Fighter Tactics: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 414: Line 414:
: This combat maneuver may be targeted against an enemy target, or an ally.  If targeted at an ally, the Fighter may chose to inflict zero damage if they wish.  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 this tactic is used to interrupt the attack component of an enemies actions, (such as by Dragging the Warlord out of reach of the Atropal), the attack must be resolved against the fighter if possible.  
: This combat maneuver may be targeted against an enemy target, or an ally.  If targeted at an ally, the Fighter may chose to inflict zero damage if they wish.  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 this tactic is used to interrupt the attack component of an enemies actions, (such as by Dragging the Warlord out of reach of the Atropal), the attack must be resolved against the fighter if possible.  


: If the fighter chooses to use this tactic during a Surprise Round, they may move and make their combat manuever, and they are not Flat-Footed for the rest of the Surprise Round.  
: If the fighter chooses to use this tactic during a Surprise Round, they may move and make their combat maneuver, and they are not Flat-Footed for the rest of the Surprise Round.  


: Note that this is a separate tactic from Startling Speed and Startling Charge, and may be used in the same combat as those abilities if so desired, allowing the Fighter to take up to three immediate-action moves in a single combat, once per day, and two such moves in every combat. Further note that you are only allowed a single immediate action per round, so there are limits to the incredible feats you can achieve, even with this Tactic.
: Note that this is a separate tactic from Startling Speed and Startling Charge, and may be used in the same combat as those abilities if so desired, allowing the Fighter to take up to three immediate-action moves in a single combat, once per day, and two such moves in every combat. Further note that you are only allowed a single immediate action per round, so there are limits to the incredible feats you can achieve, even with this Tactic.
Line 447: Line 447:
: Epic Combat Tactic
: 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]]
: The ER/- granted by Stonebelly is increased by the Fighter's Con modifier.
: The ER/- granted by Stonebelly is increased by the Fighter's Con modifier.


Line 463: Line 462:
: Epic Combat Tactic
: Epic Combat Tactic
: Requires: [[#Vigilance (Ex)|Vigilance]]
: Requires: [[#Vigilance (Ex)|Vigilance]]
: The Fighter adds their Challenge modifier (+1 to +4) to their Perception checks in addition to their Combat Edge modifier (that comes from Vigilance) for visual-based detection attempts, and invisibility grants no perception modifiers against such checks.  The fighter also takes no perception check penalties for the first "Combat Edge bonus times ten feet" of range for visual checks.  The fighter can also issue a Fighters Challenge to a range of sixty feet when using ranged or thrown weapons.  Lastly, the fighter now ignores the first two range increment penalties for ranged or thrown weapons.
: The Fighter adds their Challenge modifier (+1 to +4) to their Perception checks in addition to their Combat Edge modifier (that comes from Vigilance) for visual-based detection attempts, and invisibility grants no perception modifiers against such checks.  The fighter also takes no perception check penalties for the first "Combat Edge bonus times ten feet" of range for visual checks.  The fighter can also issue a Fighters Challenge to a range of sixty feet when using ranged or thrown weapons.  Lastly, the fighter now ignores the first two range increment penalties for ranged or thrown weapons.


Line 517: Line 515:
: Epic Combat Tactic
: Epic Combat Tactic
: Requires: [[#Create Opening (Ex)|Create Opening]]
: Requires: [[#Create Opening (Ex)|Create Opening]]
: Once per round as part of their Fighter's Challenge, the fighter may also provide a circumstance bonus equal to their Combat Edge/4 + 1 (drop fractions, +1 to +4) 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.
: Once per round as part of their Fighter's Challenge, the fighter may also provide a circumstance bonus equal to their Combat Edge/4 + 1 (drop fractions, +1 to +4) 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.


Line 540: Line 537:
===Riven Earth (Ex)===
===Riven Earth (Ex)===
: Epic Combat Tactic
: 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 with a proficiently wielded weapon (or strike any other solid surface they are adjacent to) and create a 30 foot cone of [[difficult terrain]] on that surface and all other surfaces that fall within the cone. This tactic affects a 6x6x6 square space, and will affect all solid surfaces in that area, even if they are not attached. Thus, used in a low-ceilinged room, this makes the floor and ceiling both into difficult terrain, and may affect walls, pillars, etc. The GM adjudicates any unusual circumstances. 
 
: Anyone on the ground within the area of effect (or otherwise adjacent to any affected surface) takes full normal attack damage as if the Fighter used their wielded weapon to strike them, 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, or otherwise adjacent to a solid surface, and ignores any difficult terrain created by their own use of this tactic.


===Shunning Shield (Ex)===
===Shunning Shield (Ex)===
Line 549: Line 548:
: Epic Combat Tactic
: Epic Combat Tactic
: Requires: [[#Immovable (Ex)|Immovable]]
: Requires: [[#Immovable (Ex)|Immovable]]
 
: If the fighter is subject to any [[Types_of_Movement#Forced_Movement|forced movement]], they may reduce the amount of the movement by a number of squares equal to their Combat Edge modifier.  If the fighter is unmoved after the result is calculated, and they can reach the enemy who attempted to move them with any of their weapons, the fighter may choose to make a bonus attack against that enemy as a free action.  This attack is a bonus attack, not an attack of opportunity.
: If the fighter is subject to any [[Types_of_Movement#Forced_Movement|forced movement]], they may reduce the amount of the movement by a number of squares equal to their Combat Edge modifier.  If the fighter is unmoved after the result is calculated, and they can reach the enemy who attempted to move them with any of their weapons, the fighter may choose to make an attack against that enemy as a free action.  This attack is a bonus attack, not an attack of opportunity.


===Steel Avalanche (Ex)===
===Steel Avalanche (Ex)===
: Epic Combat Tactic
: 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 free 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
: Epic Combat Tactic
: Requires: [[#Resolve (Ex)|Resolve]], [[#Hardened Resolve (Ex)|Hardened Resolve]].
: Requires: [[#Resolve (Ex)|Resolve]], [[#Hardened Resolve (Ex)|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.
: The Fighter gains Spell Resistance (SR) equal to their [[Maneuver Defense]] value. This resistance can be lowered for 1 round as a swift action.


Line 567: Line 563:
: Epic Combat Tactic
: 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]]
: The Fighter gains Energy Resistance versus all types of energy damage (ER/-) equal to their Combat Edge modifier.
: The Fighter gains Energy Resistance versus all types of energy damage (ER/-) equal to their Combat Edge modifier.



Revision as of 19:07, 13 February 2020