Dhavaer
2007-02-19, 10:22 PM
Beat Them Back [Fighter]
Prerequisites
BAB +11, Power Attack, Improved Bull Rush
Benefits
Whenever you make a full attack in melee, your opponent takes a -2 penalty to attacks against you for every successful attack you make against that opponent. These penalties last for one round.
Bound By Blood [Fighter]
Prerequisites
BAB +12, Dex 13, Dodge, Mobility, Spring Attack
Benefit
If an opponent you made a full attack against last round attempts to move away from you, you may attempt to stay with them. You can follow them for a distance up to your base land speed, minus any movement you made last round.
If the opponent attempts to escape by flying, you may attempt to grab onto them. Make a melee touch attack and a grapple check. Your opponent reverses their size modifier for this check (so a large creature takes a -4 penalty). If successful, you can hold on long enough to make a full attack next round, after which you fall to the ground. You must have a hand free to do this.
Cut Off From The Planes [Fighter]
Prerequisites
BAB +12, Penetrate Magic, Knowledge (the planes) 2 ranks
Benefits
If you make a successful attack with a Cold Iron weapon, the opponent struck cannot use teleportation spells or effects for the next round unless they succeed on an opposed caster level check, for which you use you BAB as your caster level. You gain a +5 bonus on this check. You oppoent takes a -5 penalty if they have damage reduction penetrated by Cold Iron, or are otherwise vulnerable to it.
Eviscerate [Fighter]
Prerequisites
BAB +20, Combat Expertise, Improved Critical, Power Attack, Weapon Supremecy and Crushing Strike, Driving Attack or Slashing Flurry
Benefits
Whenever you score a critical hit with the weapon you chose for Weapon Supremecy, the opponent struck must make a Fortitude save (DC 10+1/2 BAB+Str mod). If they fail the save, they take 4 Constitution damage, are nauseated for 1 round and sickened for 1d4+1 round. If they pass the save they take 2 Constitution damage and are sickened for 1 round. If you have a feat or other ability to use an ability other than Strength for melee attack rolls, you may apply that ability to the DC of this ability.
Penetrate Magic [Fighter]
Prerequisite
BAB +4, Knowledge (arcana) 2, Spellcraft 2
Benefit
You can penetrate a small amount of magical damage reduction when armed with a Cold Iron weapon. You may ignore an amount of DR/magic equal to half your BAB. You may ignore an amount of DR/alignment equal to 1/4 your BAB. This is a supernatural ability.
Shatterspell [Fighter]
Prerequisites
BAB +12, Improved Sunder, Penetrate Magic
Benefits
When armed with a Cold Iron weapon, you can destroy part of an object made of Force. By making a melee attack with this weapon, you can destroy an amount of Force equal in size to your combat space if you succeed on an opposed caster level check against the caster of the spell. You use your BAB as your caster level for this check. This is a supernatural ability.
Prerequisites
BAB +11, Power Attack, Improved Bull Rush
Benefits
Whenever you make a full attack in melee, your opponent takes a -2 penalty to attacks against you for every successful attack you make against that opponent. These penalties last for one round.
Bound By Blood [Fighter]
Prerequisites
BAB +12, Dex 13, Dodge, Mobility, Spring Attack
Benefit
If an opponent you made a full attack against last round attempts to move away from you, you may attempt to stay with them. You can follow them for a distance up to your base land speed, minus any movement you made last round.
If the opponent attempts to escape by flying, you may attempt to grab onto them. Make a melee touch attack and a grapple check. Your opponent reverses their size modifier for this check (so a large creature takes a -4 penalty). If successful, you can hold on long enough to make a full attack next round, after which you fall to the ground. You must have a hand free to do this.
Cut Off From The Planes [Fighter]
Prerequisites
BAB +12, Penetrate Magic, Knowledge (the planes) 2 ranks
Benefits
If you make a successful attack with a Cold Iron weapon, the opponent struck cannot use teleportation spells or effects for the next round unless they succeed on an opposed caster level check, for which you use you BAB as your caster level. You gain a +5 bonus on this check. You oppoent takes a -5 penalty if they have damage reduction penetrated by Cold Iron, or are otherwise vulnerable to it.
Eviscerate [Fighter]
Prerequisites
BAB +20, Combat Expertise, Improved Critical, Power Attack, Weapon Supremecy and Crushing Strike, Driving Attack or Slashing Flurry
Benefits
Whenever you score a critical hit with the weapon you chose for Weapon Supremecy, the opponent struck must make a Fortitude save (DC 10+1/2 BAB+Str mod). If they fail the save, they take 4 Constitution damage, are nauseated for 1 round and sickened for 1d4+1 round. If they pass the save they take 2 Constitution damage and are sickened for 1 round. If you have a feat or other ability to use an ability other than Strength for melee attack rolls, you may apply that ability to the DC of this ability.
Penetrate Magic [Fighter]
Prerequisite
BAB +4, Knowledge (arcana) 2, Spellcraft 2
Benefit
You can penetrate a small amount of magical damage reduction when armed with a Cold Iron weapon. You may ignore an amount of DR/magic equal to half your BAB. You may ignore an amount of DR/alignment equal to 1/4 your BAB. This is a supernatural ability.
Shatterspell [Fighter]
Prerequisites
BAB +12, Improved Sunder, Penetrate Magic
Benefits
When armed with a Cold Iron weapon, you can destroy part of an object made of Force. By making a melee attack with this weapon, you can destroy an amount of Force equal in size to your combat space if you succeed on an opposed caster level check against the caster of the spell. You use your BAB as your caster level for this check. This is a supernatural ability.