wayfare
2013-10-02, 06:29 PM
The Fighter
http://31.media.tumblr.com/tumblr_m28t65uUWi1rty7tao1_500.jpg
Hit Die: d10
Skill Points: 4+Int
Skill List: Balance, Bluff, Climb, Craft, Diplomacy, Intimidate; Jump, Knowledge (History), Knowledge (Architecture and Engineering); Listen; Sense Motive, Spot, Swim
Weapon Training: The fighter is trained in all simple and martial weapons, as well as 1 exotic weapon of your choice.
Armor Training: A Fighter is proficient in Light, Medium, and Heavy armor and all shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Bonus Feat, Man of the Line
2nd|
+2|
+3|
+3|
+0|Combat Focus 1
3rd|
+3|
+3|
+3|
+1|Bonus Feat
4th|
+4|
+4|
+4|
+1|Precision Fit
5th|
+5|
+4|
+4|
+1|Bonus Feat
6th|
+6/+1|
+5|
+5|
+2|Combat Focus 2
7th|
+7/+2|
+5|
+5|
+2|Bonus Feat
8th|
+8/+3|
+6|
+6|
+2|Favored Weapon
9th|
+9/+4|
+6|
+6|
+3|Bonus Feat
10th|
+10/+5/|
+7|
+7|
+3|Combat Focus 3
11th|
+11/+6/+1|
+7|
+7|
+3|Bonus Feat
12th|
+12/+7/+2|
+8|
+8|
+4|Bastion
13th|
+13/+8/+3|
+8|
+8|
+4|Bonus Feat
14th|
+14/+9/+4|
+9|
+9|
+4|Combat Focus 4
15th|
+15/+10/+5|
+9|
+9|
+5|Bonus Feat
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Weapons Master
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Bonus Feat
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Combat Focus 5
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Bonus Feat
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Legendary Hero[/table]
DESCRIPTION
War never changes. Men create increasingly clever ways of killing each other, drawing upon spell and blade and every ingenious artifact the mind can imagine, but war -- war never changes.
The men who dedicate themselves to the craft of war, to the sharp lessons of the sword and the chaotic frenzy of battle are a rare breed, but they are present in every generation. These heroes stand tall on every blood-spattered field, they hold the line in the face of every route, they lead every desperate charge. They are the backbone of every army, the heart of every squad. They are Fighters. They are legend.
Masters sublime and arcane might look at mere swordcraft with disdain, but a Fighter knows the unchanging truth of War -- everything hangs in the instant. Strike at the right moment, and even the mightiest foe will fall. Hesitate, and you are doomed to death and failure. Lesser warriors exploit these moments as the chaos of battle provides advantage. Fighters distinguish themselves by Creating opportunities for themselves and their allies. Fighters shape the flow of battle, always adapting, always creating new ways for their foes to fall. Though a Fighter's prowess is subtle, his versatility allows him to stand with warriors that rely on esoteric power to prove their might.
CLASS FEATURES
Bonus Feat: A Fighter is a masterful combatant who learns varied fighting styles over his career. At 1st level and every 2 levels thereafter, the Fighter gains a bonus feat taken from the Fighter Bonus Feat list.
Man of the Line (Ex): Any man who fights alone, dies alone. A professional warrior knows, first and foremost, that his duty is to protect the men at his side.
A Fighter of 1st level grants all allies within his reach +2 AC. Enemies treat all squares within his reach as Difficult Terrain.
Combat Focus (Ex): Professional Soldiers may not have the faith of a Paladin or the enlightened philosophy of a Warblade to carry them through battle, but skill and experience combine to grant the Fighter a uniquely versatile Edge in combat. Combat Focus represents the ability to pick the correct moment and apply these unique knacks.
The Fighter has a pool of Combat Focus he can spend to activate his Edges. At the beginning of each round, this pool refreshes to maximum any unspent focus from the previous round is lost.
Edges (Ex): Edges are mundane tricks and knacks a Fighter has picked up during her career lacking the explosive power of magic or the polished skill of martial maneuvers, Edges have the advantage of being very flexible. An experienced Fighter can chain together Edges with consummate still, swiftly switching between offense, defense, and control as the situation demands.
Fighters learn edges from other members of the class. Learning an Edge takes 1 week and 500 gp for an Apprentice Edge, 2 weeks and 1000 gold for a Journeyman Edge, or 3 weeks and 2000 gold for a Master Edge. A Fighter can develop an Edge without training doing so eliminates the gp cost but triples the time it takes to perfect the Edge. For more on learning edges see Edge System, below.
Precision Fit (Ex): Fatigue is the greatest enemy a warrior faces in the field after hours of fighting in plate, even the stoutest heart will be pushed to his limit. Fighting-Men have learned to bear the burden of their armor more easily, allowing them to fight longer and with greater maneuverability than lesser combatants.
A Fighter of 4th level subtracts her Constitution Modifier from her total Armor Check penalty, and reduces any speed penalty from worn armor by 5 feet.
Favored Weapon (Ex): A Fighter trains constantly with all types of weaponry, perfecting her lethal skill in any situation. With special effort, the Fighter can adapt her style to a particular weapon, with becomes especially lethal in her hands.
An 8th level Fighter can train with a particular weapon for 8 hours (combat counts as training), to treat that weapon as a Favored Weapon. When wielding a Favored Weapon, the Fighter inflicts damage as if the weapon were 1 size category larger.
You may only have 1 favored weapon at a time. Training with a new weapon cancels this benefit on any previous Favored Weapon.
Bastion (Ex): Armor is a boon to any warrior, but a masterful fighter seems all but invulnerable when properly outfitted.
A fighter of 12th level gains DR based on the armor he is wearing. Light armor grants DR 1/--; Medium armor grants DR 2/--; Heavy Armor grants DR 3/--. Light shields add 1 to this value, Medium shields 2, and tower shields 3.
Weapons Master (Ex): A lifetime of training has made the Fighter into a warrior beyond peer.
Treat any weapon you wield as if it were a Favored Weapon.
Eternal Warrior (Ex): A Fighter who has attained legendary status is a rare thing indeed only those who combine flexibility, luck, and consummate skill reach this status. Those that do are forever changed, eternal warriors who will walk the earth until a truly epic foe fells them.
The Fighter no longer ages, accruing any benefits from old age but ignoring any penalties. The fighter is no longer effected by time, and will live until slain.
EDGE SYSTEM
Combat Edges are the result of hard work and experimentation, eventually perfected by experience into versatile techniques that can be initiated at a moment's notice. Edges are most like Sorcerer and Favored Soul spells, in that they do not have to be prepared. However, they can be used many times in the same combat (or even in the same round) like Martial Maneuvers. To match with the theme of flexibility, Edges can even be combined together or used to set up other Edges. This allows the Fighter to contribute to battle in nearly any situation.
Edges take time to learn -- nobody learns an edge instantly. Instead, Edges are typically taught over the course of weeks, usually at some expense. Additionally, a Fighter cannot learn an edge he cannot activate in combat.
Learning an Edge is not the same as learning a spell -- Edges must be trained into muscle-memory and then perfected with other maneuvers before a Fighter is practiced enough to use the technique in battle. To learn an edge a Fighter must spend at least 2 hours every day training (combat counts as training) to learn that specific Edge. Once learned, the Edge is permanently a part of the Fighter's ability.
Edge's can represent a not-inconsiderable part of a Fighter's income -- a fighter may even trade edges with other fighters to learn new battle techniques "free of charge". Some Rare Edges might even be quest rewards -- consider applying skill minimums to these Edges before a fighter can learn them.
The 30 edges listed below are designed to be completely mundane effects that rise with a fighters skill. Indeed, the very reason the list does not include Edges that cost 4 or 5 points is to encourage versatility in how edges combined at higher levels, rather than have certain "ideal" moves that are constantly used.
EDGE LIST
COMBAT FOCUS EDGES APPRENTICE
Damage Boost
Cost: 1+ Combat Focus
Action: Not an Action
Effect: On a successful attack, activate this Edge to increase the damage inflicted by 1d6 per Combat Focus spent.
Recover Attack
Cost: 1 Combat Focus
Action: Immediate
Effect: Activate this Edge to re-roll an attack. You must use the second result.
Defensive Roll
Cost: 1 Combat Focus
Action: Immediate
Effect: When an opponent attacks you, you may activate this ability to force the opponent to re-roll their attack. Use the second result to resolve the attack.
Critical Strike
Cost: 1 Combat Focus
Action: Not an Action
Effect: Activate this Edge when you threaten a critical. You automatically confirm the critical without need to roll.
Evade Touch
Cost: 1 Combat Focus
Action: Not an Action
Effect: Activate this ability when you are the target of a touch attack. Apply your full AC against that attack.
Battle Ready
Cost: 1+ Combat Focus
Action: Not an Action
Effect: Activate this Edge before rolling initiative to gain a +2 bonus on your roll per Combat Focus spent. If you roll highest, you are not Flat-Footed and can act normally.
Footwork
Cost: 1 Combat Focus
Action: Not an Action
Effect: Activate this Edge when you are the target of an Attack of Opportunity. Cancel that Attack of Opportunity.
Artful Maneuver
Cost: 1+ Combat Focus
Action: Not an Action
Effect: When initiating a Combat Maneuver, activate this Edge to gain a +2 bonus to that maneuver for every Combat Focus spent.
Pressure Points
Cost: 1 Combat Focus
Action: Immediate
Effect: On a successful attack, activate this Edge to force your opponent to make a Fortitude Save DC (10 + Base Attack) or suffer your choice of the Staggered or Sickened status conditions for 1 round.
Thwart Casting
Cost: 1 Combat Focus
Action: Not an Action
Effect: Activate this Edge to prevent a caster within your reach from Casting Defensively.
Deadeye
Cost: 1+ Combat Focus
Action: Not an Action
Effect: Activate this ability to increase the range increment of your weapon by 100% per Combat Focus spent. Additionally, each point spent reduces environmental penalties to your attack by 2.
Fog of War
Cost: 1 Combat Focus
Action: Swift
Effect: Activate this Edge when Fighting Defensively or taking the Total Defense action to gain partial concealment (20% miss chance). This concealment does not allow you to hide in plain sight.
COMBAT FOCUS EDGES JOURNEYMAN
Pierce Concealment
Cost: 2 Combat Focus
Action: Immediate
Effect: Activate this Edge when you are forced to roll Miss Chance. Ignore that miss chance.
Hammerblow
Cost: 2 Combat Focus
Action: Not an Action
Effect: Activate this Edge when attacking an opponent to ignore any Damage Reduction they possess for 1 round.
Tactical Intercession
Cost: 2 Combat Focus
Action: Immediate
Effect: Activate this Edge when an opponent attacks an ally. The opponent must re-roll the attack and use the second result.
Strategic Strike
Cost: 2 Combat Focus
Action: Immediate
Effect: Activate this Edge when an ally makes an attack roll. Your ally re-rolls that attack and uses the second result.
Artful Flurry
Cost: 2 Combat Focus
Action: Not an Action
Effect: Activate this Edge when you make a full attack, all attacks made as part of this action are made at your highest attack bonus.
Sudden Stride
Cost: 2 Combat Focus
Action: Immediate
Effect: Take a move action, even if it is not your turn. If you use this Edge during a full attack Action, you can continue with your attack after reaching your destination square.
Dirty Fighting
Cost: 2 Combat Focus
Action: Immediate
Effect: On a successful attack, activate this Edge to force your opponent to make a Fortitude Save DC (10 + Base Attack) or suffer your choice of the Slowed or Blind conditions for 1 round.
Instant Maneuver
Cost: 2 Combat Focus
Action: Not an Action
Effect: On a successful attack, activate this Edge to instantly use a valid Combat Maneuver. If you are using the Full Attack option, this Edge does not interrupt your Full Attack.
Pinion
Cost: 2 Combat Focus
Action: Not an Action
Effect: Activate this Edge when making an Attack of Opportunity in response to a move action.
Your opponent cancels their move action and stops in whatever square the Attack of Opportunity was triggered in.
COMBAT FOCUS EDGES MASTER
Flurry of Opportunity
Cost: 3 Combat Focus
Action: Not an Action
Effect: Activate this Edge when making an Attack of Opportunity. You may resolve this Attack of Opportunity as a full attack.
Finishing Blow
Cost: 3 Combat Focus
Action: Standard
Effect: Activate this Edge make a single attack against an opponent within range. On a hit, your opponent must make a Fortitude Save DC (10 + Base Attack) or be instantly reduced to 0 hp. On a successful save the effect is negated and the opponent takes normal weapon damage.
Special: You may only activate this Edge after engaging an opponent in combat for at least 3 rounds. On a miss or successful save, you cannot use this ability again for 3 rounds.
Disrupting Strike
Cost: 3 Combat Focus
Action: Inmmediate
Effect: On a successful hit, your opponent must make a Fortitude save or suffer a Spell Failure Chance equal to (Base Attack x 5%, Max 50%) for 1 round. This Spell Failure Chance applies to all Spells and Spell-Like Abilities, but not to Supernatural Abilities.
Expose Weakness
Cost: 3 Combat Focus
Action: Immediate
Effect: On a successful attack you may activate this Edge to force your opponent to make a
Reflex Save DC (10 + base Attack) or take maximum damage from all weapon attacks for 1 round.
Seize the Moment
Cost: 3 Combat Focus
Action: Standard
Effect: Activate this Edge as a Standard action to grant an ally you can see a Full Attack action, on your initiative count.
Tactical Positioning
Cost: 3 Combat Focus
Action: Swift
Effect: Activate this Edge to grant an ally you can see a move action on your initiative count.
Lionheart
Cost: 3 Combat Focus
Action: Standard
Effect: Activate this Edge to grant yourself or an ally within your reach 1 temporary hp/Base
Attack (Max 20 temporary hp). While these temporary hp persist, the target is Immune to Fear, Confusion, and Domination effects.
Special: Temporary HP from Lionheart lasts 1 round/level, or until depleted.
Grit
Cost: 3 Combat Focus
Action: Swift
Effect: Activate this Edge while you or an ally within your reach is under the effects of one or
more negative status effects. The target makes one Save against a Status effect of her choice at
the initial Save DC. Success ends that effect.
Special: You cannot use this ability on an ally that cannot see or hear you.
http://31.media.tumblr.com/tumblr_m28t65uUWi1rty7tao1_500.jpg
Hit Die: d10
Skill Points: 4+Int
Skill List: Balance, Bluff, Climb, Craft, Diplomacy, Intimidate; Jump, Knowledge (History), Knowledge (Architecture and Engineering); Listen; Sense Motive, Spot, Swim
Weapon Training: The fighter is trained in all simple and martial weapons, as well as 1 exotic weapon of your choice.
Armor Training: A Fighter is proficient in Light, Medium, and Heavy armor and all shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Bonus Feat, Man of the Line
2nd|
+2|
+3|
+3|
+0|Combat Focus 1
3rd|
+3|
+3|
+3|
+1|Bonus Feat
4th|
+4|
+4|
+4|
+1|Precision Fit
5th|
+5|
+4|
+4|
+1|Bonus Feat
6th|
+6/+1|
+5|
+5|
+2|Combat Focus 2
7th|
+7/+2|
+5|
+5|
+2|Bonus Feat
8th|
+8/+3|
+6|
+6|
+2|Favored Weapon
9th|
+9/+4|
+6|
+6|
+3|Bonus Feat
10th|
+10/+5/|
+7|
+7|
+3|Combat Focus 3
11th|
+11/+6/+1|
+7|
+7|
+3|Bonus Feat
12th|
+12/+7/+2|
+8|
+8|
+4|Bastion
13th|
+13/+8/+3|
+8|
+8|
+4|Bonus Feat
14th|
+14/+9/+4|
+9|
+9|
+4|Combat Focus 4
15th|
+15/+10/+5|
+9|
+9|
+5|Bonus Feat
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Weapons Master
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Bonus Feat
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Combat Focus 5
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Bonus Feat
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Legendary Hero[/table]
DESCRIPTION
War never changes. Men create increasingly clever ways of killing each other, drawing upon spell and blade and every ingenious artifact the mind can imagine, but war -- war never changes.
The men who dedicate themselves to the craft of war, to the sharp lessons of the sword and the chaotic frenzy of battle are a rare breed, but they are present in every generation. These heroes stand tall on every blood-spattered field, they hold the line in the face of every route, they lead every desperate charge. They are the backbone of every army, the heart of every squad. They are Fighters. They are legend.
Masters sublime and arcane might look at mere swordcraft with disdain, but a Fighter knows the unchanging truth of War -- everything hangs in the instant. Strike at the right moment, and even the mightiest foe will fall. Hesitate, and you are doomed to death and failure. Lesser warriors exploit these moments as the chaos of battle provides advantage. Fighters distinguish themselves by Creating opportunities for themselves and their allies. Fighters shape the flow of battle, always adapting, always creating new ways for their foes to fall. Though a Fighter's prowess is subtle, his versatility allows him to stand with warriors that rely on esoteric power to prove their might.
CLASS FEATURES
Bonus Feat: A Fighter is a masterful combatant who learns varied fighting styles over his career. At 1st level and every 2 levels thereafter, the Fighter gains a bonus feat taken from the Fighter Bonus Feat list.
Man of the Line (Ex): Any man who fights alone, dies alone. A professional warrior knows, first and foremost, that his duty is to protect the men at his side.
A Fighter of 1st level grants all allies within his reach +2 AC. Enemies treat all squares within his reach as Difficult Terrain.
Combat Focus (Ex): Professional Soldiers may not have the faith of a Paladin or the enlightened philosophy of a Warblade to carry them through battle, but skill and experience combine to grant the Fighter a uniquely versatile Edge in combat. Combat Focus represents the ability to pick the correct moment and apply these unique knacks.
The Fighter has a pool of Combat Focus he can spend to activate his Edges. At the beginning of each round, this pool refreshes to maximum any unspent focus from the previous round is lost.
Edges (Ex): Edges are mundane tricks and knacks a Fighter has picked up during her career lacking the explosive power of magic or the polished skill of martial maneuvers, Edges have the advantage of being very flexible. An experienced Fighter can chain together Edges with consummate still, swiftly switching between offense, defense, and control as the situation demands.
Fighters learn edges from other members of the class. Learning an Edge takes 1 week and 500 gp for an Apprentice Edge, 2 weeks and 1000 gold for a Journeyman Edge, or 3 weeks and 2000 gold for a Master Edge. A Fighter can develop an Edge without training doing so eliminates the gp cost but triples the time it takes to perfect the Edge. For more on learning edges see Edge System, below.
Precision Fit (Ex): Fatigue is the greatest enemy a warrior faces in the field after hours of fighting in plate, even the stoutest heart will be pushed to his limit. Fighting-Men have learned to bear the burden of their armor more easily, allowing them to fight longer and with greater maneuverability than lesser combatants.
A Fighter of 4th level subtracts her Constitution Modifier from her total Armor Check penalty, and reduces any speed penalty from worn armor by 5 feet.
Favored Weapon (Ex): A Fighter trains constantly with all types of weaponry, perfecting her lethal skill in any situation. With special effort, the Fighter can adapt her style to a particular weapon, with becomes especially lethal in her hands.
An 8th level Fighter can train with a particular weapon for 8 hours (combat counts as training), to treat that weapon as a Favored Weapon. When wielding a Favored Weapon, the Fighter inflicts damage as if the weapon were 1 size category larger.
You may only have 1 favored weapon at a time. Training with a new weapon cancels this benefit on any previous Favored Weapon.
Bastion (Ex): Armor is a boon to any warrior, but a masterful fighter seems all but invulnerable when properly outfitted.
A fighter of 12th level gains DR based on the armor he is wearing. Light armor grants DR 1/--; Medium armor grants DR 2/--; Heavy Armor grants DR 3/--. Light shields add 1 to this value, Medium shields 2, and tower shields 3.
Weapons Master (Ex): A lifetime of training has made the Fighter into a warrior beyond peer.
Treat any weapon you wield as if it were a Favored Weapon.
Eternal Warrior (Ex): A Fighter who has attained legendary status is a rare thing indeed only those who combine flexibility, luck, and consummate skill reach this status. Those that do are forever changed, eternal warriors who will walk the earth until a truly epic foe fells them.
The Fighter no longer ages, accruing any benefits from old age but ignoring any penalties. The fighter is no longer effected by time, and will live until slain.
EDGE SYSTEM
Combat Edges are the result of hard work and experimentation, eventually perfected by experience into versatile techniques that can be initiated at a moment's notice. Edges are most like Sorcerer and Favored Soul spells, in that they do not have to be prepared. However, they can be used many times in the same combat (or even in the same round) like Martial Maneuvers. To match with the theme of flexibility, Edges can even be combined together or used to set up other Edges. This allows the Fighter to contribute to battle in nearly any situation.
Edges take time to learn -- nobody learns an edge instantly. Instead, Edges are typically taught over the course of weeks, usually at some expense. Additionally, a Fighter cannot learn an edge he cannot activate in combat.
Learning an Edge is not the same as learning a spell -- Edges must be trained into muscle-memory and then perfected with other maneuvers before a Fighter is practiced enough to use the technique in battle. To learn an edge a Fighter must spend at least 2 hours every day training (combat counts as training) to learn that specific Edge. Once learned, the Edge is permanently a part of the Fighter's ability.
Edge's can represent a not-inconsiderable part of a Fighter's income -- a fighter may even trade edges with other fighters to learn new battle techniques "free of charge". Some Rare Edges might even be quest rewards -- consider applying skill minimums to these Edges before a fighter can learn them.
The 30 edges listed below are designed to be completely mundane effects that rise with a fighters skill. Indeed, the very reason the list does not include Edges that cost 4 or 5 points is to encourage versatility in how edges combined at higher levels, rather than have certain "ideal" moves that are constantly used.
EDGE LIST
COMBAT FOCUS EDGES APPRENTICE
Damage Boost
Cost: 1+ Combat Focus
Action: Not an Action
Effect: On a successful attack, activate this Edge to increase the damage inflicted by 1d6 per Combat Focus spent.
Recover Attack
Cost: 1 Combat Focus
Action: Immediate
Effect: Activate this Edge to re-roll an attack. You must use the second result.
Defensive Roll
Cost: 1 Combat Focus
Action: Immediate
Effect: When an opponent attacks you, you may activate this ability to force the opponent to re-roll their attack. Use the second result to resolve the attack.
Critical Strike
Cost: 1 Combat Focus
Action: Not an Action
Effect: Activate this Edge when you threaten a critical. You automatically confirm the critical without need to roll.
Evade Touch
Cost: 1 Combat Focus
Action: Not an Action
Effect: Activate this ability when you are the target of a touch attack. Apply your full AC against that attack.
Battle Ready
Cost: 1+ Combat Focus
Action: Not an Action
Effect: Activate this Edge before rolling initiative to gain a +2 bonus on your roll per Combat Focus spent. If you roll highest, you are not Flat-Footed and can act normally.
Footwork
Cost: 1 Combat Focus
Action: Not an Action
Effect: Activate this Edge when you are the target of an Attack of Opportunity. Cancel that Attack of Opportunity.
Artful Maneuver
Cost: 1+ Combat Focus
Action: Not an Action
Effect: When initiating a Combat Maneuver, activate this Edge to gain a +2 bonus to that maneuver for every Combat Focus spent.
Pressure Points
Cost: 1 Combat Focus
Action: Immediate
Effect: On a successful attack, activate this Edge to force your opponent to make a Fortitude Save DC (10 + Base Attack) or suffer your choice of the Staggered or Sickened status conditions for 1 round.
Thwart Casting
Cost: 1 Combat Focus
Action: Not an Action
Effect: Activate this Edge to prevent a caster within your reach from Casting Defensively.
Deadeye
Cost: 1+ Combat Focus
Action: Not an Action
Effect: Activate this ability to increase the range increment of your weapon by 100% per Combat Focus spent. Additionally, each point spent reduces environmental penalties to your attack by 2.
Fog of War
Cost: 1 Combat Focus
Action: Swift
Effect: Activate this Edge when Fighting Defensively or taking the Total Defense action to gain partial concealment (20% miss chance). This concealment does not allow you to hide in plain sight.
COMBAT FOCUS EDGES JOURNEYMAN
Pierce Concealment
Cost: 2 Combat Focus
Action: Immediate
Effect: Activate this Edge when you are forced to roll Miss Chance. Ignore that miss chance.
Hammerblow
Cost: 2 Combat Focus
Action: Not an Action
Effect: Activate this Edge when attacking an opponent to ignore any Damage Reduction they possess for 1 round.
Tactical Intercession
Cost: 2 Combat Focus
Action: Immediate
Effect: Activate this Edge when an opponent attacks an ally. The opponent must re-roll the attack and use the second result.
Strategic Strike
Cost: 2 Combat Focus
Action: Immediate
Effect: Activate this Edge when an ally makes an attack roll. Your ally re-rolls that attack and uses the second result.
Artful Flurry
Cost: 2 Combat Focus
Action: Not an Action
Effect: Activate this Edge when you make a full attack, all attacks made as part of this action are made at your highest attack bonus.
Sudden Stride
Cost: 2 Combat Focus
Action: Immediate
Effect: Take a move action, even if it is not your turn. If you use this Edge during a full attack Action, you can continue with your attack after reaching your destination square.
Dirty Fighting
Cost: 2 Combat Focus
Action: Immediate
Effect: On a successful attack, activate this Edge to force your opponent to make a Fortitude Save DC (10 + Base Attack) or suffer your choice of the Slowed or Blind conditions for 1 round.
Instant Maneuver
Cost: 2 Combat Focus
Action: Not an Action
Effect: On a successful attack, activate this Edge to instantly use a valid Combat Maneuver. If you are using the Full Attack option, this Edge does not interrupt your Full Attack.
Pinion
Cost: 2 Combat Focus
Action: Not an Action
Effect: Activate this Edge when making an Attack of Opportunity in response to a move action.
Your opponent cancels their move action and stops in whatever square the Attack of Opportunity was triggered in.
COMBAT FOCUS EDGES MASTER
Flurry of Opportunity
Cost: 3 Combat Focus
Action: Not an Action
Effect: Activate this Edge when making an Attack of Opportunity. You may resolve this Attack of Opportunity as a full attack.
Finishing Blow
Cost: 3 Combat Focus
Action: Standard
Effect: Activate this Edge make a single attack against an opponent within range. On a hit, your opponent must make a Fortitude Save DC (10 + Base Attack) or be instantly reduced to 0 hp. On a successful save the effect is negated and the opponent takes normal weapon damage.
Special: You may only activate this Edge after engaging an opponent in combat for at least 3 rounds. On a miss or successful save, you cannot use this ability again for 3 rounds.
Disrupting Strike
Cost: 3 Combat Focus
Action: Inmmediate
Effect: On a successful hit, your opponent must make a Fortitude save or suffer a Spell Failure Chance equal to (Base Attack x 5%, Max 50%) for 1 round. This Spell Failure Chance applies to all Spells and Spell-Like Abilities, but not to Supernatural Abilities.
Expose Weakness
Cost: 3 Combat Focus
Action: Immediate
Effect: On a successful attack you may activate this Edge to force your opponent to make a
Reflex Save DC (10 + base Attack) or take maximum damage from all weapon attacks for 1 round.
Seize the Moment
Cost: 3 Combat Focus
Action: Standard
Effect: Activate this Edge as a Standard action to grant an ally you can see a Full Attack action, on your initiative count.
Tactical Positioning
Cost: 3 Combat Focus
Action: Swift
Effect: Activate this Edge to grant an ally you can see a move action on your initiative count.
Lionheart
Cost: 3 Combat Focus
Action: Standard
Effect: Activate this Edge to grant yourself or an ally within your reach 1 temporary hp/Base
Attack (Max 20 temporary hp). While these temporary hp persist, the target is Immune to Fear, Confusion, and Domination effects.
Special: Temporary HP from Lionheart lasts 1 round/level, or until depleted.
Grit
Cost: 3 Combat Focus
Action: Swift
Effect: Activate this Edge while you or an ally within your reach is under the effects of one or
more negative status effects. The target makes one Save against a Status effect of her choice at
the initial Save DC. Success ends that effect.
Special: You cannot use this ability on an ally that cannot see or hear you.