The Paths
Path of the Anvil
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The Path of the Anvil refers not to a physical anvil, but the strength, stability, and force of blows the instrument represents. A Fighter Incarnate who follows the Path of the Anvil gains a +1 bonus on Fortitude saves, and a +2 resistance bonus on any check or saving throw to resist being bull rushed, tripped, overrun, or trampled.
Determination: Every point of Determination invested in the Path of the Anvil increases the resistance bonus on the checks and saving throws by 1.
Focus: The Foot
You gain the Trample special ability, which follows all rules regarding such attacks, using a 1d8 Slam attack (assuming a medium creature) as the base die.
Focus: The Arms
Your melee attacks ignore the hardness of objects.
Focus: The Shoulders
The force of your blows leaves your opponents a battared, crippled mess. As a full-round action, make a single attack with a bludgeoning weapon. If this attack hits, your opponent must make a Fortitude save or be permanently Paralyzed, its spine being severed. A Remove Paralysis, Heal or Regenerate spell can remove the condition. It may be repaired nonmagically with a DC 40 Heal check, taking 1d6 hours.
Path of the Berserker
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The Path of the Berserker is a way of life as much as it is a way to fight. The Fighter Incarnate who follows this path gains strength, resilience, and the ability to crush through the defenses of his enemies.
You gain a +2 bonus to Strength and Constitution, and your AC is decreased by 2. These bonuses do not stack with those granted by a Barbarian's Rage ability.
Determination: Investing Determination into the Path of the Berserker is strenuous. It can be done only once per encounter, after which the Determination is locked until the end of the encounter. While Determination is invested, the bonus on your Strength and Constitution is increased by 2 for each invested point. The Determination remains invested for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier, after which the bonuses are lost.
Focus: The Hand
The benefits associated with this Focus vary depending on the amount of Determination invested into this Path.
1 Determination: Any weapon you wield overcomes DR/Magic.
2 Determination: Any weapon you wield overcomes DR/Cold Iron and DR/Silver
3 Determination: Any weapon you wield overcomes any alignment-based DR.
4 or more Determination: Your weapons can overcome any DR at all, even DR/-.
Focus: The Arms
You excel at pushing aside your enemies. As a special benefit when making a bull rush, if you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 2d6 + Determination x (your strength modifier).
Focus: The Heart
You gain DR/- equal to twice the amount of Determination invested in this Path.
Path of the Butcher
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A Fighter Incarnate who follows the Path of the Butcher possesses advanced knowledge (or highly honed instincts) on how to quickly disable an opponent – or how to end them in one fell stroke. You gain a +2 bonus on rolls made to confirm critical hits.
Determination: Your bonus on rolls made to confirm critical hits increases by 2 for each point of Determination invested in the Path of the Butcher.
Focus: The Hand
You know how to deal extraordinarily painful wounds. As a standard action, make a normal attack. If the attack hits and successfully deals damage, the target must succeed on a Will save or be overcome by pain for one round. A creature overcome by pain can only take a single move action or standard action each round, and can not take full-round actions. Its ability to perform swift, free, and immediate actions is not affected.
The use of this ability is not inherently Evil, but it may nevertheless be against the holy vows undertaken by Paladins, exalted paragons, and some Clerics.
Focus: The Arm
You know how to strike at your opponents' limbs in a way that hinders their actions. As a standard action, make a normal attack. If the attack hits and successfully deals damage, the target must succeed on a Fortitude save or lose the ability to use that limb.
If the limb was holding an item, it is not automatically dropped, but any items held in a disabled limb are treated as “poorly secured” for the purposes of being disarmed or having the item grabbed.
If the limb is holding a weapon with which the target is proficient, you must succeed on an opposed attack roll to damage the limb. A limb which can be used to deliver a natural attack (such as a claw, tentacle, or hoof attack) is treated as holding a weapon for this purpose.
If the limb is used for movement, the creature's speed for that form of movement drops to [Creature's original speed] x ([Number of undamaged limbs]/[Original number of limbs]). For example, a humanoid with a damaged leg moves at half its original speed, and a spider with two damaged legs moves at ¾ speed. A creature who has less than half its original number of movement-related limbs undamaged is Immobilized with respect to that form of movement.
Restoring the limb to use requires a DC 20 Heal check (taking 1 hour), a Regeneration spell, or magically healing the subject of an amount of hit point damage equal to the amount of damage the attack that damaged the limb dealt. The Fast Healing special ability does not restore the limb, but the Regeneration ability does, as if it were magical healing.
Focus: The Heart
Any weapon you use is treated as having the Vorpal property.
Path of the Combat Acrobat
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A Fighter Incarnate who follows the Path of the Combat Acrobat gains a +2 insight bonus on Balance, Escape Artist, Jump and Tumble checks.
Determination: For every point of Determination invested in the Path of the Combat Acrobat increases the bonus on skill checks by 2.
Focus: The Foot
You can reduce falling damage by 1d6 points per point of Determination invested in the Path of the Combat Acrobat. For example, if you fall 30 feet while 2 points of Determination are invested, you would take only 1d6 points of damage, rather than 3d6 points.
Focus: The Arm
You are able to move in short bursts of speed, handily outmaneuvering less nimble opponents. You can move up to your speed as a swift action. This ability is usable every 1d4 rounds.
Focus: The Shoulders
There are few obstacles that can hold back a master of the Path of the Combat Acrobat. You are constantly considered to be under a Freedom of Movement effect.
Path of the Cunning
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The Path of the Cunning emphasizes reflexes, ability to think on your feet, and avoiding danger. A Fighter Incarnate who follows the Path of the Cunning gains the Uncanny Dodge ability.
Determination: Every point of Determination invested in the Path of the Cunning gives you a +1 enhancement bonus on Reflex saves.
Focus: The Foot
You gain the Evasion ability.
Focus: The Eye
You gain the Evasion ability and the Improved Evasion ability.
Focus: The Heart
You gain the Mettle ability.
Path of the Dragon-slayer
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The threat posed by winged monsters and flying magicians is great for most warriors. A Fighter Incarnate who follows the Path of the Dragon-slayer knows ways to deal with those who dare not stand on the ground and fight. He can perform trips against flying creatures, even if they are not using natural methods of flight or have perfect maneuverability (a flying creature that is tripped stalls mid-flight, as if it had failed to maintain a minimum forward speed), and enemies performing a dive attack against him do not gain a bonus on their damage rolls.
Determination: You gain a bonus to AC, applicable only against creatures who have the higher ground with respect to you, equal to the number of points of Determination invested in the Path of the Dragon-slayer.
Focus: The Hands
Whenever you make a successful attack vs. a creature with a fly speed, that creature must make a Reflex save or have its fly speed reduced to half its original for a number of rounds equal to your Constitution modifier. Note the effect this has on fliers with average or worse maneuverability. If the target of the attack has more than one fly speed (such as a dragon under the influence of a Fly spell), only one fly speed is affected per attack. The target may choose which of its fly speeds is affected first.
Focus: The Arms
When your opponents refuse to come down, you must go to them. After making a successful attack against a creature at least one size category larger than you, you may make a climb check with a DC equal to the creature's AC. On a successful check, you drag yourself into the creature's space as a free action, and can continue on with your turn as normal. You are then considered "latched on" to that creature until the start of your next round - if the creature moves, you follow along. At the start of your next round, you may repeat the climb check vs. the creature's AC to continue being latched on as a free action. Being latched on does not impede your actions, but you must keep holding the weapon you used to make the initial attack or fall off (you can attack with that weapon as normal). The attack must be made with a weapon that creates some kind of physical connection between you and the creature, such as a melee weapon, a harpoon, or an arrow attached to a rope capable of supporting your weight.
Focus: The Shoulders
As a standard action, you may make an attack. If the target of the attack has a fly speed, it must make a Fortitude save or lose the fly speed for a number of rounds equal to your Constitution modifier. If the target of the attack has more than one fly speed (such as a dragon under the influence of a Fly spell), only one fly speed is affected per attack. The target may choose which of its fly speeds is affected first.
Path of the Hunter
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Not all warriors are generalists, able to fight palace guards as well as they fight dragons. A Fighter Incarnate who follows the Path of the Hunter has studied
one type of foe available as a Ranger favoured enemy above all others, gaining a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Determination: Each point of Determination invested in the Path of the Hunter increases the bonus on skill checks and damage rolls by +2.
Focus: The Hand
When the Fighter Incarnate deals damage to his chosen foe, the foe must make a Reflex save or be Entangled for a number of rounds equal to the amount of Determination invested in the Path of the Hunter at the time the damage was dealt. No creature can be forced to make this save more than once per round.
Focus: The Eye
The Fighter Incarnate gains an Insight bonus to AC and on saving throws equal to the amount of Determination invested in the Path of the Hunter. This bonus applies only against the Fighter Incarnate's chosen foe.
Focus: The Soul
When the Fighter Incarnate deals damage to his chosen foe, the foe must make a Fortitude save or be instantly slain. No creature can be forced to make this save more than once per round.
Special: This Path can be taken more than once. Every time this path is taken, it applies to a new creature type. Multiples of this Path are considered separate Paths for purposes of investing Determination.
Path of the Imperious Commander
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A Fighter Incarnate who follows the Path of the Imperious Commander gains a +4 competence bonus on Intimidate checks.
Determination: For every point of Determination invested in the Path of the Imperious Commander, the bonus on Intimidate checks increases by 2.
Focus: The Crown
Your gaze causes enemy creatures (but not allies) to become shaken for 1 minute (Will negates). This otherwise functions as normal for a gaze attack. This is a mind-affecting fear effect.
Focus: The Voice
Your voice is so domineering that you can stop people in their tracks with a single word. As a standard action, you cause one creature within 30' of you to become paralyzed for one round if it fails a Will save. This is a language-dependent, mind-affecting compulsion effect.
Focus: The Soul
Your every action causes your opponents to tremble. Whenever you charge, make a full attack, initiate a martial Strike (Tome of Battle), or spend a standard action specifically to invoke this ability, all enemies within 30' must make a Will saving throw or become shaken. At your option, if this ability contributes to raising an opponent's fear status to Panicked, you may cause it to Cower in awe instead.
Path of the Juggernaut
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A Fighter Incarnate who follows the Path of the Juggernaut becomes as unstoppable as an avalanche. You gain a +2 bonus on saving throws against any spell or effect that would cause you to be stunned or dazed.
Determination: Every point of Determination invested in the Path of the Juggernaut increases the bonus on saving throws by 2.
Focus: The Foot
You ignore the effects of difficult or slippery terrain, are immune to the Slow spell, and are not slowed down when passing through a Solid Fog or an area of Black Tentacles.
Focus: The Arm
You can smash or break through obstacles as part of movement, rather than those activities requiring an action of their own. Simply attempting to move into an obstructed space entitles you to smashing or breaking attempts against each object in that square. Attempts to break and/or smash objects are otherwise made as normal (smashing involves attacking an object with an appropriate weapon, breaking involves making a strength check against it). You must decide whether to attempt to break or smash when entering any given square, you can not attempt both. A failed attempt to destroy an obstacle shunts you back into your previous square. You can then immediately try again, if it so wish, and have movement remaining. You can attempt to charge through obstacles in this way, but a failed attempt to destroy an obstacle ruins the charge, and the limitation of charge attacks not being possible against a creature to which you did not have line of sight at the beginning of your turn still applies.
Focus: The Shoulders
You gain the ability to make break attempts against Walls of Force (and other physical force effects) as if they were objects with a break DC of 32.
Path of the Lion's Heart
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A Fighter Incarnate who follows the Path of the Lion's Heart gains tremendous strength, courage, and the ability to perform devastating charges. You gain a +1 competence bonus on Strength checks and Strength-based skill checks, such as Climb and Jump checks and checks made to break down doors or to bull rush an opponent.
Determination: Every point of Determination invested in the Path of the Lion's Heart increases the competence bonus by 1.
Focus: The Hand
When you use the charge action, you can make a full attack at the end of your charge.
Focus: The Voice
As a standard action, you roar at your enemies. This counts as a demoralize attempt (see the Intimidate skill description) against all enemies within 30'.
Focus: The Heart
You and all allies within 30' gain immunity to fear effects.
Path of the Mage-killer
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A Fighter Incarnate who follows the Path of the Mage-killer has through extensive training and intense focus learned to steel himself against the effects of some spells. You gain Spell Resistance 5.
Determination: For every point of Determination invested in the Path of the Mage-killer, the SR increases by 5.
Focus: The Foot
You are an expert in preventing your opponents from escaping once you have them cornered. Whenever an opponent you threaten takes a 5' step or tumbles to move away from you, you may as an immediate action move up to your speed to maintain your relative positioning.
Focus: The Eye
You are constantly watchful for signs of your opponents casting spells, being prepared to thwart their efforts in an instant. When you observe an opponent casting a spell, you can take a standard action as an immediate action, which must be used to avoid the spell or harm the spellcaster.
Focus: The Soul
Opponents within your threatened space can not perform immediate actions out of turn. Their ability to perform other actions, including swift actions, is not affected.
In addition, you can interrupt any Conjuration (Teleportation) spell cast within your threatened space, causing it to automatically fail.
Path of the Marksman
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The Path of the Marksman emphasizes ranged combat. You gain a +2 insight bonus on damage rolls made with ranged weapons.
Determination: For every point of Determination invested in the Path of the Marksman, the insight bonus increases by 2.
Focus: The Foot
You do not provoke attacks of opportunity for using a ranged weapon, and your ranged weapons are considered to threaten all squares adjacent to you.
Focus: The Eye
The range increment of any ranged weapon you wield is doubled, and you gain an insight bonus on spot checks equal to the damage bonus.
Focus: The Shoulder
You gain the ability to make "power shots". On your action, before making attack rolls for a round, you may choose to subtract a number less than or equal to your base attack bonus from all ranged attacks you make for one round. You add that number multiplied by invested Determination divided by two to damage rolls (in other words, you gain bonus damage equal to N*Determination/2, where N is the number you subtracted from your attack rolls) for one round.
Path of the Mauler
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A Fighter Incarnate who follows the Path of the Mauler gains a +2 morale bonus on strength checks (but not strength-based skill checks), such as those to break down doors or bull rush an opponent.
Determination: Every point of Determination invested in the Path of the Mauler increases the morale bonus by 2.
Focus: The Hand
You gain a morale bonus on unarmed strike damage equal to the morale bonus on Strength checks granted by the Path of the Mauler. You also gain the benefits of the Improved Unarmed Strike feat.
Focus: The Arm
The critical threat range of any melee weapon you wield is doubled. This does not stack with any other effect that increases a weapon's threat range, such as the Improved Critical feat or the Keen Weapon special quality.
Focus: The Shoulders
For the purposes of grappling, whether spells and creatures' special attacks (such as Improved Grab) can affect you, and strength checks, you are treated as a creature of a size category according to the Determination invested in this Path rather than a creature of your own size category.
- 1 Determination or less: Normal
- 2 Determination: Large
- 3 Determination: Huge
- 4 Determination: Gargantuan
- 5 Determination: Colossal
- 6 Determination or more: Does not increase your effective size, but continues to provide a +4 size bonus on the relevant checks for each Determination invested beyond 5.
Path of the Mineral Warrior
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Dwarves, Drow and Kobolds all claim to be the inspiration for the techniques represented by the Path of the Mineral Warrior. Which of them is right is a mystery most likely lost to time, but regardless of its source, the Path is a great boon to anyone likely to do battle underground. A Fighter Incarnate who follows the Path of the Mineral Warrior gains effective Darkvision 30', due to his great talent when it comes to fighting in the dark.
Determination: Each point of Determination invested in the Path of the Mineral Warrior increases the range of the Darkvision by 30'.
Focus: The Foot
The Fighter Incarnate gains Tremorsense with 10' of range per point of Determination invested in the Path of the Mineral Warrior.
Focus: The Eye
The Fighter Incarnate never suffers a miss chance on his attacks due to conditions of poor visibility, such as those due to normal or magical darkness and fogs.
Focus: The Shoulders
The Fighter Incarnate gains a Burrow speed with a speed of 5' per point of Determination invested in the Path of the Mineral Warrior.
Path of the Outnumbered
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Most see being outnumbered on the field of battle as a disadvantage. A Fighter Incarnate who follows the Path of the Outnumbered only sees more targets. Opponents gain no bonus on their attack rolls for flanking you.
Determination: You gain a morale bonus on damage rolls equal to twice the amount of Determination invested in the Path of the Outnumbered. You only get this bonus if two or more opponents are currently within your threatened space.
Focus: The Crown
You gain a morale bonus on attack rolls equal to the number of opponents within your threatened space.
Focus: The Arms
As a standard action, you can move up to your speed and make a single attack against any creature you move past, provoking attacks of opportunity normally. You cannot attack any single creature more than once.
Focus: The Shoulders
Every time you make an attack against an opponent that is flanking you, you may make a free attack against the other flanker. If the opponent is flanking with more than one partner, choose one.
Path of the Peerless Athlete
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There is no creature alive more physically capable than a true Fighter Incarnate. A Fighter Incarnate who follows the Path of the Peerless Athlete gains a +4 perfection bonus on all strength-based skill checks, and automatically succeeds on all constitution checks to continue running (this results in a dramatic increase in the Fighter Incarnate's long-term overland speed).
Determination: Each point of Determination invested in the Path of the Peerless Athlete increases the perfection bonus by +4.
Focus: The Foot
The Fighter Incarnate's land speed as well as his swim and climb speeds (if any) are increased by 10' for each point of Determination invested in the Path of the Peerless Athlete.
Focus: The Arm
The Fighter Incarnate is always considered to have a running start when making a jump check. When making a High Jump, the jump skill DC is equal to the distance to be cleared rather than four times the distance.
Focus: The Heart
The Fighter Incarnate gains perfect control over his own breathing, allowing him to hold his breath as long as he has to - effectively, he does not need to breathe as long as this Focus is active. He gains immunity to all harmful vapors and gases (such as Cloudkill and Stinking Cloud effects, as well as inhaled poisons), drowning, and the negative effects of vacuum, high altitude, and water pressure.
Path of the Rider
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The art of fighting on the back of a mount is a noble one, practiced in many cultures. A Fighter Incarnate who follows the Path of the Rider gains a +4 competence bonus on Ride checks.
Determination: Each point of Determination invested in the Path of the Rider increases the competence bonus by +2.
Focus: The Foot
The limit of you not being able to perform a full attack if your mount moves more than 5' in a round no longer applies. Note that this does not grant the ability to perform a full attack on a charge (that is a separate ability).
Focus: The Voice
Being separated from their mount is a nightmare that plagues many knights, but not a Fighter Incarnate who follows the Path of the Rider. As a move action, you can issue a call towards a single mount. This mount must be a creature you own, or one with which you share a special bond or relationship.When hearing the call, the mount instantly begins traveling to your location. The range of this call is one mile, plus one mile per point of Determination invested in the Path of the Rider. As long as a passable path exists between your mount and your location, and the mount is not specifically restrained, it arrives within 30' of your location in 1d4 rounds. Staircases, the mount being asleep, barriers the mount is capable of breaking or getting past, and distance (within the range of the ability) do not cause additional delay. For the call to be effective, you must be able to speak in a clear voice, and the mount may not be deaf.
Focus: The Soul
Whenever you are mounted, the mount may use any or all of your AC, saving throw modifiers, and maximum hit points in place of its own, if doing so would be beneficial.
A mount using your hit point total in place of its own means that its own maximum number of hit points is replaced by your own maximum number, not that you share one pool of hit points. Damage is tracked separately, not shared or calculated relatively - a mount that takes damage in excess of its own hit points (but less than your own) can die or lose consciousness the moment you release the reins. For example, a if a human Fighter Incarnate with 200HP rides a horse that normally has 40 HP into combat, the mount's maximum hit points would be set to 200HP. If the mount takes 100 points of damage during the combat, it dies (unless healed) when the Fighter Incarnate dismounts, 100 points of damage being way beyond what it could tolerate without his aid. If the Fighter Incarnate had a wound (10 points of damage) before mounting, the horse would still get the Fighter's full maximum hit points - the rider would go into battle with 190HP remaining, and the horse 200HP. If the horse had a wound of 10 points of damage before being mounted by a healthy rider, the wound would transfer absolutely as well, and the pair would ride into battle with the rider at 200HP and the horse with 190HP remaining.
These benefits apply only while you are conscious, and only to mounts of animal (1 or 2) intelligence.
Path of the Shadow Warrior
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Some warriors are more difficult to pin down than others. A Fighter Incarnate who follows the Path of the Shadow Warrior gains a 10% miss chance against ranged attacks.
Determination: Each point of Determination invested in the Path of the Shadow Warrior increases the miss chance by 5%.
Focus: The Crown
You gain the Hide in Plain Sight ability.
Focus: The Voice
You can feint in combat as a move action. If you have the Improved Feint feat, you can feint as a swift action.
Focus: The Shoulders
The miss chance provided by this path applies to melee attacks as well as ranged attacks.
Path of the Stalwart
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Fighter Incarnates are usually the embodiment of physical health, and those who follow the Path of the Stalwart more so than most. You are immune to all diseases, and the conditions of being sickened and fatigued.
Determination: You gain an enhancement bonus on Fortitude saves equal to the amount of Determination invested in the Path of the Stalwart.
Focus: The Crown
You are immune to the conditions of being exhausted and nauseated.
Focus: The Eye
You are immune to the conditions of being dazzled, blinded, deafened and confused.
Focus: The Heart
You gain immunity to energy drain, death effects, and death from massive damage.
Path of the Stoic
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A Fighter Incarnate who follows the Path of the Stoic is extremely hard to sway. He is immune to possession (such as by a Magic Jar attack) and attempts to magically control him, such as those exercised by Enchantment (Compulsion) and Enchantment (Charm) spells.
Determination: For every point of Determination invested in the Path of the Stoic, the Fighter Incarnate gains a +1 bonus on Will saves.
Focus: The Crown
The Fighter Incarnate shares his immunity to possession, Enchantment (Compulsion), and Enchantment (Charm) effects with all allies within 30'.
Focus: The Eye
Your gaze subjects enemy creatures (but not allies) to a Calm Emotions effect, as per the spell (Will negates). This otherwise functions as normal for a gaze attack.
Focus: The Heart
You are immune to mind-affecting effects. Instead of gaining a bonus on saving throws, investing Determination into the Path of the Stoic while this Focus is active allows you to share the immunity with one ally within 30' for each point of Determination invested.
Path of the Tactician
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A Fighter Incarnate who follows the Path of the Tactician focuses on swiftly disabling his enemies, and never being caught unprepared. You gain a +2 insight bonus on initiative checks.
Determination: For every point of Determination invested in the Path of the Tactician, the insight bonus on initiative checks granted by the Path increases by 1.
Focus: The Foot
In combat, you are always where you want to be. When you roll initiative, you can reposition yourself, moving a distance up to one-half your speed. This is not an action, this is a representation of how optimally you place yourself at the start of every battle.
Focus: The Arm
All allies within 30' of you when initiative is rolled gain a +2 bonus on the check. This bonus granted to your allies does not increase with invested Determination, although your own bonus does (as normal).
Focus: The Heart
As a full-round action, you grant all allies within 30' of you an extra move action. See the Marshal ability.
Path of the Vigilant Defender
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Since few warriors are capable of taking punishment the way Fighter Incarnates can, it frequently falls upon their shoulders to protect the more vulnerable members of their party. Enemies within the threatened space of a Fighter Incarnate who follows the Path of the Vigilant Defender take a -2 penalty on attack rolls against anyone other than the Fighter Incarnate. The enemies are aware of this penalty as soon as they enter your threatened space.
Determination: For every point of Determinatination invested in the Path of the Vigilant Defender, the penalty on attack rolls suffered by threatened enemies increases by 1.
Focus: The Crown
Enemies within your threatened space can not use the Withdraw action in combat. An enemy attempting to use the Tumble skill to pass through your threatened space takes a penalty on the skill check equal to four times the amount of Determination invested in the Path of the Vigilant Defender.
Focus: The Eye
When an opponent attempts to move in position to threaten one of your allies (that is, move so that your ally is positioned within the opponent’s threatened space), you can move up to 10’ per Determination invested in the Path of the Vigilant Defender (up to a maximum of your speed) as an immediate action. As is normal for immediate actions, resolve this movement before your opponent's action takes effect. He may therefore change his action in response to your movement. For example, if you use the movement to place yourself in between your ally and his would-be attacker, the opponent may choose to move around you (provided he has a high enough speed to do so) to attack the ally you were trying to defend, move to attack you or another ally, or take some other action entirely.
Focus: The Soul
Enemies within your threatened space provoke an attack of opportunity from you if they make an attack against or cast a targeted spell on anyone other than you (this is a provocation separate from the one of casting a spell to begin with, and thus the cast defensively use of the Concentration skill does not apply).
Enemies become aware of this as soon as they enter your threatened space.
Path of the Watchman
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A Fighter Incarnate who follows the Path of the Watchman gains a +4 insight bonus on Spot checks.
Determination: For every point of Determination invested in the Path of the Watchman, the bonus on Spot checks increases by 2.
Focus: The Crown
You gain the ability to see invisible creatures and objects normally (as if under the effect of a See Invisibility spell)
Focus: The Eye
You learn how to rely on your instincts and senses other than your eyes. You gain Blindsight out to 10' + 10' per invested Determination.
Focus: The Soul
You see all things as they truly are, as if you were under the effect of a True Seeing spell.
Path of the Weapon Master
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A Fighter Incarnate who follows the path of the Weapon Master gains a +1 bonus on attack rolls with whatever manufactured weapon he is using and with which he is proficient.
Determination: The weapon gains an enhancement bonus on attack and damage rolls equal to the amount of Determination invested in the Path of the Weapon Master.
Focus: The Foot
You can use your weapons in ways that would get lesser warriors killed in an instant - you can lunge across the battlefield and parry close to your chest with equal ease. When using a reach weapon, you can strike creatures adjacent to you. When using a non-reach weapon, your natural reach is doubled, without you losing your ability to attack adjacent creatures. Reach weapons that already threaten adjacent squares (such as the spiked chain) receive no additional benefit. Finally, you threaten space as a creature one size larger than you are.
Focus: The Arm
As a move action, you can prepare to make a debilitating attack. If the next melee attack that you make is successful, the target must succeed on a Fortitude saving throw or be stunned until the beginning of your next turn. If the attack is unsuccessful, your preparation goes for nothing, and you must prepare again if you wish to reuse the ability. You can stay prepared indefinitely.
Focus: The Soul
You can make a full attack as a standard action.