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<blockquote data-quote="Arkhandus" data-source="post: 3444616" data-attributes="member: 13966"><p><strong>Aurelian Fighter, continued</strong></p><p></p><p>The Aurelian Fighter, continued</p><p>[sblock]<span style="color: Red"><strong>Prowess:</strong></span> At 5th, 11th, and 17th-levels, the fighter develops a special talent or technique for combat. At each of these levels, he or she selects one of the following fighting styles in which to develop such prowess (though only one Prowess style may be used on any given turn), and a different style must be chosen each time:</p><p></p><p><span style="color: Blue"><em><strong>Berserker:</strong></em></span> A fighter who uses the Berserker fighting style strikes rapidly and savagely, but tires himself or herself out sooner. The fighter chooses at the beginning of his or her turn whether or not to use this fighting style, and the effects persist until the fighter's next turn (except for any fatigue incurred by this style, which remains until the fatigue's 2 round duration has passed). Each round the fighter employs this fighting style, he or she gains an extra attack if performing a full-attack action, standard attack action, or charge attack. This extra attack is made at the fighter's highest base attack bonus. The fighter unleashes a torrent of strikes upon the enemy at the expense of accuracy, as well as suffering momentary fatigue afterwards. As a result, all attacks the fighter attempts while using the Berserker style are made at a -1 penalty to the attack roll. At the end of each round this style is used, the fighter accumulates some minor fatigue that lasts for 2 rounds, as follows. After 1 round of using this style, the fighter suffers a -2 penalty on Strength and Dexterity from this fatigue. After two consecutive rounds of using this style, the fighter loses the ability to run and charge, due to the growing fatigue, and continues to suffer the Strength and Dexterity reduction for 2 rounds after this. After four consecutive rounds of using the Berserker style (not three rounds), a fighter suffers the full effects of exhaustion for the next 2 rounds (replacing the earlier fatigue penalties from this fighting style, at the end of this round), and cannot use the Berserker style again until that exhaustion passes.</p><p></p><p><span style="color: Blue"><em><strong>Deceiver:</strong></em></span> The Deceiver fighting style improves a fighter's capacity to trick foes in battle. Using this style provides a fighter +1 on attack rolls, and +2 on Bluff checks to feint in combat. In addition, while employing this style, their deceptive fighting grants a character the capacity to perform one additional attack of opportunity each round, even against a foe they've already attempted one against that round. However, this fighting style incurs a -1 penalty on the fighter's AC and Reflex saves, as well as a -1 penalty to the fighter's damage with weapons, natural weapons, and unarmed strikes. Choose whether or not to employ this fighting style at the beginning of the fighter's turn; the benefits and penalties apply until his or her next turn.</p><p></p><p><span style="color: Blue"><em><strong>Defender:</strong></em></span> The fighter who employs this fighting style gains a +3 dodge bonus to AC, using his or her armaments to skillfully block and divert attacks. This AC bonus increases to +4 when fighting defensively, or when using a total defense action. A fighter only receives the dodge bonus while wielding a weapon, shield, or gauntlet. The dodge bonus from the Defender fighting style is lost whenever the fighter is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive). However, due to the defensive and cautious nature of this fighting style, the fighter suffers a -1 penalty on attack and damage rolls while using it. A fighter must decide whether or not to use this fighting style at the beginning of his or her turn, and the effects remain until his or her next turn.</p><p></p><p><span style="color: Blue"><em><strong>Destroyer:</strong></em></span> While this fighting style is used, the fighter gains a +3 bonus to damage with weapons, natural weapons, unarmed strikes, and grapple checks used to deal damage, by executing very powerful blows. The aggressive focus and reckless nature of this fighting style incurs a -2 penalty to AC for the fighter. The extra damage is multiplied if a critical hit is scored (against foes subject to critical hits). Decide whether or not to use this fighting style at the start of the fighter's turn; the effects apply until his or her next turn.</p><p></p><p><span style="color: Blue"><em><strong>Harrier:</strong></em></span> A fighter using this fighting style gains a +3 bonus to attack rolls, taking special care in their aim and timing, but slows down their rate of attack as they spend a brief moment more between attacks to aim. Thus if they perform a full-attack action while using this fighting style, they must sacrifice their last attack with the action (unless they make only one attack with that full-attack action), and they cannot perform attacks of opportunity until their next turn. If the fighter performs any other actions instead of a full-attack (besides 5-foot steps and free actions), during any round in which they use this fighting style, then he or she instead cannot move more than 20 feet during the round and cannot perform any attacks of opportunity until their next turn. The fighter still threatens an area as normal, despite needing to hold back from making attacks of opportunity with this style. The use of this fighting style must be decided at the beginning of the fighter's turn.</p><p></p><p><span style="color: Blue"><em><strong>Pillager:</strong></em></span> While using the Pillager fighting style, the fighter receives a +2 bonus on attack and damage when striking an object, attacking an opponent's weapon, or making a disarm attempt (not resisting a disarm attempt). The fighter has become particular familiar with the balance of his or her weaponry, and how best to employ them in striking objects or the weapons of any opposition. The bonus damage is not multiplied on a critical hit (even if the character has acquired some means of dealing critical hits to objects). This fighting style only applies to attacks and disarm attempts with weapons, natural weapons, and unarmed strikes. The focus and intensity of this fighting style, however, causes the fighter to suffer a -1 penalty to AC and Reflex saves; his or her Initiative total is also reduced by 1 at the beginning of the next round. A fighter must choose whether or not to use this fighting style at the beginning of his or her turn, and receives the benefits and penalties until his or her next turn (the Initiative reduction remains, however, until he or she rolls Initiative again or takes the refocus action).</p><p></p><p><span style="color: Blue"><em><strong>Preserver:</strong></em></span> With this fighting style employed, the fighter gains a +2 dodge bonus to AC against weapons, natural weapons, and unarmed strikes, as he or she gracefully blocks and shunts these attacks to the side. The fighter must be wielding a weapon, shield, or gauntlet in order to receive this AC bonus. The dodge bonus does not apply against extraordinary projectiles, such as boulders, or flasks of acid that are made fragile (though it may apply against boulders, if the fighter is personally large enough to hurl them with ease). Like other dodge bonuses, this bonus is lost when the fighter is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive). The fighter suffers only a -2 penalty on attack rolls to deal subdual damage with weapons, natural weapons, and unarmed strikes, instead of the standard -4 penalty (if the attacks normally suffer such a penalty to deal subdual damage). Lastly, the fighter deals +2 subdual damage when attacking for subdual damage, with any weapon, natural weapon, unarmed strike, or grapple check to attack. In order to use this fighting style on any given round, the fighter must move no more than 20 feet that round and delay his or her action until the end of the round (the fighter chooses at the beginning of his or her turn to use this fighting style, and receives the benefits from that point onward, but must follow these restrictions until his or her next turn; at which point he or she must decide again whether or not to continue using this style). If this style is used on a surprise round, the fighter still gets to act in that surprise round (if applicable), but he or she must then continue using this style for the next round, delaying their next action until the end of the following round.</p><p></p><p><span style="color: Blue"><em><strong>Prowler:</strong></em></span> For a fighter with this fighting style, stalking about and assessing one's foe is essential before striking, to hit for maximum effect. If the fighter spends a full round or more (not just a surprise round) observing an opponent, making no attacks and moving no more than the fighter's speed each round, then the fighter may employ the benefits of this fighting style next round. The 'making no attacks' clause includes making no attacks of opportunity. The fighter may observe more than one opponent during the stalking period, but the benefits of Prowler only apply against the first opponent he or she attacks after stalking. The fighter's next such attack deals maximum damage for its base damage dice, and if that attack is a critical hit, the same maximization applies to the multiplied base damage dice. Also, either way, the fighter gains a +2 bonus on that attack roll and any threat confirmation roll it may lead to. This bonus on attack will also apply to damage if the fighter succeeds at a Sense Motive check when he strikes, opposed by the target foe's Bluff check; this Sense Motive check succeeds automatically if the target is flat-footed, however. Lastly, the +2 bonus becomes +4 when the fighter's Base Attack Bonus exceeds +10. The attack and threat roll bonuses of this fighting style apply only with weapons, natural weapons, and unarmed strikes.</p><p></p><p><span style="color: Blue"><em><strong>Rampager:</strong></em></span> A fighter using this style is especially effective at thrashing about and knocking enemies out of the way. He or she gains a +2 bonus on any Strength or Dexterity checks to bull rush or trip an opponent, as well as attack rolls to trip an opponent. The fighter also gains a +2 bonus on attack and damage with charge attacks, in addition to any other bonuses he or she receives from charging. The damage bonus only applies with weapons, natural weapons, and unarmed strikes. Furthermore, any time the fighter performs an extra attack from the Cleave or Great Cleave feats, he or she gains +2 on the attack roll. However, in order to receive the benefits of this fighting style, the fighter must choose to accept a -1 penalty to Armor Class until his or her next turn; choose at the start of the fighter's turn.</p><p></p><p><span style="color: Blue"><em><strong>Thunderer:</strong></em></span> With this fighting style, the fighter delivers more fearsome, skull-cracking, door-breaking, armor-crushing impacts with bludgeoning weapons. Thus, increase the total threat range and total critical multiplier by 1 point each, for any bludgeoning weapons, bludgeoning natural weapons, or bludgeoning unarmed strikes the fighter uses directly (thus excluding magically-animated weapons, for instance). Also add +3 to the damage dealt by the fighter when striking an object with a bludgeoning weapon, including any bludgeoning unarmed strikes or natural weapons. However, in order to receive the benefits of this fighting style, the fighter must choose to accept a -1 penalty to Armor Class until his or her next turn; choose at the start of the fighter's turn.</p><p></p><p></p><p><span style="color: Red"><strong>Combat Veteran:</strong></span> A fighter of 7th-level onward possesses enough battle experience to understand tactics, strategy, and combat conditions fairly well. His or her combat instincts are also well honed, and altogether this provides the fighter with a +1 bonus to Initiative checks, attack rolls for attacks of opportunity, and his or her Armor Class. The AC bonus is a dodge bonus, and is lost whenever the fighter is immobilized or denied a Dexterity bonus to AC, whether or not the fighter's Dexterity modifier is positive. Furthermore, this AC bonus only applies against one foe at a time, chosen at the start of the fighter's turn. The bonuses from Combat Veteran improve by +1 for every six additional levels gained in this class.</p><p></p><p><span style="color: Red"><strong>Warrior's Spirit (Ex):</strong></span> Fighters of 9th-level are quite experienced at resisting magical and psionic effects, and their significant degree of personal development rather than magical development has made them more resistant as well. The fighter gains +2 on saving throws against magical effects, and on saving throws against psionic effects.</p><p></p><p><span style="color: Red"><strong>Evade Rays (Ex):</strong></span> A fighter of 11th-level is experienced enough to notice the signs of a magical or psionic ray, and take proper measures to evade or deflect it. Whenever the fighter is subject to a magical or psionic ranged touch attack (including a magic or psionic weapon that is somehow being used for a ranged touch attack instead of a normal ranged attack), the fighter gains a +2 dodge bonus to Armor Class against that attack, or +4 if wearing magical or psionic armor. This increases by +2 if wielding a magical or psionic shield or melee weapon, as the figher has learned how to use such an item's infused power to actually deflect a magical or psionic ray. Wielding multiple such items does not further increase the bonus. Armor, shields, or weaponry that are only temporarily magical or psionic do not help this ability of the fighter (the dodge bonus does, however, apply against ranged touch attacks by weapons that are only temporarily magical or psionic).</p><p></p><p></p><p><span style="color: Red"><strong>Agonizing Strike:</strong></span> A veteran fighter knows how to strike enemies for maximum, debilitating pain, even if that degree of pain is only fleeting. Thus, a fighter of 15th-level or higher can choose to take a -4 penalty on the attack roll and damage with any weapon, natural weapon, or unarmed strike, in order to try inflicting extra pain with that attack. Use of Agonizing Strike must be declared before the attack roll. Agonizing Strike only functions against targets that are subject to both pain and critical hits, and only against foes with discernable anatomy. Agonizing Strike cannot be used if you suffer a 50% or greater miss chance against the opponent, or if your opponent has three-quarters cover or better.</p><p></p><p>If the Agonizing Strike hits and successfully deals any piercing or slashing damage (after resistances, reductions, redirections, and immunities), then the victim must roll a Fortitude save to resist a severe, debilitating surge of pain. The save DC is equal to 5 + the fighter's level in this class + the fighter's Intelligence modifier + the fighter's Dexterity modifier. For every 10 feet of distance between the fighter and the victim (even in melee with reach), at the time of making the Agonizing Strike attack, this save DC is reduced by 1 point. For example, if the victim is 30 feet away, the DC is reduced by 3 points. If the save fails, debilitating pain incurs a -2 circumstance penalty on the victim's attack rolls, Reflex saves, ability checks, skill checks, and any other rolls that specifically require concentration, focus, patience, or calm. This penalty is cumulative if multiple Agonizing Strikes are affecting the victim.</p><p></p><p>In addition, on a failed save, the victim suffers great difficulty in concentrating on the activation or maintenance of spells, powers, abilities, and items. Thus, whenever the victim attempts to activate an effect that is subject to a disruption of concentration, the victim must succeed at a Concentration check to do so. This includes activating a magic or psionic item, or attempting to maintain concentration on an effect. The disruption is treated as though the victim suffers persistant damage each round, equal to that dealt by the most-recently successful Agonizing Strike against him or her.</p><p></p><p>The effects of each successful Agonizing Strike, if the victim failed their save, last for 1 minute (10 rounds), or 30 seconds (5 rounds) if the character failed their save by 5 points or less. The effects of each Agonizing Strike can also be negated by fully healing the damage dealt by that Agonizing Strike, by any means. If the Agonizing Strike caused a badly-bleeding wound, such as when used with a Wounding magic weapon, that damage must also be healed before the Agonizing Strike's effect will fade. Regardless, the Agonizing Strike effect ends once its duration expires.[/sblock]</p><p></p><p>[code][COLOR=Red][I][B][U]The Fighter:[/U][/B][/I][/COLOR]</p><p>[COLOR=Blue][B]Class Base Fort. Ref. Will</p><p>Level Attack Save Save Save Special[/B][/COLOR]</p><p>1 +1 +2 +0 +0 Bonus Feat</p><p>2 +2 +3 +0 +0 Bonus Feat</p><p>3 +3 +3 +1 +1 Professional Warrior</p><p>4 +4 +4 +1 +1 Bonus Feat</p><p>5 +5 +4 +1 +1 Prowess</p><p>6 +6/+1 +5 +2 +2 Bonus Feat</p><p>7 +7/+2 +5 +2 +2 Combat Veteran +1</p><p>8 +8/+3 +6 +2 +2 Bonus Feat</p><p>9 +9/+4 +6 +3 +3 Warrior's Spirit</p><p>10 +10/+5 +7 +3 +3 Bonus Feat</p><p>11 +11/+6/+1 +7 +3 +3 Prowess, Evade Rays</p><p>12 +12/+7/+2 +8 +4 +4 Bonus Feat</p><p>13 +13/+8/+3 +8 +4 +4 Combat Veteran +2</p><p>14 +14/+9/+4 +9 +4 +4 Bonus Feat</p><p>15 +15/+10/+5 +9 +5 +5 Agonizing Strike</p><p>16 +16/+11/+6/+1 +10 +5 +5 Bonus Feat</p><p>17 +17/+12/+7/+2 +10 +5 +5 Prowess</p><p>18 +18/+13/+8/+3 +11 +6 +6 Bonus Feat</p><p>19 +19/+14/+9/+4 +11 +6 +6 Combat Veteran +3</p><p>20 +20/+15/+10/+5 +12 +6 +6 Bonus Feat[/code]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3444616, member: 13966"] [b]Aurelian Fighter, continued[/b] The Aurelian Fighter, continued [sblock][COLOR=Red][B]Prowess:[/B][/COLOR] At 5th, 11th, and 17th-levels, the fighter develops a special talent or technique for combat. At each of these levels, he or she selects one of the following fighting styles in which to develop such prowess (though only one Prowess style may be used on any given turn), and a different style must be chosen each time: [COLOR=Blue][I][B]Berserker:[/B][/I][/COLOR] A fighter who uses the Berserker fighting style strikes rapidly and savagely, but tires himself or herself out sooner. The fighter chooses at the beginning of his or her turn whether or not to use this fighting style, and the effects persist until the fighter's next turn (except for any fatigue incurred by this style, which remains until the fatigue's 2 round duration has passed). Each round the fighter employs this fighting style, he or she gains an extra attack if performing a full-attack action, standard attack action, or charge attack. This extra attack is made at the fighter's highest base attack bonus. The fighter unleashes a torrent of strikes upon the enemy at the expense of accuracy, as well as suffering momentary fatigue afterwards. As a result, all attacks the fighter attempts while using the Berserker style are made at a -1 penalty to the attack roll. At the end of each round this style is used, the fighter accumulates some minor fatigue that lasts for 2 rounds, as follows. After 1 round of using this style, the fighter suffers a -2 penalty on Strength and Dexterity from this fatigue. After two consecutive rounds of using this style, the fighter loses the ability to run and charge, due to the growing fatigue, and continues to suffer the Strength and Dexterity reduction for 2 rounds after this. After four consecutive rounds of using the Berserker style (not three rounds), a fighter suffers the full effects of exhaustion for the next 2 rounds (replacing the earlier fatigue penalties from this fighting style, at the end of this round), and cannot use the Berserker style again until that exhaustion passes. [COLOR=Blue][I][B]Deceiver:[/B][/I][/COLOR] The Deceiver fighting style improves a fighter's capacity to trick foes in battle. Using this style provides a fighter +1 on attack rolls, and +2 on Bluff checks to feint in combat. In addition, while employing this style, their deceptive fighting grants a character the capacity to perform one additional attack of opportunity each round, even against a foe they've already attempted one against that round. However, this fighting style incurs a -1 penalty on the fighter's AC and Reflex saves, as well as a -1 penalty to the fighter's damage with weapons, natural weapons, and unarmed strikes. Choose whether or not to employ this fighting style at the beginning of the fighter's turn; the benefits and penalties apply until his or her next turn. [COLOR=Blue][I][B]Defender:[/B][/I][/COLOR] The fighter who employs this fighting style gains a +3 dodge bonus to AC, using his or her armaments to skillfully block and divert attacks. This AC bonus increases to +4 when fighting defensively, or when using a total defense action. A fighter only receives the dodge bonus while wielding a weapon, shield, or gauntlet. The dodge bonus from the Defender fighting style is lost whenever the fighter is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive). However, due to the defensive and cautious nature of this fighting style, the fighter suffers a -1 penalty on attack and damage rolls while using it. A fighter must decide whether or not to use this fighting style at the beginning of his or her turn, and the effects remain until his or her next turn. [COLOR=Blue][I][B]Destroyer:[/B][/I][/COLOR] While this fighting style is used, the fighter gains a +3 bonus to damage with weapons, natural weapons, unarmed strikes, and grapple checks used to deal damage, by executing very powerful blows. The aggressive focus and reckless nature of this fighting style incurs a -2 penalty to AC for the fighter. The extra damage is multiplied if a critical hit is scored (against foes subject to critical hits). Decide whether or not to use this fighting style at the start of the fighter's turn; the effects apply until his or her next turn. [COLOR=Blue][I][B]Harrier:[/B][/I][/COLOR] A fighter using this fighting style gains a +3 bonus to attack rolls, taking special care in their aim and timing, but slows down their rate of attack as they spend a brief moment more between attacks to aim. Thus if they perform a full-attack action while using this fighting style, they must sacrifice their last attack with the action (unless they make only one attack with that full-attack action), and they cannot perform attacks of opportunity until their next turn. If the fighter performs any other actions instead of a full-attack (besides 5-foot steps and free actions), during any round in which they use this fighting style, then he or she instead cannot move more than 20 feet during the round and cannot perform any attacks of opportunity until their next turn. The fighter still threatens an area as normal, despite needing to hold back from making attacks of opportunity with this style. The use of this fighting style must be decided at the beginning of the fighter's turn. [COLOR=Blue][I][B]Pillager:[/B][/I][/COLOR] While using the Pillager fighting style, the fighter receives a +2 bonus on attack and damage when striking an object, attacking an opponent's weapon, or making a disarm attempt (not resisting a disarm attempt). The fighter has become particular familiar with the balance of his or her weaponry, and how best to employ them in striking objects or the weapons of any opposition. The bonus damage is not multiplied on a critical hit (even if the character has acquired some means of dealing critical hits to objects). This fighting style only applies to attacks and disarm attempts with weapons, natural weapons, and unarmed strikes. The focus and intensity of this fighting style, however, causes the fighter to suffer a -1 penalty to AC and Reflex saves; his or her Initiative total is also reduced by 1 at the beginning of the next round. A fighter must choose whether or not to use this fighting style at the beginning of his or her turn, and receives the benefits and penalties until his or her next turn (the Initiative reduction remains, however, until he or she rolls Initiative again or takes the refocus action). [COLOR=Blue][I][B]Preserver:[/B][/I][/COLOR] With this fighting style employed, the fighter gains a +2 dodge bonus to AC against weapons, natural weapons, and unarmed strikes, as he or she gracefully blocks and shunts these attacks to the side. The fighter must be wielding a weapon, shield, or gauntlet in order to receive this AC bonus. The dodge bonus does not apply against extraordinary projectiles, such as boulders, or flasks of acid that are made fragile (though it may apply against boulders, if the fighter is personally large enough to hurl them with ease). Like other dodge bonuses, this bonus is lost when the fighter is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive). The fighter suffers only a -2 penalty on attack rolls to deal subdual damage with weapons, natural weapons, and unarmed strikes, instead of the standard -4 penalty (if the attacks normally suffer such a penalty to deal subdual damage). Lastly, the fighter deals +2 subdual damage when attacking for subdual damage, with any weapon, natural weapon, unarmed strike, or grapple check to attack. In order to use this fighting style on any given round, the fighter must move no more than 20 feet that round and delay his or her action until the end of the round (the fighter chooses at the beginning of his or her turn to use this fighting style, and receives the benefits from that point onward, but must follow these restrictions until his or her next turn; at which point he or she must decide again whether or not to continue using this style). If this style is used on a surprise round, the fighter still gets to act in that surprise round (if applicable), but he or she must then continue using this style for the next round, delaying their next action until the end of the following round. [COLOR=Blue][I][B]Prowler:[/B][/I][/COLOR] For a fighter with this fighting style, stalking about and assessing one's foe is essential before striking, to hit for maximum effect. If the fighter spends a full round or more (not just a surprise round) observing an opponent, making no attacks and moving no more than the fighter's speed each round, then the fighter may employ the benefits of this fighting style next round. The 'making no attacks' clause includes making no attacks of opportunity. The fighter may observe more than one opponent during the stalking period, but the benefits of Prowler only apply against the first opponent he or she attacks after stalking. The fighter's next such attack deals maximum damage for its base damage dice, and if that attack is a critical hit, the same maximization applies to the multiplied base damage dice. Also, either way, the fighter gains a +2 bonus on that attack roll and any threat confirmation roll it may lead to. This bonus on attack will also apply to damage if the fighter succeeds at a Sense Motive check when he strikes, opposed by the target foe's Bluff check; this Sense Motive check succeeds automatically if the target is flat-footed, however. Lastly, the +2 bonus becomes +4 when the fighter's Base Attack Bonus exceeds +10. The attack and threat roll bonuses of this fighting style apply only with weapons, natural weapons, and unarmed strikes. [COLOR=Blue][I][B]Rampager:[/B][/I][/COLOR] A fighter using this style is especially effective at thrashing about and knocking enemies out of the way. He or she gains a +2 bonus on any Strength or Dexterity checks to bull rush or trip an opponent, as well as attack rolls to trip an opponent. The fighter also gains a +2 bonus on attack and damage with charge attacks, in addition to any other bonuses he or she receives from charging. The damage bonus only applies with weapons, natural weapons, and unarmed strikes. Furthermore, any time the fighter performs an extra attack from the Cleave or Great Cleave feats, he or she gains +2 on the attack roll. However, in order to receive the benefits of this fighting style, the fighter must choose to accept a -1 penalty to Armor Class until his or her next turn; choose at the start of the fighter's turn. [COLOR=Blue][I][B]Thunderer:[/B][/I][/COLOR] With this fighting style, the fighter delivers more fearsome, skull-cracking, door-breaking, armor-crushing impacts with bludgeoning weapons. Thus, increase the total threat range and total critical multiplier by 1 point each, for any bludgeoning weapons, bludgeoning natural weapons, or bludgeoning unarmed strikes the fighter uses directly (thus excluding magically-animated weapons, for instance). Also add +3 to the damage dealt by the fighter when striking an object with a bludgeoning weapon, including any bludgeoning unarmed strikes or natural weapons. However, in order to receive the benefits of this fighting style, the fighter must choose to accept a -1 penalty to Armor Class until his or her next turn; choose at the start of the fighter's turn. [COLOR=Red][B]Combat Veteran:[/B][/COLOR] A fighter of 7th-level onward possesses enough battle experience to understand tactics, strategy, and combat conditions fairly well. His or her combat instincts are also well honed, and altogether this provides the fighter with a +1 bonus to Initiative checks, attack rolls for attacks of opportunity, and his or her Armor Class. The AC bonus is a dodge bonus, and is lost whenever the fighter is immobilized or denied a Dexterity bonus to AC, whether or not the fighter's Dexterity modifier is positive. Furthermore, this AC bonus only applies against one foe at a time, chosen at the start of the fighter's turn. The bonuses from Combat Veteran improve by +1 for every six additional levels gained in this class. [COLOR=Red][B]Warrior's Spirit (Ex):[/B][/COLOR] Fighters of 9th-level are quite experienced at resisting magical and psionic effects, and their significant degree of personal development rather than magical development has made them more resistant as well. The fighter gains +2 on saving throws against magical effects, and on saving throws against psionic effects. [COLOR=Red][B]Evade Rays (Ex):[/B][/COLOR] A fighter of 11th-level is experienced enough to notice the signs of a magical or psionic ray, and take proper measures to evade or deflect it. Whenever the fighter is subject to a magical or psionic ranged touch attack (including a magic or psionic weapon that is somehow being used for a ranged touch attack instead of a normal ranged attack), the fighter gains a +2 dodge bonus to Armor Class against that attack, or +4 if wearing magical or psionic armor. This increases by +2 if wielding a magical or psionic shield or melee weapon, as the figher has learned how to use such an item's infused power to actually deflect a magical or psionic ray. Wielding multiple such items does not further increase the bonus. Armor, shields, or weaponry that are only temporarily magical or psionic do not help this ability of the fighter (the dodge bonus does, however, apply against ranged touch attacks by weapons that are only temporarily magical or psionic). [COLOR=Red][B]Agonizing Strike:[/B][/COLOR] A veteran fighter knows how to strike enemies for maximum, debilitating pain, even if that degree of pain is only fleeting. Thus, a fighter of 15th-level or higher can choose to take a -4 penalty on the attack roll and damage with any weapon, natural weapon, or unarmed strike, in order to try inflicting extra pain with that attack. Use of Agonizing Strike must be declared before the attack roll. Agonizing Strike only functions against targets that are subject to both pain and critical hits, and only against foes with discernable anatomy. Agonizing Strike cannot be used if you suffer a 50% or greater miss chance against the opponent, or if your opponent has three-quarters cover or better. If the Agonizing Strike hits and successfully deals any piercing or slashing damage (after resistances, reductions, redirections, and immunities), then the victim must roll a Fortitude save to resist a severe, debilitating surge of pain. The save DC is equal to 5 + the fighter's level in this class + the fighter's Intelligence modifier + the fighter's Dexterity modifier. For every 10 feet of distance between the fighter and the victim (even in melee with reach), at the time of making the Agonizing Strike attack, this save DC is reduced by 1 point. For example, if the victim is 30 feet away, the DC is reduced by 3 points. If the save fails, debilitating pain incurs a -2 circumstance penalty on the victim's attack rolls, Reflex saves, ability checks, skill checks, and any other rolls that specifically require concentration, focus, patience, or calm. This penalty is cumulative if multiple Agonizing Strikes are affecting the victim. In addition, on a failed save, the victim suffers great difficulty in concentrating on the activation or maintenance of spells, powers, abilities, and items. Thus, whenever the victim attempts to activate an effect that is subject to a disruption of concentration, the victim must succeed at a Concentration check to do so. This includes activating a magic or psionic item, or attempting to maintain concentration on an effect. The disruption is treated as though the victim suffers persistant damage each round, equal to that dealt by the most-recently successful Agonizing Strike against him or her. The effects of each successful Agonizing Strike, if the victim failed their save, last for 1 minute (10 rounds), or 30 seconds (5 rounds) if the character failed their save by 5 points or less. The effects of each Agonizing Strike can also be negated by fully healing the damage dealt by that Agonizing Strike, by any means. If the Agonizing Strike caused a badly-bleeding wound, such as when used with a Wounding magic weapon, that damage must also be healed before the Agonizing Strike's effect will fade. Regardless, the Agonizing Strike effect ends once its duration expires.[/sblock] [code][COLOR=Red][I][B][U]The Fighter:[/U][/B][/I][/COLOR] [COLOR=Blue][B]Class Base Fort. Ref. Will Level Attack Save Save Save Special[/B][/COLOR] 1 +1 +2 +0 +0 Bonus Feat 2 +2 +3 +0 +0 Bonus Feat 3 +3 +3 +1 +1 Professional Warrior 4 +4 +4 +1 +1 Bonus Feat 5 +5 +4 +1 +1 Prowess 6 +6/+1 +5 +2 +2 Bonus Feat 7 +7/+2 +5 +2 +2 Combat Veteran +1 8 +8/+3 +6 +2 +2 Bonus Feat 9 +9/+4 +6 +3 +3 Warrior's Spirit 10 +10/+5 +7 +3 +3 Bonus Feat 11 +11/+6/+1 +7 +3 +3 Prowess, Evade Rays 12 +12/+7/+2 +8 +4 +4 Bonus Feat 13 +13/+8/+3 +8 +4 +4 Combat Veteran +2 14 +14/+9/+4 +9 +4 +4 Bonus Feat 15 +15/+10/+5 +9 +5 +5 Agonizing Strike 16 +16/+11/+6/+1 +10 +5 +5 Bonus Feat 17 +17/+12/+7/+2 +10 +5 +5 Prowess 18 +18/+13/+8/+3 +11 +6 +6 Bonus Feat 19 +19/+14/+9/+4 +11 +6 +6 Combat Veteran +3 20 +20/+15/+10/+5 +12 +6 +6 Bonus Feat[/code] [/QUOTE]
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