Agile Grace (Feat 10)
Fighter
|
Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8).
Certain Strike [A] (Feat 10)
Fighter
|
Press
|
Even when you don’t hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following failure effect.
Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.)
Combat Reflexes (Feat 10)
Fighter
|
You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an Attack of Opportunity.
Cut from the Air [R] (Feat 10)
Fighter
|
You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air.
Debilitating Shot [AA] (Feat 10)
Fighter
|
Flourish
|
Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn.
Disarming Twist [A] (Feat 10)
Fighter
|
Press
|
After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
Failure The target is flat-footed until the end of your current turn.
Disruptive Stance [A] (Feat 10)
Fighter
|
Stance
|
The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions. As long as you are in this stance, you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit).
Fearsome Brute (Feat 10)
Fighter
|
Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value.
If you have master proficiency in Intimidation, increase the bonus to triple the target’s frightened value.
Improved Knockdown (Feat 10)
Fighter
|
Prerequisites Knockdown
You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, you also apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.
Overpowering Charge (Feat 10)
Fighter
|
Prerequisites Barreling Charge
You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes flat-footed until the end of your next turn.
Twin Riposte [R] (Feat 10)
Fighter
|
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent.
No comments:
Post a Comment