]]
: Requires: [[#Unshakable (Ex)|Unshakable]], [[#Dull-Eyed Brute (Ex)|Dull-Eyed Brute]]


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===Invisible Strike (Ex)===
===Invisible Strike (Ex)===
: Epic Combat Tactic
: Requires: [[#Vigilance (Ex)|Vigilance]]
: Requires: [[#Vigilance (Ex)|Vigilance]]


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===Kommandeur (Ex)===
===Kommandeur (Ex)===
: Epic Combat Tactic
: Requires: [[#Vigilance (Ex)|Vigilance]], [[#Battlefield Master (Ex)|Battlefield Master]]
: Requires: [[#Vigilance (Ex)|Vigilance]], [[#Battlefield Master (Ex)|Battlefield Master]]


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===Limitless Reserves (Su)===
===Limitless Reserves (Su)===
: Epic Combat Tactic
: Requires: [[#Expert Defense (Ex)|Expert Defense]], [[#Tough Hide (Ex)|Tough Hide]]
: Requires: [[#Expert Defense (Ex)|Expert Defense]], [[#Tough Hide (Ex)|Tough Hide]]


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===Martial Polymath (Ex)===
===Martial Polymath (Ex)===
: Epic Combat Tactic
: 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').
: 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)===
===Mettle (Ex)===
: Epic Combat Tactic
: A fighter with this tactic can resist magical and unusual attacks with iron discipline. Any attack, spell, or effect that deals damage and offers a Fortitude- or Will-based saving throw (but not Reflex) deals only three-quarters damage to the fighter, if they fail the saving throw. If they succeed on the saving throw, the effect deals only half damage. Mettle does not provide any protection against non-damaging effects or status conditions, only damage. Mettle can only be used in circumstances where the fighter is aware of the attack.
: A fighter with this tactic can resist magical and unusual attacks with iron discipline. Any attack, spell, or effect that deals damage and offers a Fortitude- or Will-based saving throw (but not Reflex) deals only three-quarters damage to the fighter, if they fail the saving throw. If they succeed on the saving throw, the effect deals only half damage. Mettle does not provide any protection against non-damaging effects or status conditions, only damage. Mettle can only be used in circumstances where the fighter is aware of the attack.


===Olympian (Ex)===
===Olympian (Ex)===
: Epic Combat Tactic
: Requires: [[#Quickthewed (Ex)|Quickthewed]]
: Requires: [[#Quickthewed (Ex)|Quickthewed]]


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===Over There (Ex)===
===Over There (Ex)===
: Epic Combat Tactic
: Requires: [[#Choke Up (Ex)|Choke Up]], [[#Reach Out (Ex)|Reach Out]]
: Requires: [[#Choke Up (Ex)|Choke Up]], [[#Reach Out (Ex)|Reach Out]]


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===Perfect Setup (Ex)===
===Perfect Setup (Ex)===
: Epic Combat Tactic
: Requires: [[#Create Opening (Ex)|Create Opening]]
: Requires: [[#Create Opening (Ex)|Create Opening]]


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===Perfectly Deadly (Ex)===
===Perfectly Deadly (Ex)===
: Epic Combat Tactic
: Requires: [[#Deadly Technique (Ex)|Deadly Technique]], [[#Deadly Technique, Greater (Ex)|Deadly Technique, Greater]]
: Requires: [[#Deadly Technique (Ex)|Deadly Technique]], [[#Deadly Technique, Greater (Ex)|Deadly Technique, Greater]]


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===Rampart (Ex)===
===Rampart (Ex)===
: Epic Combat Tactic
: 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, the fighter and the adjacent ally may both roll a saving throw, even if they are not being targeted.  The fighter and the adjacent ally may both 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' their high Fort saves to an ally, for example, or 'borrow' an ally's high Will saves.
: 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, the fighter and the adjacent ally may both roll a saving throw, even if they are not being targeted.  The fighter and the adjacent ally may both 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' their high Fort saves to an ally, for example, or 'borrow' an ally's high Will saves.


===Reach Out (Ex)===
===Reach Out (Ex)===
: Epic Combat Tactic
: Requires: [[#Choke Up (Ex)|Choke Up]]
: Requires: [[#Choke Up (Ex)|Choke Up]]


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===Riven Earth (Ex)===
===Riven Earth (Ex)===
: Epic Combat Tactic
: 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 their own use of this tactic.
: 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 their own use of this tactic.


===Shunning Shield (Ex)===
===Shunning Shield (Ex)===
: Epic Combat Tactic
: While wearing a heavy or larger shield, touch attacks made against the fighter no longer automatically hit on a die result of 17 or better.  Instead, the touch attack must equal or exceed the fighter's AC, just like any other attack.  This tactic does not affect the innate +4 bonus to-hit that all touch attacks receive, however.
: While wearing a heavy or larger shield, touch attacks made against the fighter no longer automatically hit on a die result of 17 or better.  Instead, the touch attack must equal or exceed the fighter's AC, just like any other attack.  This tactic does not affect the innate +4 bonus to-hit that all touch attacks receive, however.


===Spirit of the Mountain (Ex)===
===Spirit of the Mountain (Ex)===
: Epic Combat Tactic
: Requires: [[#Immovable (Ex)|Immovable]]
: Requires: [[#Immovable (Ex)|Immovable]]


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===Steel Avalanche (Ex)===
===Steel Avalanche (Ex)===
: Epic Combat Tactic
: Requires: [[#Vigilance (Ex)|Vigilance]], [[#Vivisector (Ex)|Vivisector]]
: Requires: [[#Vigilance (Ex)|Vigilance]], [[#Vivisector (Ex)|Vivisector]]


: Against any enemies who have a lower initiative score than the fighter has, the Fighter may make a bonus attack whenever they declare a full attack action.  This attack is made at the fighter's full BAB, and unlike most such attacks, will stack with the extra attack granted by such effects as Haste spells and Speed weapons.
: Against any enemies who have a lower initiative score than the fighter has, the Fighter may make a bonus attack whenever they declare a full attack action.  This attack is made at the fighter's 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)===  
===Steely Resolve (Ex)===
: Epic Combat Tactic
: Requires: [[#Resolve (Ex)|Resolve]], [[#Hardened Resolve (Ex)|Hardened Resolve]].
: Requires: [[#Resolve (Ex)|Resolve]], [[#Hardened Resolve (Ex)|Hardened Resolve]].


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===Stonebelly (Ex)===
===Stonebelly (Ex)===
: Epic Combat Tactic
: Requires: [[#Rapid Healer (Su)|Rapid Healer]], [[#Tough Hide (Ex)|Tough Hide]]
: Requires: [[#Rapid Healer (Su)|Rapid Healer]], [[#Tough Hide (Ex)|Tough Hide]]


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===Tactical Genius (Ex)===
===Tactical Genius (Ex)===
: Epic Combat Tactic
: 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').
: 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)===
===Upheaval (Ex)===
: Epic Combat Tactic
: As part of the same action in which the Fighter stands up from being [[Quelled]], knocked [[Prone]], or sprawled out [[Splayed]], they may attack all enemies adjacent to or within their space, once each, at their full BAB.  As part of these attacks, the Fighter may also perform a Trip Combat Maneuver 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.   
: As part of the same action in which the Fighter stands up from being [[Quelled]], knocked [[Prone]], or sprawled out [[Splayed]], they may attack all enemies adjacent to or within their space, once each, at their full BAB.  As part of these attacks, the Fighter may also perform a Trip Combat Maneuver 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.
: 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)===
===Utter Juggernaut (Su)===
: Epic Combat Tactic
: Requires: [[#Juggernaut (Ex)|Juggernaut]]
: Requires: [[#Juggernaut (Ex)|Juggernaut]]


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===Vivisector (Ex)===
===Vivisector (Ex)===
: Epic Combat Tactic
: By taking this Combat Tactic, the Fighter permanently alters how their attacks are calculated.  Whenever they declare 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 normal attacks were calculated as: +25, +20, +15, +10, after the fighter takes Vivisector, they become +20, +20, +17, +17.  All subsequent modifications to any attack rolls made during a full attack are made using these adjusted numbers as the fighter's base to-hit numbers.  If the fighter 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 their 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.
: By taking this Combat Tactic, the Fighter permanently alters how their attacks are calculated.  Whenever they declare 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 normal attacks were calculated as: +25, +20, +15, +10, after the fighter takes Vivisector, they become +20, +20, +17, +17.  All subsequent modifications to any attack rolls made during a full attack are made using these adjusted numbers as the fighter's base to-hit numbers.  If the fighter 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 their 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.




: Epic Combat Tactic
: Any weapon, armor, or shield you make for your own use may use two dweomermetals in its construction.  If anyone other than yourself ever attempts to use any item you have imbued with two dweomermetals, the item immediately gains the Broken condition and cannot be repaired by anyone except you.  The item gains the benefits granted by both dweomermetals.  Furthermore, you may add dweomermetals to an existing item by making a [[Skill DC|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.
: Any weapon, armor, or shield you make for your own use may use two dweomermetals in its construction.  If anyone other than yourself ever attempts to use any item you have imbued with two dweomermetals, the item immediately gains the Broken condition and cannot be repaired by anyone except you.  The item gains the benefits granted by both dweomermetals.  Furthermore, you may add dweomermetals to an existing item by making a [[Skill DC|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.


===Warlike Vociferation (Ex) ===
===Warlike Vociferation (Ex) ===
: Epic Combat Tactic
: Requires: [[#Battlecry (Ex)|Battlecry]], [[#Ringing Challenge (Ex) | Ringing Challenge]]
: Requires: [[#Battlecry (Ex)|Battlecry]], [[#Ringing Challenge (Ex) | Ringing Challenge]]
: Once per encounter as a swift action, a fighter with this tactic exhorts the battlefield with a martial declaration of such awesome import, that their allies are strengthened and their foes are non-plussed.  All foes within 30 feet who can hear the fighter are Challenged.  Assists granted by the fighters particular Fighting Technique do not stack, but they are calculated for each foe affected.  All allies who can hear the fighter may remove one Condition, and become Immune to the next Condition they might suffer before the end of their next turn.  Even better, if this Tactic is used after Ringing Challenge has been expended, Warlike Vociferation will hearten the fighter to such a degree that they regain one use of that ability, each time this tactic is used.
: Once per encounter as a swift action, a fighter with this tactic exhorts the battlefield with a martial declaration of such awesome import, that their allies are strengthened and their foes are non-plussed.  All foes within 30 feet who can hear the fighter are Challenged.  Assists granted by the fighters particular Fighting Technique do not stack, but they are calculated for each foe affected.  All allies who can hear the fighter may remove one Condition, and become Immune to the next Condition they might suffer before the end of their next turn.  Even better, if this Tactic is used after Ringing Challenge has been expended, Warlike Vociferation will hearten the fighter to such a degree that they regain one use of that ability, each time this tactic is used.

Revision as of 19:40, 11 February 2020