Fighter Tactics
- "Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win." — Sun Tzu
A combat tactic is a class feature of the fighter class. A combat tactic is one way in which a fighter's focus on battle, warfare, and brutal life-and-death combat is expressed as nigh-superhuman abilities. Despite the truly amazing things that dedicated fighters can accomplish, many of these tactics are considered to be Extraordinary abilities, and thus, are completely unaffected by measures against magical effects. A well-prepared fighter can perform truly amazing and incredible things, even in places where magic does not work at all.
Fighters gain a combat tactic at every odd-numbered class level of fighter, beginning at level 1. Unless specifically noted, no combat tactic may be taken more than once. Many combat tactics are 'stand alone' abilities, but many others, like many aspects of the fighter, have prerequisites that must be fulfilled. Fighters are made, not born, and careful choices and planning in the abilities available to the fighter may unlock the ability to achieve truly amazing things.
Basic Combat Tactics
The most basic combat tactics are available as a first level Fighter. Basic tactics are extremely useful tactics all by themselves, but even better, the foundational principles the fighter learns by mastering these tactics often unlock deeper insights. Such insights can unlock more powerful tactics, granting even greater capabilities. Careful study of basic tactics is a requirement for those fighters wishing to unlock their maximum potential.
Armor Mastery (Ex)
- Prerequisites: Fighter 1
- Related: Improved Armor Mastery
Benefit: The fighter takes no movement penalties from wearing medium or heavy armor. The fighter can don most suits of armor in one minute, or hastily don most suits of armor as a full round action. War plate requires two minutes to don, or two full rounds to don hastily. The fighter can don armor properly without assistance, and these times are not increased by a lack of one or more helpers. Shields still require a move action to don, except for war shields, which still require a full round action. The fighter never suffers to-hit penalties from wearing any armor or shield with which they are proficient.
Art of War (Ex)
- Prerequisites: Fighter 1
- Related: Art of War, Greater , Art of War, Perfect
Benefit: While wearing light or no armor, the Fighter may add their Combat Edge modifier divided by four (dropping fractions) to their Armor Class as a dodge bonus. The minimum bonus for this tactic is +1.
Athletic Warrior (Ex)
- Prerequisites: Fighter 1
- Related: –
Benefit: The fighter may add their Combat Edge/3, drop fractions, minimum bonus of +1, as a martial bonus to skill checks made with the Movement or Acrobatics Skills.
Battlecry (Ex)
- Prerequisites: Fighter 1
- Related: Ringing Challenge, Warlike Vociferation
Benefit: As a standard action (or the highest attack of a full attack action), a fighter with this tactic can unleash an inspiring battle cry. A number of allies equal to the number of Tiers of the Fighter Class they possess (1 to 7), who are within 30 feet of the Fighter's space, who hear the cry, gain a +2 circumstance bonus to their to-hit rolls, damage, and Maneuver Defense until the start of the fighter's next turn. The Fighter may choose who gets the bonus if there are more eligible targets than they can effect.
Battlefield Clarity (Ex)
- Prerequisites: Fighter 1
- Related: –
Benefit: Once per encounter as an immediate action, whenever a fighter with this tactic fails a saving throw that includes a strong status condition, they may attempt that saving throw again with a +4 circumstance bonus on the roll.
Battle Sight (Ex)
- Prerequisites: Fighter 1
- Related: –
Benefit: Whenever a fighter with this tactic rolls for Initiative, they may roll twice and use either result.
Blitz Attacker (Ex)
- Prerequisites: Fighter 1
- Related: Juggernaut
Benefit: During each encounter, when a fighter with this tactic moves and attacks, they may ignore a number of squares of Difficult Terrain equal to or less than their Combat Edge, if, and only if, they make an attack (melee, ranged, or combat maneuver) against an enemy in the same round as the movement. This ability works best when coupled with a Charge maneuver, but it may be used with the Spring Attack (Feat), any other ability that combines moving and attacking, and indeed, can be used simply by moving and attacking. This means that the Fighter can take one or more 5-foot steps into Difficult Terrain, for example.
The number of squares of Difficult Terrain they may ignore do not need to be congruent, or even traversed with the same move action. For example, if the Fighter has a Combat Edge of 6, they can move through a square of difficult terrain, two normal squares, and then a second square of Difficult terrain in round one to make an attack. They still have 4 squares of effect remaining, and can use some or all of it as they move further in subsequent rounds, up to a maximum number of squares equal to their Combat Edge.
If for some reason the Fighter attempts to use this ability but are unable to make a legal attack in that same round (all their enemies flee or die, for example), then they are unable to use this Tactic again until they complete a full night's rest. (Darn hamstring pulls....)
Calculated Menace (Ex)
- Prerequisites: Fighter 1
- Related: –
Benefit: Once per round, a fighter with this tactic may choose a creature they are attacking and elect not to apply their challenge to it with any of their attacks that round. This is a free action and the exclusion lasts until the start of the fighter's next turn.
Choke Up (Ex)
- Prerequisites: Fighter 1
- Related: Reach Out, Over There
Benefit: While wielding a reach weapon, as an immediate action, a fighter can shorten their grip on their reach weapon and use it against adjacent targets. To return their grip to normal they must spend another immediate action.
Constant Training (Ex)
- Prerequisites: Fighter 1
- Related: –
Benefit: The fighter gains a bonus feat. They must meet all prerequisites for the feat in order to select it. This combat tactic may be selected more than once.
Create Opening (Ex)
- Prerequisites: Fighter 1
- Related: Perfect Setup
Benefit: Once per round as part of their Fighter's Challenge, the fighter may also provide a circumstance bonus equal to their Combat Edge modifier divided by 3 (rounded down, minimum 1) to the attack rolls of a single ally they can see. Those attacks must be made against a target that the fighter has Challenged. The ally benefiting from this circumstance bonus must be designated when the fighter issues the challenge. This ability will stack with the effects of the Fighter's Assists, if applicable.
Deadly Technique (Ex)
- Prerequisites: Fighter 1
- Related: Greater Deadly Technique, Perfectly Deadly
Benefit: A fighter with this tactic increases their weapon's base weapon damage by 1 point. This stacks with all other sources of base weapon damage.
Disciplined Charge (Ex)
- Prerequisites: Fighter 1
- Related: Bristling Charge
Benefit: The fighter may take any path they like during a charge, provided that no square of movement moves them further from the target of their charge. Furthermore, a fighter may declare a charge action against a square in their movement range even if they cannot see or otherwise perceive a target creature in that square. If they have guessed wrong about where that invisible monster is, it's a bit embarrassing, but otherwise no harm done.
Diverse Background (Ex)
- Prerequisites: Fighter 1
- Related: –
Benefit: Choose 2 skills which are not already natural talents. These are now natural talents, and you may re-map them to the ability modifier of your choice, instead of the modifier normally used by the skill. Bailiwick skills may not be selected with this tactic. This tactic may be selected more than once.
Diverse Maneuvers (Ex)
- Prerequisites: Fighter 1
- Related: –
Benefit: The fighter with this tactic can perform up to two Combat Maneuvers each round, instead of only one. However, if they choose to perform a second maneuver in the same round, it must be different from the maneuver they already performed (for example, they cannot perform two Trip maneuvers in the same round, but they could perform a Shield Bash and then a Trip).
Expert Defense (Ex)
- Prerequisites: Fighter 1
- Related: Limitless Reserves, Art of War , Art of War, Greater , Art of War, Perfect
Benefit: While wearing a shield, the fighter may reduce a full attack action to a single attack at their full BAB, and in exchange, add their Combat Edge bonus to their AC until the start of their next turn. This is a Dodge bonus to AC and may be combined with fighting defensively.
Hardbitten (Ex)
- Prerequisites: Fighter 1
- Related: Nerves of Steel, Cold-Eyed Killer, Thresher of Lives
Benefit: A fighter with this tactic is such a hard case, they Challenge a foe...and then ignore that foe as being inconsequential as they attack somebody else. Once per encounter, if the fighter lays a Challenge, then ignores that foe to attack another, they may add their Combat Edge plus Fighter level to the damage inflicted by their next successful attack that also lays a challenge. If they do not land an attack that lays another Challenge by the end of the combat, this bonus is lost. This damage is inflicted as the same type of damage as inflicted by that attack, and adds to it for purposes of overcoming Damage Resistance, Energy Resistance, etc. Once the bonus damage is expended, they may Challenge whoever they wish as normal.
Healer's Friend (Su)
- Prerequisites: Fighter 1
- Related: Fixable, Limitless Reserves
Benefit: The fighter may add their class level to the hit points healed by any instantaneous heal effect. This includes healing spells, healing potions, goodberries, a paladin's lay on hands, a cleric's channel energy, etc. In addition, the fighter adds their level to the temporary hit points granted by any instantaneous effect. This includes aid spells, false life potions, the virtue orison, a warlord's inspiration, a bard's inspire greatness, the Limitless Reserves Epic fighter tactic, etc. Fast Healing, Regeneration or other ongoing healing effects do not trigger the effects of this tactic.
Heroic Speed (Ex)
- Prerequisites: Fighter 1
- Related: Heroic Speed, Greater
Benefit: A fighter with this tactic gains a 5-foot bonus to any move score they have, whether innate or gained by an item, spell, magic, etc. This tactic may only be taken once. This bonus will stack with any racial or class adders to speed.
Gut Shot (Ex)
- Prerequisites: Fighter 1
- Related: Smash Magic
Benefit: A fighter with this tactic can, once per encounter, make a melee or ranged attack against an opponent as a standard action. If the attack hits, they inflict full normal damage and the target gains the Sickened status condition for one round. If the fighter is at least 11th level, this condition improves to Afflicted, and at 21st level, it improves to Nauseated. The fighter must declare they are using this tactic prior to making the attack roll. It is possible to combine this tactic with Smash Magic if desired, in which case the standard action attack does normal damage twice, which is added together for purposes of overcoming Resistance.
Leaden Armor (Ex)
- Prerequisites: Fighter 1
- Related: Stonebelly, Improved Armor Mastery, Tough Hide
Benefit: A fighter with this tactic gains energy resistance (ER) equal to their fighter level plus their Combat Edge to all energy types (ER/-) while they are wearing medium or heavy armor. Leaden Armor's ER/- will stack with ER/- from other fighter Tactics such as Stonebelly or ER/- applied to the fighter's shield. It does not stack with ER that only resists specific energy types, even permanent sources.
Logistical Genius (Ex)
- Prerequisites: Fighter 1
- Related: Veteran Campaigner
Benefit: For purposes of calculating Carrying capacity and encumbrance, the fighter with this tactic may add their Fighter level plus ten to the pounds of weight all their allies may carry, as a light load, with appropriate larger bonuses to each encumbrance level. This does not affect any of their other calculated abilities, such as damage, only encumbrance. The fighter must end a Full Night's Rest in the company of (within 30 feet of) all allies who wish to receive this bonus, and the bonus persists until they begin their next full night's rest.
In addition, the fighter adds their Combat Edge bonus/4 (round down, minimum 1) as a martial bonus to any skill checks related to sieges, battles, army logistics and war planning.
Mage Slayer (Ex)
- Prerequisites: Fighter 1
- Related:
Benefit: A fighter with this tactic forces any creature whom they have Challenged to roll a Caster Check against the Fighter's Maneuver Defense whenever they wish to use a spell, spell-like or supernatural ability, or else lose that use of the ability. Note that this Caster Check applies specifically to challenged targets who are not in the fighter's threatened area. Creatures in the fighter's threatened area already have to make a combat casting Caster Check to cast spells defensively, and this tactic does not force a second check, as that is annoying.
Mana Breaker (Ex)
- Prerequisites: Fighter 1
- Related: Smash Magic
Benefit: Once per round, a fighter with this tactic may make a melee or ranged attack against an opponent as a standard action. If the attack hits, the attack does normal damage, and in addition, the target must make a Fortitude save (DC equal to 10 + the fighter's level + Combat Edge modifier). If this save is failed, the saving throw DCs for all of the target creature's spells, spell-like abilities, and supernatural abilities are reduced by an amount equal to the fighter's combat edge bonus divided by two (drop fractions) for 1 round. The fighter must declare they are using this tactic prior to making the attack roll. Note that this can be combined with the use of the Smash Magic Tactic, and if the attack hits, it does normal damage, twice. This damage is added together for purposes of overcoming DR.
Myopic (Ex)
- Prerequisites: Fighter 1
- Related: Singular Focus
Benefit: A fighter with this tactic that is subjected to an effect which would inflict the Disoriented, Blind, Afflicted or Rattled conditions reduces such conditions to the weak status condition of the status array.
The fighter must still make additional saves just as if they were afflicted with the stronger status conditions, and the weak status condition lasts until all of the effect's conditions would normally be reduced to the weak status condition or cleared.
Obstructing Strikes (Ex)
- Prerequisites: Fighter 1
- Related:
Benefit: Whenever a fighter with this tactic makes a successful attack against a challenged opponent, that opponent loses the use of one of its available attacks of opportunity until the start of the fighter's next turn. If the fighter has more than one challenge running, and they can make attacks against more than one of the challenged foes, they may remove attacks of opportunity from all foes they successfully hit. If they are fighting foes with multiple attacks of opportunity, they may remove one such attack for each successful hit they land.
Outrageous Provocation (Ex)
- Prerequisites: Fighter 1
- Related:
Benefit: A fighter with this tactic adds +1 to the effect of their Challenge, increasing the penalty inflicted on foes who dare to ignore the fighter. Even for a fighter, you're really... something.
Punishing Stab (Ex)
- Prerequisites: Fighter 1
- Related: Bloody Mess, Destroyer
Benefit: A fighter with this tactic who successfully hits an opponent with the free bonus attack triggered by a Warrior's Challenge inflicts a bleed condition on the struck foe equal to their combat edge modifier, in addition to the damage dealt.
Resolve (Ex)
- Prerequisites: Fighter 1
- Related: Hardened Resolve, Steely Resolve, Black Hole
Benefit: A fighter with this tactic that is subjected to an effect which would inflict the Slandered, Trembling, Cringing or Startled conditions reduces such conditions to the weak status condition of the status array.
The fighter must still make additional saves just as if they were afflicted with the stronger status conditions, and the weak status condition lasts until all of the effect's conditions would normally be reduced to the weak status condition or cleared.
Startling Speed (Ex)
- Prerequisites: Fighter 1
- Related: Startling Charge, Choose Your Battles
Benefit: Once per encounter, a fighter with this tactic can move up to their speed, with any movement type they possess, as an immediate action. This movement is resolved as an interrupt and may disrupt other creature's actions. If this interrupts a creature's attack action, such as a charge, the attack must be resolved against the fighter, instead of the creature's original target. If the fighter chooses to use this tactic during a Surprise Round, they may move, and they are not Flat-Footed for the rest of the Surprise Round.
Sudden Counterstrike (Ex)
- Prerequisites: Fighter 1
- Related: True Counterstrike
Benefit: Once per encounter, when a fighter with this tactic makes an opportunity attack, they may roll 2d20 to see if the attack hits. If either roll hits and the other misses, the attack is resolved as a normal hit. If both rolls hit, the attack is automatically confirm as a critical hit. The fighter must declare they are using this tactic prior to making the attack roll.
Tough Hide (Ex)
- Prerequisites: Fighter 1
- Related: Improved Armor Mastery, Colossus, Extraordinary Durability, Limitless Reserves, Stonebelly
Benefit: A fighter with this tactic gains DR/- equal to their Combat Edge bonus. This DR stacks with all other sources of DR/-, such as the Adamantine armor dweomermetal.
Unexpected Response (Ex)
- Prerequisites: Fighter 1
- Related:
Benefit: A fighter with this tactic may perform a Shield Bash maneuver or a Bull Rush maneuver in place of an attack of opportunity when they are provoked by an enemy. Doing so still uses up one of the fighter's attacks of opportunity for the round. This tactic can only be used if the fighter has not already performed a combat maneuver in their most recent turn (unless the fighter has some means of performing more than one combat maneuver per round).
Unshakable (Ex)
- Prerequisites: Fighter 1
- Related: Dull-Eyed Brute, Invincible Will
Benefit: If affected by a supernatural or spell-like ability which lays a status condition, inflicts a poison or other affliction, or any other ongoing effect, the fighter may choose to delay the effect as a free action until the end of their next turn. If, during this time, the fighter is hit by another supernatural or spell-like ability, they may choose which one affects them immediately and which one is delayed. NOTE: Since effects have stacking rules, clever play can greatly mitigate effects through this mechanism. This ability cannot be used to delay an effect more than once (i.e. you can't perma-delay something by re-delaying it every round; it always takes effect at the end of your next turn).
Vicious Maneuvers (Ex)
- Prerequisites: Fighter 1
- Related: Blitz Attacker, Juggernaut, Over There
Benefit: When performing a Maneuver Offense check, such as with Shield Bash, Trip, Grapple, Bull Rush, etc, the fighter deals bonus damage equal to their Combat Edge. This bonus damage stacks with the bonus damage provided by the Knight of Stone Technique's assist.
Vigilance (Ex)
- Prerequisites: Fighter 1
- Related: Counterattack, Harrier, Invisible Strike, Kommandeur, Steel Avalanche
Benefit: The fighter adds their Combat Edge/4 + 1 (drop fractions, +1 to +4) as a training bonus to Perception and to their Initiative. If the fighter is surprised during a surprise round, they may still take a move action. If they are not surprised on a surprise round, they may take a move action in addition to the standard action they would normally get.
Note that training bonuses do not stack; instead, only the highest available bonus is applied. In the case of initiative, this new bonus must also be compared to any training bonus applied to the fighter's Movement skill, using only the higher of the two for initiative checks. This bonus to initiative only applies to initiative and not to any other skill uses from Movement.
War Smith (Ex)
- Prerequisites: Fighter 1
- Related: Vulcan's Protégé
Benefit: A fighter with this tactic and the Creator (Feat) can make any Magic Items at a forge, without taking penalties when a more appropriate workspace would normally be required. In addition, the War Smith may add their combat edge/4 + 1 (drop fractions, +1 to +4) to any rolls to create magical items of any sort.
Advanced Combat Tactics
Advanced tactics have a level requirement greater than Fighter 1, and often have prerequisite Tactics that must also be taken prior to taking the advanced tactic.
Ankle Smash (Ex)
- Prerequisites: Fighter 11
- Related: Smash Magic
Benefit: A fighter with this tactic can, once per encounter, make a melee or ranged attack against an opponent as a standard action. If the attack hits, it does full normal damage and the target gains the Prone condition. Ankle Smash may be used on the same attack as Smash Magic. Note: If you use Ankle Smash and Smash Magic, you do full normal damage for the attack used, twice. Add the damage together for purposes of overcoming damage resistance. If the fighter is at least 21st level, Ankle Smash inflicts the Splayed condition until the start of the fighter's next turn, instead. The fighter must declare they are using this tactic prior to making the attack roll.
Art of War, Greater (Ex)
- Prerequisites: Fighter 11, Art of War
- Related: Perfect Art of War
Benefit: While wearing no armor, the fighter may add their Combat Edge modifier divided by two (dropping fractions) to their armor class, as a dodge bonus. Note that this tactic does not work with any sort of armor, unlike Art of War. The minimum bonus this tactic grants is +1 AC.
Battlefield Master (Ex)
- Prerequisites: Fighter 11
- Related: Kommandeur, Harrier
Benefit: Once per round, the fighter may use an immediate action to issue a Fighter's Challenge to any one target they can perceive within 30 feet. Note that this ability may be used in the middle of another creature's turn as an interrupt. If the fighter also has the Harrier epic tactic, the range increases to 60 feet.
Bonepicker (Ex)
- Prerequisites: Fighter 11
- Related: Avatar of War
Benefit: After any combat in which the fighter laid at least one successful Challenge, the GM will add a bonus to all rolls for Remnants equal to the Fighter's Combat Edge/4, drop fractions, minimum 1. This makes Remnants appear much more frequently, and greatly increases the quality of those remnants.
Bulwark Shield (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: While wearing a heavy or larger shield, the fighter may select one adjacent ally as a free action and grant them a circumstance bonus to AC equal to the fighter's Combat Edge/4 (drop fractions, +1 to +4). While this tactic only requires a free action to activate, this bonus may only be granted to one adjacent ally at a time. The fighter may change the selected ally as a free action, but otherwise, the effects expire when the ally is no longer adjacent or combat ends.
By Land or By Sea (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: The fighter gains a Lesser Swim speed equal to their Combat Edge/2 in squares per round. This allows them to take 5-foot steps in water or other liquids, among many other benefits. If the Fighter already has a Extraordinary Swim speed (perhaps from a racial ability), this tactic adds squares of movement to that speed. This tactic does not allow the Fighter to breathe under water, because that's what magic items are for.
Call to Arms (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: Up to once per round, if the Fighter with this Tactic reduces a non-minion enemy to 0 or fewer hit points through damage they directly caused (damage from weapon attacks or combat maneuvers counts, but damage from poisons or bleeds do not (for example); the GM adjudicates all unusual cases), the fighter can then immediately grant a move action to one ally who can see the fighter. This move action must be taken at that time as a free action, but can be used for any purpose a move action can be used for.
Cold-Eyed Killer (Ex)
- Prerequisites: Fighter 11, Hardbitten, Nerves of Steel
- Related: Thresher of Lives
Benefit: A fighter with this tactic has such unflappable calm in combat, they Challenge a foe...and then ignore that foe to attack every foe they can reach. A number of times per day equal to their Combat Edge bonus, if the fighter lays a Challenge, then ignores that foe to attack another, they may add their Combat Edge plus Fighter level to the damage inflicted by their next successful attack that also lays a challenge. If they do not land an attack that lays another Challenge by the end of the combat, this bonus is lost. This damage is inflicted as the same type of damage as inflicted by that attack, and adds to it for purposes of overcoming Damage Resistance, Energy Resistance, etc. Once the bonus damage is expended, they may Challenge whoever they wish as normal. This Tactic stacks with Hardbitten and Nerves of Steel, so that the Fighter may now apply this bonus twice per encounter at a minimum, and a maximum number of times in an encounter equal to the Combat Edge plus two times.
Conflict Orator (Ex)
- Prerequisites: Fighter 11
- Related: Symposiarch of War
Benefit: The fighter may choose one Assist from any Technique and add it to their original Technique's effects. Once chosen, this may not be changed. From that point forward, their Challenge now includes this additional Assist.
Note that if the fighter also takes Symposiarch of War, they may then choose this Tactic a second time in order to increase the number of Assists of their second Technique.
Deadly Feint (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: A fighter with this tactic can make a feint (Bluff) or demoralize (Intimidate) check against a target within 30 feet as an immediate action. When doing so, the fighter adds a +3 training bonus to their skill check. At level 21, this training bonus increases to +5. This tactic may only be used once per encounter.
Deadly Technique, Greater (Ex)
- Prerequisites: Fighter 11, Deadly Technique
- Related: Perfectly Deadly
Benefit: A fighter with this tactic increases their weapon's base weapon damage by 2 points. This stacks with any other source of base weapon damage, such as that from Deadly Technique or magic weapon properties such as Impaling.
Exploit Weakness (Ex)
- Prerequisites: Fighter 11
- Related: Destroyer
Benefit: The fighter ignores an amount of the target's DR equal to their Combat Edge bonus. If the fighter critically hits a target, they ignore all DR.
Fluent in Strife (Ex)
- Prerequisites: Fighter 11
- Related: Symposiarch of War
Benefit: The fighter may choose the Challenge effects of one other Technique. Once chosen, this may not be changed. At the beginning of their turn, the fighter may use their original Technique's Combat Challenge effects, or the other. This tactic does not change the Assists that the Technique offers. This change of Challenge effect counts for all attacks until you may choose again. This allows the fighter to make their Challenge stronger or weaker as they wish. Note that if the Fighter takes Symposiarch of War, they may then choose this tactic a second time, and thus alter the Challenge effects of both of their techniques.
Hardened Resolve (Ex)
- Prerequisites: Fighter 11, Resolve
- Related: Black Hole
Benefit: A fighter with Hardened Resolve who is subject to an effect which would inflict the Confused, Cowering, Frightened or Panicked condition instead takes the weak status condition for those status arrays. Furthermore, if they are subject any effect, attack or ability which uses the Confused, Cowering, Frightened or Panicked arrays, any moderate status condition affecting them is reduced to the weak status condition as well.
The fighter still makes additional saves just as if they were afflicted with the stronger status conditions, and the weak status condition lasts until all of the effect's conditions would normally be cleared.
Heroic Speed, Greater (Ex)
- Prerequisites: Fighter 11
- Related: , Heroic Speed
Benefit: A fighter with this tactic gains a +10 foot bonus to any move score they have, whether innate or gained by an item, spell, magic, etc. This tactic may only be taken once. This bonus will stack with the bonus from Heroic Speed and any racial or class adders to speed.
Immovable (Ex)
- Prerequisites: Fighter 11
- Related: Colossus, Spirit of the Mountain
Benefit: If the fighter is subject to any forced movement, they can reduce the amount of forced move by a number of squares equal to half their combat edge bonus (round down). This also reduces the distance of forced movement caused by any successful Maneuver Offense check used against the fighter (e.g. Reposition, Bull Rush, Drag, etc.). Forced movement reductions stack, so if the fighter has a means of reducing forced movement from another source, such as a racial trait or magic item, the fighter uses the sum of the reductions offered.
Improved Armor Mastery (Ex)
- Prerequisites: Fighter 11, Armor mastery, Tough Hide
- Related:
Benefit: A fighter with this tactic adds their CON modifier as DR/- to any other source of DR/- they possess, such as that granted by the Tough Hide tactic, or the Adamantine armor dweomermetal.
Juggernaut (Ex)
- Prerequisites: Fighter 11
- Related: Blitz Attacker, Vicious Maneuvers, Over There
Benefit: A fighter with this tactic treats Impeded Terrain as Difficult Terrain instead. Watching a Fighter with Juggernaut plowing their way through a shoulder-deep swamp is an educational experience. Additionally, the fighter can add their CON modifier to Maneuver Offense checks for Bull Rush attempts and Reposition attempts. Note that this tactic does not require the Blitz Attacker Tactic, but does stack with the effects of that tactic, to enable the Fighter to completely ignore a limited number of squares of Impeded Terrain during a combat.
Minister of War (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: As a swift action, the fighter may grant a free 5-foot step to a number of allies equal to the number of tiers of Fighter the fighter possesses (1 to 7). This 5-foot step is taken immediately as a free action during the fighter's turn. The fighter must be able to perceive all allies to whom they wish to grant this 5-foot step, and the allies must be within 30 feet of the fighter's space. If the fighter also has the Harrier tactic, they can affect allies out to 60 feet, instead.
Nerves of Steel (Ex)
- Prerequisites: Fighter 11, Hardbitten
- Related: Cold-Eyed Killer, Thresher of Lives
Benefit: A fighter with this tactic has such unflappable calm in combat, they Challenge a foe...and then ignore that foe to attack somebody else. Once per encounter, if the fighter lays a Challenge, then ignores that foe to attack another, they may add their Combat Edge plus Fighter level to the damage inflicted by their next successful attack that also lays a challenge. If they do not land an attack that lays another Challenge by the end of the combat, this bonus is lost. This damage is inflicted as the same type of damage as inflicted by that attack, and adds to it for purposes of overcoming Damage Resistance, Energy Resistance, etc. Once the bonus damage is expended, they may Challenge whoever they wish as normal. This Tactic stacks with Hardbitten, so that the Fighter may now apply this bonus twice per encounter.
Onslaught (Ex)
- Prerequisites: Fighter 11
- Related: Smash Magic
Benefit: Once per encounter as a standard action, a fighter with this tactic makes a single melee or ranged attack against an enemy creature. If the fighter hits with this attack, it does normal damage and the target is rendered Wobbly until it can clear the condition. The fighter must declare they are using this tactic prior to making the attack roll. This tactic can be used in the same attack as the Smash Magic Tactic, and if it hits, the attack does the normal damage, twice. This damage is added together for purposes of overcoming DR.
Rapid Healer (Su)
- Prerequisites: Fighter 11
- Related: Stonebelly
Benefit: The fighter gains Fast Healing during all combat encounters equal to their Combat Edge bonus. This ability ceases if the fighter is knocked unconscious.
Rawboned (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: While Bloodied (at less than half their maximum hit points), the fighter is inspired to fight even more savagely than usual. The fighter adds their Combat Edge/4, drop fractions, to all their to-hit rolls for melee and ranged attacks, and to all rolls for Combat Maneuvers. To all attacks or maneuvers which hit, the fighter adds their class level as fighter to the damage inflicted. This damage is of the same type as inflicted by the attack, and is added to that damage for purposes of overcoming DR or ER.
Ringing Challenge (Ex)
- Prerequisites: Fighter 11, Battlecry
- Related: Warlike Vociferation
Benefit: Once per day as a move action, a fighter with this tactic sounds their electrifying war cry. All foes within 30 feet who can hear them are Challenged.
Sharp-Witted Strategist (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: As a swift action, the fighter may add their combat edge bonus, as a martial bonus, to all weapon attack or maneuver damage done by a number of allies equal to the number of tiers of Fighter the fighter possesses (1 to 7), whom the fighter can see, within 30 feet of the fighter's space. This bonus only applies to melee weapon attacks, ranged weapon attacks, or combat maneuvers. The damage type of this bonus damage is of the same type as damage each attacking ally already deals, and stacks with their usual damage for purposes of overcoming DR or ER. This tactic cannot affect allies further out than 30 feet unless the fighter also has Harrier, in which case it can affect allies out to 60 feet.
Shield Charge (Ex)
- Prerequisites: Fighter 11, Diverse Maneuvers
- Related:
Benefit: When performing a Charge maneuver, a fighter with this tactic can also perform a Shield Bash maneuver as a free action against the same target as their Charge. The Shield Bash may be performed regardless of whether the Charge maneuver succeeded or not, but doing both the Charge and the Shield Bash maneuvers counts as having used up both combat maneuvers for the round.
Shelter Ally (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: While adjacent to an ally and wearing a heavy or larger shield, if the fighter is targeted by an area-of-effect attack that grants a Reflex save, the Fighter and the adjacent ally may choose the result they prefer from among either of their saving throws when resolving the attack.
Singular Focus (Ex)
- Prerequisites: Fighter 11, Myopic
- Related:
Benefit: A fighter with Singular Focus who is subject to an effect which would inflict the Dazed, Fascinated, Nauseated or Stunned condition instead takes the weak status condition for those status arrays. Furthermore, if they are subject any effect, attack or ability which uses the Dazed, Fascinated, Nauseated or Stunned arrays, any moderate status condition affecting them is reduced to the weak status condition as well.
The fighter still makes additional saves just as if they were afflicted with the stronger status conditions, and the weak status condition lasts until all of the effect's conditions would normally be cleared.
Smash Magic (Su)
- Prerequisites: Fighter 11
- Related:
Benefit: Once per encounter, a fighter with this tactic can make a melee or ranged attack against an opponent as a standard action and attempt to dispel magical effects on the target. If the attack hits, the attack deals normal damage and the opponent is afflicted by Greater Dispel Magic, using the 'targeted dispel' option, using their Fighter class level plus their Combat Edge as the caster level. The fighter must declare they are using this tactic prior to making the attack roll. It is possible to combine this tactic with any one of Onslaught, Mana Breaker, Gut Shot or Ankle Smash, if desired.
Stand Up (Ex)
- Prerequisites: Fighter 11
- Related: Upheaval
Benefit: When Quelled, knocked Prone, or sprawled out Splayed, the fighter may simply use a swift action to stand up with no further issues or requirements. This action provokes as normal, but it does not count as movement for purposes of taking 5-foot steps this round.
Startling Charge (Ex)
- Prerequisites: Fighter 11, Startling Speed
- Related: Choose Your Battles
Benefit: Once per day, a fighter with this tactic can make a move action which ends with a Bull Rush maneuver as an immediate action. This maneuver is resolved as an interrupt and may disrupt other creature's actions. If this tactic is used to interrupt the move component of a creature's attack action, such as a charge, the attack must be resolved against the fighter, if possible, instead of the creature's original target. If the fighter chooses to use this tactic during a Surprise Round, they may move, and they are not Flat-Footed for the rest of the Surprise Round.
Sword and Dagger (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: A fighter with this tactic may apply the benefits of any feats which apply to a single weapon type (e.g. Weapon Focus (Feat), or Weapon Specialization (Feat)) to a second weapon with which they are proficient. The fighter must specify this second weapon at the time this tactic is selected, and it may not be changed.
Tar Pit (Ex)
- Prerequisites: Fighter 11
- Related: Ant Lion, Black Hole
Benefit: Enemies adjacent to a fighter must use 10 feet of movement to move 5 feet away from the fighter. This also prevents enemies from using a 5-foot step to move away. This ability does not work on enemies using non-traditional movement types, like climb, burrow or fly.
True Counterstrike (Ex)
- Prerequisites: Fighter 11, Sudden Counterstrike
- Related:
Benefit: Once per encounter, when a fighter with this tactic makes a bonus attack (such as one triggered by their Fighter's Challenge, or by use of a tactic), they may roll 2d20 to see if the attack hits. If either roll hits and the other misses, the fighter resolves the attack as a normal hit. If both rolls hit, the fighter automatically confirms a critical hit. The fighter must declare they are using this tactic prior to making the attack roll.
Unforgiving (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: Every time they are struck in combat, the fighter is driven to kill the enemy that struck them. Any time the fighter takes damage from an enemy, the fighter adds their Combat Edge/4, drop fractions, to all their to-hit rolls for melee and ranged attacks, and to all rolls for Combat Maneuvers, against the enemy which struck them, until the end of the fighter's next turn. To all attacks or maneuvers which hit, the fighter adds their class level as fighter to the damage inflicted, against the enemy which struck them, until the beginning of their next round. If more than one enemy strikes the fighter in a single round, this bonus applies to all of them (but does not stack, they simply get the bonus detailed above against all attackers.) This damage is of the same type as inflicted by the attack, and is added to that damage for purposes of overcoming DR or ER.
Unstoppable (Ex)
- Prerequisites: Fighter 11
- Related:
Benefit: When this tactic is selected, the fighter chooses either Fort, Will or Reflex and adds their Combat Edge/2 + 1 (drop fractions, +2 to +8) as a circumstance bonus to that save. This tactic may only be selected once, and once selected, the improved save may not be changed.
Veteran Campaigner (Ex)
- Prerequisites: Fighter 11, Logistical Genius
- Related:
Benefit: The fighter adds their Combat Edge to the light carrying capacity of their allies. This bonus stacks with and has the same requirements as Logistical Genius (granted by ending a full nights rest within 30 feet of the fighter, persists until the next full nights rest is begun.)
In addition, while receiving this 'Veteran Campaigner' bonus, all affected allies adds the fighter's combat edge modifier to their Overland Movement rate for the number of miles they travel each hour, if their base movement rate is ten feet per round or higher. This bonus applies if the allies ride Mounts, or use a vehicle of some sort.
Epic Combat Tactics
Epic tactics have a level requirement of at least Fighter 21 (21 class levels of Fighter), and often have prerequisite Tactics that must also be taken prior to taking the advanced tactic.
Ant Lion (Ex)
- Prerequisites: Fighter 11, Tar Pit
- Related: Black Hole
Benefit: Ant Lion functions as Tar Pit, except it works against other movement types, such as burrowing, climbing, and flying. Ant Lion can be stacked with Tar Pit.
Art of War, Perfect (Ex)
- Prerequisites: Fighter 21, Art of War, Greater Art of War
- Related:
Benefit: While wearing no armor, the fighter may add ((Combat Edge / 4) * 3) (i.e. 3/4ths of their Combat Edge modifier) to their armor class (dropping fractions), as a dodge bonus. Note that this tactic does not work with any sort of armor, unlike Art of War. The minimum bonus this tactic grants is +1 AC.
Avatar of War (Ex)
- Prerequisites: Fighter 21, Bonepicker
- Related:
Benefit: After any combat in which the Fighter laid at least one successful Challenge, the GM will roll for Remnants twice, adding the bonus from Bonepicker to each set of rolls. This makes Remnants appear much more frequently, and greatly increases the quality of those remnants.
Black Hole (Su)
- Prerequisites: Fighter 21
- Related: , Tar Pit, Ant Lion, Resolve, Hardened Resolve, Steely Resolve
Benefit: Black Hole improves Tar Pit and Ant Lion such that fifteen feet of movement is required to move five feet from the fighter. Even more impressively, if an enemy attempts to move away from the fighter using spells, spell-like abilities, or Extraordinary or Supernatural effects such as Dimension Door, teleport, translocation, improved teleport, shadow step, limited wish, wish, miracle, etc, the fighter may force the fleeing foe to overcome the fighter's spell resistance in order to escape.
Bloody Mess (Su)
- Prerequisites: Fighter 21, Punishing Stab, Incidental Challenge
- Related: Destroyer
Benefit: If an enemy is challenged and has a bleed condition which was inflicted by the fighter (such as with Punishing Stab) the Fighter may force that enemy to take the bleed damage again every time they make a successful attack against the bleeding creature. If any other enemy is adjacent to that enemy when they take forced bleed damage, that enemy also gains the Bleed condition.
Bristling Charge (Ex)
- Prerequisites: Fighter 21, Disciplined Charge
- Related:
Benefit: While performing a Disciplined Charge, the Fighter may make a free bonus attack, using their highest attack bonus, against any enemies they pass adjacent to, one attack per enemy. Note that the fighter may be subject to attacks of opportunity from those enemies, and if the fighter has any powers, abilities, or effects which would normally negate a foe's ability to make attacks of opportunity, those powers, abilities, or effects do not function for the duration of the Bristling Charge.
Choose Your Battles (Ex)
- Prerequisites: Fighter 21, Startling Speed, Startling Charge
- Related:
Benefit: Once per encounter, a fighter with this tactic can make a move action as an immediate action. At the fighter's choice, this immediate action move may include at any point a Bull Rush, Drag, or Reposition maneuver as part of that same immediate action.
This combat maneuver may be targeted against an enemy target, or an ally. If targeted at an ally, the Fighter may chose to inflict zero damage if they wish. This maneuver is resolved as an interrupt and may disrupt other creatures' actions. If this tactic is used to interrupt the move component of a creature's attack action, such as a charge, the attack must be resolved against the fighter, if possible, instead of the creature's original target. If this tactic is used to interrupt the attack component of an enemies actions, (such as by Dragging the Warlord out of reach of the Atropal), the attack must be resolved against the fighter if possible.
If the fighter chooses to use this tactic during a Surprise Round, they may move and make their combat maneuver, and they are not Flat-Footed for the rest of the Surprise Round.
Note that this is a separate tactic from Startling Speed and Startling Charge, and may be used in the same encounter as those abilities if so desired, allowing the Fighter to take up to three immediate-action moves in a single combat, once per day, and two such moves in every combat. Further note that you are only allowed a single immediate action per round, so there are limits to the incredible feats you can achieve, even with this Tactic.
Colossus (Su)
- Prerequisites: Fighter 21, Gigantic Presence, Quickthewed, Olympian, Immovable, Tough Hide, Spirit of the Mountain
- Related:
Benefit: While using Gigantic Presence, a Fighter may decide to actually grow larger, rather than just fake it. Growing requires a free action, and grants the fighter all of the benefits of the Righteous Might spell (using character level as caster level) except as follows:
- Adds +3 to the fighters DR/-, such as that granted by the Tough Hide tactic. This DR stacks with all other sources of DR/-, such as the Adamantine armor dweomermetal.
- Colossus may be used once per encounter, does not stack with Gigantic Presence (it overwrites it), and lasts until the end of the encounter in which it is used, or until dismissed, whichever is sooner.
Counterattack (Ex)
- Prerequisites: Fighter 21, Vigilance, Vivisector, Steel Avalanche
- Related:
Benefit: Once per round, when the fighter is attacked by a foe they have challenged, the fighter may make an attack of opportunity against them.
Destroyer (Su)
- Prerequisites: Fighter 21, Vivisector, Exploit Weakness, Bloody Mess, Punishing Stab, Incidental Challenge
- Related:
Benefit: Each time the Fighter successfully strikes an enemy with Damage Resistance, they reduce that Damage Resistance by three points. This effect lasts until the end of the encounter unless healed. Damage Resistance can be reduced to exactly zero in this way, at which point no further reductions in DR accrue. Instead, the Fighters next successful attack inflicts Vulnerability upon the foe to all weapon and unarmed damage. This Vulnerability is added to the damage of all successful attackers using weapons or unarmed attacks. If the enemy receives any magical healing during the encounter all effects of Destroyer are removed, although the Fighter may immediately begin removing their resistance again. If an enemy has no damage resistance, Destroyer does not work against them.
Dull-Eyed Brute (Ex)
- Prerequisites: Fighter 21, Unshakable
- Related: Invincible Will
Benefit: If affected by a supernatural or spell-like ability which lays a status condition, inflicts a poison or other affliction, or any other ongoing effect, the fighter may immediately choose to negate or end that effect, once per round.
NOTE: Since effects have stacking rules, clever play can greatly mitigate effects through this mechanism, especially when combined with the Unshakable tactic, which allows the player to choose what order effects land.
Extraordinary Durability (Ex)
- Prerequisites: Fighter 21, Tough Hide, Rapid Healer, Stonebelly
- Related:
Benefit: The ER/- granted by Stonebelly is increased by the Fighter's Con modifier.
Field Marshall (Ex)
- Prerequisites: Fighter 21
- Related:
Benefit: At all times in combat (including any surprise round), the fighter empowers a number of allies (which can include the fighter if desired) equal to the number of tiers of Fighter the fighter possesses (1 to 7), whom the fighter can see, within 30 feet of the fighter's space, with the ability to move ten feet with any five-foot step. This allows many benefits, including the ability to take a five-foot step into difficult terrain. This tactic can affect allies out to 30 feet unless the fighter also has Harrier, then it can affect allies out to 60 feet.
Fixable (Su)
- Requires: Fighter 21, Healer's Friend
The fighter may add double their fighter class level to the hit points healed by any instantaneous heal effect or gained by any instantaneous effect granting temp hit points. Fast Healing, Regeneration or other ongoing healing effects do not trigger the effects of this tactic. Fixable stacks with Healer's Friend.
Gigantic Presence (Ex)
- Requires: Fighter 21
The Fighter may choose to dominate the battlefield as if they were one size category larger. This Tactic can be activated as a swift action and does not change their actual size or combat abilities in any way. It does give them a 'virtual size' to all enemies for purposes of combat movement and determination of flanks. On a combat board, a size medium fighter uses a standard one-space figure, but is considered to occupy their space and three others in a 2x2 square. In essence, a size medium Fighter creates three contiguous squares adjacent to themselves which enemies cannot move into without using Might, an Overrun Maneuver Offense check, or other exceptional means. The Fighter can change where they are within their four-square virtual space once per round at any point as a swift action, which does not interfere with the use of a five-foot step. They cannot move their virtual space on top of an enemy, although allies ignore it. If a fighter moves in such a way that their virtual space would be squeezed by an enemy, the Tactic ends immediately (though not if an attacking creature instigates the squeeze). A medium sized Fighter using Gigantic Presence could, for example, completely block a ten foot wide corridor by themselves, and could even force all enemies to remain five feet away from their front facing. Size large fighters (or fighters on a size Large Mount) using Gigantic Presence have a virtual space of 3x3, a size huge fighter would have a virtual space of 4x4, etc.
Harrier (Ex)
- Requires: Fighter 21, Vigilance
The Fighter adds their Challenge modifier (+1 to +4) to their Perception checks in addition to their Combat Edge modifier (that comes from Vigilance) for visual-based detection attempts, and invisibility grants no perception modifiers against such checks. The fighter also takes no perception check penalties for the first "Combat Edge bonus times ten feet" of range for visual checks. The fighter can also issue a Fighters Challenge to a range of sixty feet when using ranged or thrown weapons. Lastly, the fighter now ignores the first two range increment penalties for ranged or thrown weapons.
Incidental Challenge (Ex)
- Requires: Fighter 21
Any time the Fighter Challenges an enemy as a result of a melee attack, the fighter may also Challenge a single additional enemy who is adjacent to that enemy as part of the same action.
Invincible Will (Su)
- Requires: Fighter 21, Unshakable, Dull-Eyed Brute
Once per encounter as a free action, the Fighter may ignore the negative effects of any one deleterious effect, including but not limited to, negative level loss, ability damage, bleed, aging, and any normal status condition such as helpless, pinned, or prone, including dying or even dead. Note that, even though the fighter is not taking any penalties from the ignored effect, the fighter still has the effect, and may not even begin to save against it until Invincible Will's duration expires. The Fighter may ignore the deleterious effect for a number of rounds equal to half their combat edge bonus, rounded down. Temporary hit points still apply normally even if the Fighter is at negative hit points. If the fighter chooses to ignore a 'dead' status condition, they may continue to act until they run out of rounds of effect of Invincible Will, or their damage reaches a negative total equal to their maximum hit point total, at which point they are considered destroyed. Note: Even though a Fighter may be aware and moving and talking and acting while dead, they still have the dead condition. Hit point healing will not remove the dead condition, and they will still require a raise dead, resurrection, or similar effect.
Invisible Strike (Ex)
- Prerequisites: Fighter 21, Vigilance
- Related:
Benefit: Once per encounter, a fighter with this tactic can make any melee or ranged attack which normally costs a standard action as an immediate action. This can be used outside of their normal turn, if they wish to, as normal. The fighter must declare they are using this tactic prior to making the attack roll. Note that this attack, an attack of opportunity, and the bonus attack from a Fighter's Challenge DO NOT stack if they are all triggered by the same action, but Invisible Strike can be declared at any time. It is thus wise to 'use up' Invisible Strike early, if an attack of opportunity or Challenge attack might possibly interfere with this usage.
Kommandeur (Ex)
- Prerequisites: Fighter 21, Vigilance, Battlefield Master
- Related:
Benefit: Once per encounter the Fighter may challenge a number of enemies equal to their Combat Edge bonus divided by two, rounded down. The fighter may issue all of these challenges with one immediate action at any time, and must be able to see or otherwise perceive an enemy to challenge it. Each enemy challenged must be within thirty feet of the fighter's space, unless the fighter also has the Harrier tactic, in which case they must be within sixty feet.
Limitless Reserves (Su)
- Prerequisites: Fighter 21, Expert Defense, Tough Hide
- Related:
Benefit: At the end of any turn in which the fighter is using Expert Defense, they get temporary hit points equal to their Combat Edge bonus. As always, temporary hit points cannot be stacked, but if this tactic would provide more temporary hit points than those the fighter currently has, they may replace their current temp hit points with these. Note that because this tactic provides an instantaneous source of temporary hit points, this ability plays really well with the 'Healer's Friend' and 'Fixable' tactics.
Martial Polymath (Ex)
- Prerequisites: Fighter 21
- Related:
Benefit: When this Epic Combat Tactic is taken, the Fighter may pick and use any three Combat Tactics (but not Advanced or Epic Combat Tactics, however), except for 'Constant Training'. Advanced Combat Tactics may not be selected with this Epic Combat Tactic (See 'Tactical Genius').
Mettle (Ex)
- Prerequisites: Fighter 21
- Related:
Benefit: A fighter with this tactic can resist magical and unusual attacks with iron discipline. Any attack, spell, or effect that deals damage and offers a Fortitude- or Will-based saving throw (but not Reflex) deals only three-quarters damage to the fighter, if they fail the saving throw. If they succeed on the saving throw, the effect deals only half damage. Mettle does not provide any protection against non-damaging effects or status conditions, only damage. Mettle can only be used in circumstances where the fighter is aware of the attack.
Olympian (Ex)
- Prerequisites: Fighter 21, Quickthewed
- Related:
Benefit: The fighters carrying capacity from their strength (plus any ranks in might they possess) is quadrupled. The fighter also gains a permanent +2 Str and +4 Con, which stacks with the stat bonuses granted by Quickthewed. (Total: Carrying capacity four times greater, +4 Str, +6 Con, +2 Dex.)
Over There (Ex)
- Prerequisites: Fighter 21, Choke Up, Reach Out
- Related: Juggernaut, Vicious Maneuvers
Benefit: The Fighter may immediately perform a Reposition Maneuver Offense check as a free action once per round against an enemy they have just struck in melee. If they have any feats which apply to Reposition maneuvers, they may include the benefits of those feats on this free action as well.
Perfect Setup (Ex)
- Prerequisites: Fighter 21, Create Opening
- Related:
Benefit: Once per round as part of their Fighter's Challenge, the fighter may also provide a circumstance bonus equal to their Combat Edge/3 (drop fractions, +1 to +4) to the attack rolls of a single ally they can see. Those attacks must be made against a target that the fighter has Challenged. The ally benefiting from this circumstance bonus must be designated when the fighter issues the challenge, and its effects last until the start of the fighter's next turn.
- Note: This is a separate tactic from Create Opening, and the Fighter may use Perfect Setup and Create Opening in the same round, as long as the fighter Challenges two or more enemies. They must choose different allies to grant bonuses to, and in no instance may the bonuses from Perfect Setup and Create Opening stack.
Perfectly Deadly (Ex)
- Prerequisites: Fighter 21, Deadly Technique, Deadly Technique, Greater
- Related:
Benefit: A fighter with this tactic increases their weapon's base weapon damage by +3 points. This stacks with the increase gained from the other Deadly Technique tactics and magic weapon properties such as Lacerating.
Rampart (Ex)
- Prerequisites: Fighter 21
- Related:
Benefit: While adjacent to an ally and wearing a heavy or larger shield, if the fighter and/or the ally is targeted by an attack that grants a Fortitude or Will save, the fighter and the adjacent ally may both roll a saving throw, even if they are not being targeted. The fighter and the adjacent ally may both choose the result they prefer among either of their saving throws when resolving the attack. The attack always affects only the person targeted. This allows a Fighter to 'lend' their high Fort saves to an ally, for example, or 'borrow' an ally's high Will saves.
Reach Out (Ex)
- Prerequisites: Fighter 21, Choke Up
- Related: Over There
Benefit: While wielding a reach weapon, as an immediate action, the fighter may adjust their grip on that weapon in such a way that it gains an additional five feet of reach. This tactic adds reach to a weapon that already has reach, and as a result adds 5 feet to the distance attacks can be made, while adding 5 feet to the area around the wielder where attacks cannot be made. Even a weapon with inclusive reach gains 5 feet of area where attacks are impossible, while Reach Out is being used. The fighter may return their grip and the reach of their weapon to normal with another immediate action.
Riven Earth (Ex)
- Prerequisites: Fighter 21
- Related:
Benefit: Once per day as a standard action, a fighter with this tactic can strike the ground with a proficiently wielded weapon (or strike any other solid surface they are adjacent to) and create a 30 foot cone of difficult terrain on that surface and all other surfaces that fall within the cone. This tactic affects a 6x6x6 square space, and will affect all solid surfaces in that area, even if they are not attached. Thus, used in a low-ceilinged room, this makes the floor and ceiling both into difficult terrain, and may affect walls, pillars, etc. The GM adjudicates any unusual circumstances.
Anyone on the ground within the area of effect (or otherwise adjacent to any affected surface) takes full normal attack damage as if the Fighter used their wielded weapon to strike them, and is knocked Prone. A successful Fortitude save (DC 10 + the fighter's level + Combat Edge) halves the damage and negates the prone effect. The fighter can only use this tactic while standing on the ground, or otherwise adjacent to a solid surface, and ignores any difficult terrain created by their own use of this tactic.
Shunning Shield (Ex)
- Prerequisites: Fighter 21
- Related:
Benefit: While wearing a heavy or larger shield, touch attacks made against the fighter no longer automatically hit on a die result of 17 or better. Instead, the touch attack must equal or exceed the fighter's AC, just like any other attack. This tactic does not affect the innate +4 bonus to-hit that all touch attacks receive, however.
Spirit of the Mountain (Ex)
- Prerequisites: Fighter 21, Immovable
- Related:
Benefit: If the fighter is subject to any forced movement, they may reduce the amount of the movement by a number of squares equal to their Combat Edge modifier. If the fighter is unmoved after the result is calculated, and they can reach the enemy who attempted to move them with any of their weapons, the fighter may choose to make a bonus attack against that enemy as a free action. This attack is a bonus attack, not an attack of opportunity.
Steel Avalanche (Ex)
- Prerequisites: Fighter 21, Vigilance, Vivisector
- Related:
Benefit: Against any enemies who have a lower initiative score than the fighter has, the Fighter may make a free bonus attack whenever they declare a full attack action. This attack is made at the fighter's full BAB, and unlike most such attacks, will stack with the extra attack granted by such effects as Haste spells and Speed weapons.
Steely Resolve (Ex)
- Prerequisites: Fighter 21, Resolve, Hardened Resolve.
- Related:
Benefit: The Fighter gains Spell Resistance (SR) equal to their Maneuver Defense value. This resistance can be lowered for 1 round as a swift action.
Stonebelly (Ex)
- Prerequisites: Fighter 21, Rapid Healer, Tough Hide
- Related:
Benefit: The Fighter gains Energy Resistance versus all types of energy damage (ER/-) equal to their Combat Edge modifier.
Symposiarch of War (Ex)
- Prerequisites: Fighter 21, Fluent in Strife, OR, Conflict Orator
- Related: Conflict Orator
Benefit: The fighter may choose a second Technique. Once chosen, this may not be changed. At the beginning of their turn, the fighter may use their original Technique, or the other. This tactic does not change the Assists that the Technique offers, but may be used with Conflict Orator. This change of Technique counts for all attacks until you may choose again. Yes, you may take Heterodox Warrior twice, if you wish.
Tactical Genius (Ex)
- Prerequisites: Fighter 21
- Related: Martial Polymath
Benefit: When this Epic Combat Tactic is taken, the Fighter may pick and use any two Advanced Combat Tactics. Basic Combat Tactics may not be selected with this Epic Combat Tactic (See 'Martial Polymath').
Thresher of Lives (Ex)
- Prerequisites: Fighter 21, Hardbitten, Nerves of Steel, Cold-Eyed Killer
- Related:
Benefit: A fighter with this tactic seeks to fight every foe they face. They rarely attack only one foe in a given round, but do not worry. They will get back to everyone they have Challenged, and will kill them all, unless their companions manage to plant them first.
A number of times per day equal to their Combat Edge bonus, if the fighter lays a Challenge, then ignores that foe to attack another, they may add their Combat Edge plus Fighter level to the damage inflicted by their next successful attack, whether that attack lays a challenge or not. If they do not land an attack by the end of the combat, this bonus is lost. This damage is inflicted as the same type of damage as inflicted by that attack, and adds to it for purposes of overcoming Damage Resistance, Energy Resistance, etc. Once the bonus damage is expended, they may Challenge whoever they wish as normal. This Tactic stacks with Hardbitten, Cold-Eyed Killer, and Nerves of Steel, so that the Fighter may now apply this bonus twice per encounter at a minimum, and a maximum number of times in an encounter equal to double their Combat Edge plus two times.
Upheaval (Ex)
- Prerequisites: Fighter 21
- Related: Stand Up
Benefit: As part of the same action in which the Fighter stands up from being Quelled, knocked Prone, or sprawled out Splayed, they may attack all enemies adjacent to or within their space, once each, at their full BAB. As part of these attacks, the Fighter may also perform a Trip Combat Maneuver as a free action against all adjacent enemies. Note that the fighter must be wielding a weapon which is capable of making attacks against adjacent enemies in order to perform this Tactic. Even if the fighter is wielding a weapon with inclusive reach, however, the Tactic only affects adjacent enemies, not all enemies in reach.
Special: If the Fighter also has Stand Up, this Tactic may be used as part of the swift action to stand up from prone instead.
Utter Juggernaut (Su)
- Prerequisites: Fighter 21, Juggernaut
- Related:
Benefit: As an attack action, a fighter with this tactic can make a Sunder attempt against an unattended object, structure or fortification, as per the usual Sunder rules, except that the fighter adds their Combat Edge to the amount of Siege Damage the Sunder attempt inflicts. The fighter must still equal or exceed the object's Sunder DC. If successful against a fortification or vehicle, the fighter destroys up to a 5-foot cube of the object, and may move up to 5 feet into the space just opened up as part of the Sunder action. Note that structures can be weakened to the point of collapse by this tactic, so the fighter should be careful not to cave in a dungeon on themselves and their friends. This tactic applies to all Sunders, although most wielded objects have only one Durability (Siege Point). Note that the fighter must be wielding a weapon with the Sunder weapon quality in order to affect objects with metal or stone in their composition. See the Breaking Objects page for a listing of Sunder DC's by object type.
Vivisector (Ex
- Prerequisites: Fighter 21, Counterattack, Destroyer, Steel Avalanche
- Related: Steel Avalanche
Benefit: By taking this Combat Tactic, the Fighter permanently alters how their attacks are calculated. Whenever they declare a full attack action and then make multiple attacks, the first attack with each hand is made at a -5 penalty, the second is taken as normal, the third attack receives a +2 bonus to hit, and the fourth attack receives a +7 bonus to hit. Thus, if normal attacks were calculated as: +25, +20, +15, +10, after the fighter takes Vivisector, they become +20, +20, +17, +17. All subsequent modifications to any attack rolls made during a full attack are made using these adjusted numbers as the fighter's base to-hit numbers. If the fighter is ever granted an additional attack during a full attack, as by a haste spell, speed weapon, or any other effect, the additional attack is made at their full, unmodified BAB. All other attacks, such as attack actions, attacks of opportunity, attacks granted by feats, attacks granted by class features, attacks granted by spells or effects, etc, are unaffected by this tactic, and thus use the fighter's normal calculated to-hit.
Vulcan's Protégé (Ex)
- Prerequisites: Fighter 21, War Smith
- Related:
Benefit: Any weapon, armor, or shield you make for your own use may use two dweomermetals in its construction. If anyone other than yourself ever attempts to use any item you have imbued with two dweomermetals, the item immediately gains the Broken condition and cannot be repaired by anyone except you. The item gains the benefits granted by both dweomermetals. Furthermore, you may add dweomermetals to an existing item by making a Hard DC skill check with either Profession (Armorsmith) or Profession (Weaponsmith) as appropriate. No item you create may ever have more than two dweomermetals in its construction.
Warlike Vociferation (Ex)
- Prerequisites: Fighter 21, Battlecry, Ringing Challenge
- Related:
Benefit: Once per encounter as a swift action, a fighter with this tactic exhorts the battlefield with a martial declaration of such awesome import, that their allies are strengthened and their foes are non-plussed. All foes within 30 feet who can hear the fighter are Challenged. Assists granted by the fighters particular Fighting Technique do not stack, but they are calculated for each foe affected. All allies who can hear the fighter may remove one Condition, and become Immune to the next Condition they might suffer before the end of their next turn. Even better, if this Tactic is used after Ringing Challenge has been expended, Warlike Vociferation will hearten the fighter to such a degree that they regain one use of that ability, each time this tactic is used.