Fighter Tactics: Difference between revisions

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===Choke Up (Ex)===  
===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.  
: 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)===
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::* [[Rattled]] becomes [[Jostled]]
::* [[Rattled]] becomes [[Jostled]]


: 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.
: The fighter must still make additional saves just as if they 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)===
===Outrageous Provocation (Ex)===
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===Vicious Maneuvers (Ex)===
===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.
: 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)===  
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===Deadly Feint (Ex) ===
===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.
: 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) ===
: A fighter with this tactic increases his 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)===
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: Requires: [[#Resolve (Ex)|Resolve]]
: Requires: [[#Resolve (Ex)|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.
: 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 them is reduced to the weak status condition as well.
::* [[Slandered]] or [[Disgraced]] become [[Humbled]]
::* [[Slandered]] or [[Disgraced]] become [[Humbled]]
::* [[Cowering]] or [[Trembling]] become [[Nervous]]
::* [[Cowering]] or [[Trembling]] become [[Nervous]]
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===Ringing Challenge (Ex) ===
===Ringing Challenge (Ex) ===
: Requires: [[#Battlecry (Ex)|Battlecry]]
: Requires: [[#Battlecry (Ex)|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.
: Once per day as a move action, a fighter with this tactic sounds their electrifying war cry.  All foes within 30 feet who can hear him are Challenged.  Assists granted by the fighters particular Fighting Technique do not stack, but they are calculated for each foe affected.


===Shelter Ally (Ex)===
===Shelter Ally (Ex)===
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: Requires: [[#Myopic (Ex)|Myopic]]
: Requires: [[#Myopic (Ex)|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.  
: 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 them is reduced to the weak status condition as well.  
::* [[Dazed]] or [[Disoriented]] become [[Unsteady]]
::* [[Dazed]] or [[Disoriented]] become [[Unsteady]]
::* [[Fascinated]] or [[Blind]] become [[Deafened]]
::* [[Fascinated]] or [[Blind]] become [[Deafened]]
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===Smash Magic (Su) ===
===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 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 his Fighter class level plus his 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)===
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===True Counterstrike (Ex) ===
===True Counterstrike (Ex) ===
: 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 his Fighter's Challenge), 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)===
: 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.
: 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.


==Epic Combat Tactics==
==Epic Combat Tactics==
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: 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]]


: 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.  
: 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 the fleeing foe to overcome the fighter's spell resistance in order to escape.


===Bloody Mess (Su)===
===Bloody Mess (Su)===
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: Requires: [[#Healer's Friend (Su)|Healer's Friend]]
: Requires: [[#Healer's Friend (Su)|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.
: The fighter may add double their fighter class 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)===
===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.
: 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)===
: Requires: [[#Vigilance (Ex)|Vigilance]]
: Requires: [[#Vigilance (Ex)|Vigilance]]


: The Fighter adds their Challenge modifier (+1 to +4) to their 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 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.


===Incidental Challenge (Ex)===
===Incidental Challenge (Ex)===
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: Requires: [[#Expert Defense (Ex)|Expert Defense]], [[#Tough Hide (Ex)|Tough Hide]]
: Requires: [[#Expert Defense (Ex)|Expert Defense]], [[#Tough Hide (Ex)|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.
: At the end of any turn in which the fighter is using Expert Defense, she gets temporary hit points equal to their 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 their 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)===
===Martial Polymath (Ex)===
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: Requires: [[#Create Opening (Ex)|Create Opening]]
: Requires: [[#Create Opening (Ex)|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.
: 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 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.
: 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.
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: 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]]


: A fighter with this tactic increases his weapon's [[base weapon damage]] by 3 points.  This stacks with the increase gained from the other Deadly Technique tactics and magic weapon properties such as [[Lacerating (Melee Weapon Magic Property)|Lacerating]].
: A fighter with this tactic increases their weapon's [[base weapon damage]] by 3 points.  This stacks with the increase gained from the other Deadly Technique tactics and magic weapon properties such as [[Lacerating (Melee Weapon Magic Property)|Lacerating]].


===Rampart (Ex)===
===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, 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' his 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)===
: Requires: [[#Choke Up (Ex)|Choke Up]]
: Requires: [[#Choke Up (Ex)|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.
: While wielding a reach weapon, as an immediate action, the fighter may adjust their 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 their grip and the reach of their weapon to normal with another immediate action.


===Riven Earth (Ex)===
===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.
: 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)===
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: 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 her Combat Edge modifier.
: The Fighter gains Energy Resistance versus all types of energy damage (ER/-) equal to their Combat Edge modifier.


===Tactical Genius (Ex)===
===Tactical Genius (Ex)===
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===Upheaval (Ex)===
===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.   
: As part of the same move action in which the Fighter stands up from being knocked prone, 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 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.
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: Requires: [[#Juggernaut (Ex)|Juggernaut]]
: Requires: [[#Juggernaut (Ex)|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|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 [[Weapon Qualities#Sunder|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.
: 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|Sunder rules]], except that the fighter adds their 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 themselves and their 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 [[Weapon Qualities#Sunder|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)===
===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.
: 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.




: 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 [[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.  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.

Revision as of 19:44, 3 February 2020