Desperate Finisher [R] (Feat 14)
Fighter
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You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn.
Determination [A] (Feat 14)
Fighter
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Concentrate
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Frequency once per day
Your training allows you to shrug off your foes' spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your counteract level is equal to half your level, rounded up, and you attempt a Will save as your counteract check).
This doesn't remove any Hit Point damage normally dealt by the spell or condition, and it doesn't prevent the spell or debilitating effect from affecting other allies or the environment around you. It can't remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can't remove conditions from the situation (such as prone or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can't remove its effect on you.
Guiding Finish [A] (Feat 14)
Fighter
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Press
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Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules. Your Strike gains the following failure effect.
Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.
Guiding Riposte (Feat 14)
Fighter
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Prerequisites Dueling Riposte
By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules.
Improved Twin Riposte (Feat 14)
Fighter
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Prerequisites Twin Riposte
Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.
Stance Savant [FA] (Feat 14)
Fighter
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Trigger You roll initiative.
When there’s imminent danger, you drop into a stance with a mere thought. Use an action that has the stance trait.
Two-Weapon Flurry [A] (Feat 14)
Fighter
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Flourish
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Press
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Requirements You are wielding two weapons, each in a different hand.
You lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.
Whirlwind Strike [AAA] (Feat 14)
Fighter
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Flourish
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Open
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You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
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