covers a 20ft by 20ft area and lasts for 10 rounds The dust obscures all sight, including darkvision, beyond 5 feet. A creaturewithin 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% misschance, and the attacker can’t use sight to locate the target. You must be in contact with the ground and have sufficientsnow, sand, dirt, or dust to do this.
Evaluate:
By taking a standard action, a fighter can evaluate one opponent. He can figure out what an opponent hasresistance to, any immunities, damage reduction or spell/power resistances. He can only discover one of these categories ata time, and a successful Will save negates the fighter from knowing anything this turn. This ability is Intelligence based.
Hamstring:
Once per encounter, as a swift action, you can enter a stance where your next melee attack not onlydeals hit point damage, but also causes your opponent to lose 10 feet from one speed of your choice.
Limber Up:
This is an at-will talent that uses a standard action. The fighter chooses Athletics or Acrobatics. He hasa +6 bonus to this skill until he switches the skill to the other, he is knocked unconscious, he dies or he takes a rest.
Razzle Dazzle:
This is an at-will talent. You spend a standard action. Your next melee attack also Dazzles the targetfor 1 minute. They can attampt a Fortitude Save to negate this.
Run Away!:
Once per encounter as a swift action, you may increase your land speed by 30 feet for 1 round.
Shake it Off:
As a standard action, the fighter may reroll any one saving throw for an ongoing effect that he alreadyfailed. He may use this ability once per round.
Shock and Awe:
At the beginning of combat, any enemies within 30 feet of you that are Flat-Footed due to thesurprise round of combat suffer a -10 penalty to their Initiative check.
Sickening Attack:
You may use this talent at will as a standard action. Your next melee attack also
sickens
the targetfor 1 minute. A successful Fortitude save will negate this, and multiple uses just reset the duration of the sickness.
Sure Shot:
Once per encounter, you may use a swift action to make the range for your next ranged attack go out toline of sight. Treat all of your damage dice as if you have rolled a 1 for this attack, but you are granted a +20 to your attack roll.
Thickened Blood:
Once per encounter as a standard action, the fighter grants himself DR 2/bludgeoning for 1 round per level of fighter the character possesses.Lesser Talents:
Absurdly Awesome Weapon:
This is an at-will power. You must be using a weapon you have Weapon Training in.As a swift action, you imbue your weapon with sheer awesome. You attack an opponent and give them a -2 to Defense for 1minute or until they are dropped, whichever comes first. You can only impose this on one opponent per 5 fighter levels you possess.
Adamantine Style:
Once per encounter as a swift action, the fighter may enter a style of fighting that is known tomake metal more efffective. Due to his precise strikes and incredible force, the fighter may treat his weapon as made of adamantine for 1 round per fighter level. In addition, his weapon deals damage as if it were one size larger if he lands acritical during this time (ie. A silver dagger will be treated as a large adamantine dagger).
Blinding Strike:
This is an at-will talent. As a standard action, you set yourself up for your next melee attack.Somehow, either by poking your enemy in the eyes or just dazing them badly enough, you blind them for 1 round. Asuccessful Fortitude save will negate this. This is a Strength based skill.
Contusion Strike:
This ability can be used at will as a Standard action. Your next melee attack also confuses thetarget for 1 round. A successful Will Save will negate this. This is an Intelligence based talent.
Critical Stance:
Once per encounter, you can spend a standard action to go into a more prescient state of mind.When you do this, the weapon you are holding gets it threat range doubled for 1 round per two levels of fighter.
Cyclone:
If you are using a bladed weapon (such as a polearm, light blade, heavy blade, axe, etc.), you may use thisattack once per encounter as a standard action. You attack every target within a 20 ft. cone with a melee attack. You can usethe Duel skill with this talent.
Plow:
At the start of your first turn, you may move yourself adjacent to one foe. The movement is considered andtreated as a charge, but with range 3x your movement score and ignoring any difficult terrain or obsticals. You do not provoke attacks of opportunity this round.
Quick Recovery:
Once per encounter as a standard action, a fighter may grant himself Fast Healing 2. This lasts for 1 round for every 2 Fighter levels the Fighter possesses (rounded down).
Steelbolt:
Once an encounter, spend your swift action. Your next attack is against every enemy withing a 30 ft lineof you. For each one you hit, deal your weapon damage. You can use a Duel skill with this talent.
Steel Skin:
Once per encounter as a standard action, the fighter can give himself DR 10/magic for 1 round per fighter level. If the fighter also has Thickened Blood, the DR is instead 10/bludgeoning and magic, and it lasts for 1 extraround.
Super Effective:
Once per encounter, as a standard action, you take up a special stance. Your next melee attack eliminates 5 points points from the targets Damage Reduction after the attack is done. Even if the attack hits and doesn't bypass the target's damage reduction, it will reduce it by 5 (to a minimum of 0). The penalty lasts for one round per fighter
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