ImpFireball
2008-06-24, 04:42 AM
Gun Fighter - A variant of the fighter class, preferably applied to a d20 modern without the regular classes.
Weapon proficiencies: Light Firearms, Heavy Firearms & light melee weapons (sacrifices all other proficiencies)
Feat progression: As ordinary fighter.
BAB: As ordinary fighter.
Saves: As ordinary fighter.
Hit Dice: As ordinary fighter.
Skill progression: As ordinary fighter.
Armor proficiencies: Light, Medium and Heavy Armor, as well as light shields, heavy shields and Tower Shields, (limited to a sum of a -6 armor check penalty)
Additional fighter bonus feats: Twin Tap, Improved Critical (damage), Improved Critical (threat), Enamored and Unarmored, Multi-Tap, Bullet Facet, Invisible Shooter, Rapid Focus, Sundering Shot, Continuous Rapid Reload, Crank Shaft, Parabolic Shot, Deflecting Shot, Clone Shot
Additional Feat Descriptions:
- Twin Tap
You have a responsive trigger finger; an ambidextrous one at that.
Prerequesites: BAB +8, Double Tap, Firearms Proficiency
Your character may apply the double tap feat to two weapons he is wielding in the same round. Double tap applies to every attack action she makes, and may be assigned to two weapons instead of one.
- Improved Critical (Damage)
Your critical strikes appear to yield even more gruesome results than usual.
Prerequisites: BAB +9
You may increase the damage multiplier of one weapon's critical strike by one additional increment when wielded by your character.
Ie. Joey's great sword has a critical threat range of 19-20 and a damage multiplier of x2. With the improved critical (damage) feat, he is able to change the multiplier to x3. He cannot lower it however, or raise it any higher than x3.
- Improved Critical (Threat)
Your accuracy with weapons makes you accustomed to inflicting severe damage as a result of your attacks coming in contact with various weak points on an enemy.
Prerequisites: BAB +9
The same as the ordinary improved critical d20 feat. Simply renamed to allow easier discerning between the two new ones (this one, and (damage)).
- Multi-Tap
With any weapon, all of your trigger fingers can be kept at a furious pace in any firefight.
Prerequisites: BAB +8, Double Tap, Twin Tap
You may double tap with any weapon that you are allowed to fire in a single round that falls into the proper parameters to allow for a double tap to be performed using said weapon (magazine/cylinder/space in gun allows for an additional bullet to be loaded and fired simultaneously in a free action; ie. not a pump-action shotgun, which requires seperate actions to load and fire, despite the 'pump' being a free-action, whereas magazine fed glock's or S&W revolvers are allowed). Multi-Tap can be performed with a quick draw or with a character wielding more than two guns (ie., in 3 arms).
- Bullet Facet
Your trigger fingers are a hidden, sleeping beast. And when everyone else starts shooting, you're there to match each and every one in terms of cordite let loose.
Prerequisites: BAB +12, Many Shot, Twin Tap, Rapid Reload, Greater Two Weapon Fighting, Sundering Shot; wielding two light weapons that allow for double tapping.
You may have your character ready an action to shoot anyone that appears in her view, twice with each weapon. Double taps are excluded (and may be performed with each shot fired), as is many shot (which may be applied to one weapon, with the inclusion of double taps, albeit at an increasing penalty of -2 for each additional shot after the two shots fired with that weapon). All of this may occur in the same surprise round as a result of your character's readied action.
During combat, your character may apply many shot to both of her weapons in a single round (include all penalties for many shot on each weapon as well as offhand penalties), however this does not apply when readying an action to fire.
- Invisible Shooter
Prerequisites: Hide (8 ranks)/disguise(8 ranks)/bluff(8 ranks)/move silently (8 ranks) (either one; disguise/bluff must include appropriate RP knowledge from the opposing player/npc (they don't know that the disguised/bluffing character is planning to shoot them), point blank shot, quick draw (optional; read description)
The character may apply a sudden strike/sneak attack bonus (1d6 at 5th level, increase die count by 1 for every 3 levels after 5), to their initial shot (or two shots if attacking with two firearms; initial shot for each weapon). If in plain view of the character they are going to shoot, the character must have the quick draw feat (in order to perform the action rapidly enough that the enemy cannot prepare themselves). If hidden, the character does not require the quick draw feat. Invisible shooter does not work like sneak attack in that the character may not perform it while flanking (while the enemy is temporarily unaware of the character). If the enemy was not aware of the character until now, then the character may perform the invisible shooter feat (while not in plain view; ie. while flanking in the beginning of combat, when the enemy never had the chance to be previously aware). If the enemy has knowledge that the character is planning the shoot them, then the character may not apply this damage bonus to their initial shot(s) when they actually do open fire.
- Enamored and Unarmored
Prerequisites: Armored Mobility, Dex 15
While armored, decrease your character's effective armor check penalty by a factor of 1. If wearing masterwork armor, the character may instead have the option of increasing the max dex bonus of the armor type (masterwork) when worn by that character by 1.
If unarmored, apply a +2 bonus to all skill checks that factor in armor checks.
- Rapid Focus
You are accustomed to adapting to the sensory stimulation ordinary of battle. You may adapt to shooting your target before you can even get a clear picture of the target in question.
Prerequisites: Spot (4 ranks), Improved Initiative, point blank shot, Dex 13, Wis 15
On a readied action, your character has a +2 bonus to attacks with ranged weapons, as well as an additional +2 bonus if attacking a character of an alignment similar to her own (ie. good and/or lawful unless of an opposite polarity such as lawful evil).
In combat, your character also has a 10% chance to determine that she really hit the target (after missing) albeit at applying her dexterity modifier to damage. When attacking characters in partial or total cover, after failing the miss chance, she may still roll 30% chance to re-roll the roll if she was also taking cover.
Finally, on the first round, your character has a +2 to attack rolls with ranged weapons if attacking within point blank range.
- Sundering Shot
Prerequisites: Firearms proficiency, Rapid Shot, debatable ammunition (to determine opposition to weapon/armor hardness)
Your character may target an enemy's weapon at a -4 to attack roll to attempt to sunder it according to the rules of attempting to sunder any item/weapon/armor of an opposing character during combat. If attacking in a surprise round, this -4 to attack stays the same if targeting an enemy's weapon, however the -4 to attack doesn't apply if targeting an enemy's armor. This may be done at any range. If sundering an enemy's armor, and all hardness is completely bypassed with the shot, then any additional damage may be done to the enemy npc/pc in question. Additionally, an object may be sundered by a bullet and then send the bullet to damage the enemy if the enemy is within the path of the bullet aimed at the object at a 5% miss chance. Objects may include walls. If your character does not have extensive knowledge of the enemy on the other side, then the miss chance is instead 10%. If the object is not fully sundered (all hardness in that area is only partially removed), then the bullet simply stops 'inside' the object. If the bullet does not bypass the object's DR, then the bullet rebounds.
This feat only applies to firearms.
- Continuous Rapid Reload
Prerequisites: Rapid Reload, Dex 17, Two Weapon Fighting
You may rapid reload as many times as you wish during a single round or surprise round during combat with any amount of weapons. Rapid reload is performed as a seperate free-action from every double tap your character makes in the same round.
- Crank Shaft
You can really crank the shaft in a non-sexual manner of context!
Prerequisites: Dex 17, Strength 13, Double Tap, Rapid Shot, Ranged Weapons Proficiency
You may have your character pump a pump action shotgun as well as double tap as the same free action. This feat allows for you to merge two free actions to become one (the same can be performed with a repeating crossbow). Additionally, crank shaft allows you to merge double tap and the 'pump/crank' free action into one hand, instead of requiring the usual two hands.
Effectively, this allows your character to dispense more bullets/bolts in the same round.
I'll have armor and two weapon prestige classes up momentarily.
- Parabolic Shot
You can allow bullets to curve along the x axis during their path to the target.
Prerequisites: Dex 15, Precise Shot, Rapid Focus
Depending on however many squares make up the object(s) that you are firing around to reach the target directly on the other side, you may take -2 penalty to hit them with the addition of either 10%, 20%, or 30% miss chance. Without a good idea where the target's location is upon firing however, your character must instead take a 20%, 40% or 60% miss chance (depending on occupying squares of object impeding path in relation to your character's vantage point from the enemy). If the character has only immediately acknowledged the enemy (say the enemy appears suddenly and an initiative is to be made), then your character must take a 30%, 60%, or 90% miss chance (amount of allocating squares must be determined by GM), to attempt a parabolic shot. A parabolic shot is usually only attempted 'horizontally' along the x-axis/y-axis (depending on where she is facing on the map), rather than over an object on the 'z axis'. A vertical parabolic shot can be attempted, however height of the bullet in relation to the enemy's position must also be taken into effect.
Multiple parabolic shots can be made, but at an increasing -2 penalty to hit the enemy. Shots are determined by rolling for the miss chance first and then rolling against the enemy's AC (to determine the final location of the bullet). There must be generally an immediately recognizable path to the enemy before attempting this feat (in the case of confusion, the GM can always demand an intuition check for any prior rounds that could count as 'passive study' of the area). This feat may be combined in conjunction with other feats (ie. rapid shot & double tap, invisible shooter, etc.).
- Deflecting Shot
Prerequisites: Spot(12 ranks), Awareness (12 ranks), knowledge (kinetic physics; 12 ranks), rapid focus, Wisdom 15, dex 19, Sundering Shot, Precise Shot, Improved Initiative or lightning reflexes (choose either), the fighter 'art of war' that allowed for attack actions to be made off round
You can deflect an incoming bullet by firing a bullet of your own. On impact, the bullet will either sunder or change the path of the other bullet (normal sunder rules apply in this phase; usually a failure to bypass a bullets material DR means both bullets fly in a harmless direction). Spotting an incoming bullet with the aid of this bullet is usually DC 30. Spotting an incoming bullet in a surprise round or from far away (excess 300 feet) is DC 40. Spotting an incoming bullet from an invisible shooter is DC 50. Once spotted, you can shoot at the bullet by rolling your dexterity score against the opponent's dexterity score and adding the squares of the shooter/10 (rounded up) (effectively to determine the bullet's AC while moving). Double taps may be performed in this face, but not rapid shot additions. You may add an additional firearm in an attempt to change the path/destroy the oncoming bullet however this will require another DC check and attack roll against the bullet's AC (already determined). If any of the DC checks fail, your character simply does not respond in time, despite the initial DC and attack roll succeeding (in which case it's better to throw a body in front of the bullet in question :smallbiggrin:).
- Clone Shot
So practiced are you, that you can duplicate a firing maneuver continuously in terms of both accuracy and affliction.
Prerequisites: Precise Shot, Wis 15, Dex 19, Rapid Shot, Rapid Focus, Parabolic Shot, Firearms Proficiency, Weapon Focus: Light Fire Arms, Continuous Rapid Reloading, BAB +10
At the beginning of your round, roll a d20 and apply your wisdom modifier. This is how many shots you may duplicate after the initial bullet that your character shoots. All attack rolls, miss chance rolls, sunders and even damage are the same; essentially multiplied according to the amount of bullets you are allowed to dispense at a full attack action that fall into the parameter that is the number rolled before you made your first attack action for that round. All attacks remain precisely equal unless the enemy changes squares during this firing phase (in which case, either you have the option of recalculating the clone shot if your character is permitted more than one/day, take a 50% miss chance for each additional bullet in the maneuver, or end your turn after one swift action, such as dropping into total defense, withdrawing weapons, 5 foot step, etc.).
This maneuver may be attempted once per day at 10th level, twice/day at 13th, and recurring.
Deft Shots
You are quick to shoot and quick to withdraw.
Prerequisites: Quick Draw, Combat Reflexes, Dex 15, BAB +1
A shooter may both draw and shoot a firearm at an opponent adjacent to her without provoking any attacks of opportunity from anyone nearby, or from the target itself. If the opponent has evasion, they may roll a reflex save against your attack roll to determine whether or not they may avoid the attack completely, causing the bullet to miss, despite the shooter overcoming their AC; however they may not roll a reflex save versus weapons that fire in a radius, such as spread fire or a cone (either from a firearm such as an automatic subtype, a shotgun subtype, or a shotgun's automatic variant subtype). Improved evasion allows the opponent to apply a +5 bonus to their reflex save, as well as have the option to roll against radius attacks adjacent to them; however the feat that the shooter has (being this feat) prevents the opponent, or anyone else, from ever being granted an attack of opportunity prior to the attack in that specific round.
Finally, the shooter may make a one 5 foot step both before and after the attack, replacing the 5 foot step that they are initially granted at the beginning of the round. This movement entitlement may stack with other 5 foot steps that are granted from among the fighter's 'arts of war' abilities or from magical items.
Weapon proficiencies: Light Firearms, Heavy Firearms & light melee weapons (sacrifices all other proficiencies)
Feat progression: As ordinary fighter.
BAB: As ordinary fighter.
Saves: As ordinary fighter.
Hit Dice: As ordinary fighter.
Skill progression: As ordinary fighter.
Armor proficiencies: Light, Medium and Heavy Armor, as well as light shields, heavy shields and Tower Shields, (limited to a sum of a -6 armor check penalty)
Additional fighter bonus feats: Twin Tap, Improved Critical (damage), Improved Critical (threat), Enamored and Unarmored, Multi-Tap, Bullet Facet, Invisible Shooter, Rapid Focus, Sundering Shot, Continuous Rapid Reload, Crank Shaft, Parabolic Shot, Deflecting Shot, Clone Shot
Additional Feat Descriptions:
- Twin Tap
You have a responsive trigger finger; an ambidextrous one at that.
Prerequesites: BAB +8, Double Tap, Firearms Proficiency
Your character may apply the double tap feat to two weapons he is wielding in the same round. Double tap applies to every attack action she makes, and may be assigned to two weapons instead of one.
- Improved Critical (Damage)
Your critical strikes appear to yield even more gruesome results than usual.
Prerequisites: BAB +9
You may increase the damage multiplier of one weapon's critical strike by one additional increment when wielded by your character.
Ie. Joey's great sword has a critical threat range of 19-20 and a damage multiplier of x2. With the improved critical (damage) feat, he is able to change the multiplier to x3. He cannot lower it however, or raise it any higher than x3.
- Improved Critical (Threat)
Your accuracy with weapons makes you accustomed to inflicting severe damage as a result of your attacks coming in contact with various weak points on an enemy.
Prerequisites: BAB +9
The same as the ordinary improved critical d20 feat. Simply renamed to allow easier discerning between the two new ones (this one, and (damage)).
- Multi-Tap
With any weapon, all of your trigger fingers can be kept at a furious pace in any firefight.
Prerequisites: BAB +8, Double Tap, Twin Tap
You may double tap with any weapon that you are allowed to fire in a single round that falls into the proper parameters to allow for a double tap to be performed using said weapon (magazine/cylinder/space in gun allows for an additional bullet to be loaded and fired simultaneously in a free action; ie. not a pump-action shotgun, which requires seperate actions to load and fire, despite the 'pump' being a free-action, whereas magazine fed glock's or S&W revolvers are allowed). Multi-Tap can be performed with a quick draw or with a character wielding more than two guns (ie., in 3 arms).
- Bullet Facet
Your trigger fingers are a hidden, sleeping beast. And when everyone else starts shooting, you're there to match each and every one in terms of cordite let loose.
Prerequisites: BAB +12, Many Shot, Twin Tap, Rapid Reload, Greater Two Weapon Fighting, Sundering Shot; wielding two light weapons that allow for double tapping.
You may have your character ready an action to shoot anyone that appears in her view, twice with each weapon. Double taps are excluded (and may be performed with each shot fired), as is many shot (which may be applied to one weapon, with the inclusion of double taps, albeit at an increasing penalty of -2 for each additional shot after the two shots fired with that weapon). All of this may occur in the same surprise round as a result of your character's readied action.
During combat, your character may apply many shot to both of her weapons in a single round (include all penalties for many shot on each weapon as well as offhand penalties), however this does not apply when readying an action to fire.
- Invisible Shooter
Prerequisites: Hide (8 ranks)/disguise(8 ranks)/bluff(8 ranks)/move silently (8 ranks) (either one; disguise/bluff must include appropriate RP knowledge from the opposing player/npc (they don't know that the disguised/bluffing character is planning to shoot them), point blank shot, quick draw (optional; read description)
The character may apply a sudden strike/sneak attack bonus (1d6 at 5th level, increase die count by 1 for every 3 levels after 5), to their initial shot (or two shots if attacking with two firearms; initial shot for each weapon). If in plain view of the character they are going to shoot, the character must have the quick draw feat (in order to perform the action rapidly enough that the enemy cannot prepare themselves). If hidden, the character does not require the quick draw feat. Invisible shooter does not work like sneak attack in that the character may not perform it while flanking (while the enemy is temporarily unaware of the character). If the enemy was not aware of the character until now, then the character may perform the invisible shooter feat (while not in plain view; ie. while flanking in the beginning of combat, when the enemy never had the chance to be previously aware). If the enemy has knowledge that the character is planning the shoot them, then the character may not apply this damage bonus to their initial shot(s) when they actually do open fire.
- Enamored and Unarmored
Prerequisites: Armored Mobility, Dex 15
While armored, decrease your character's effective armor check penalty by a factor of 1. If wearing masterwork armor, the character may instead have the option of increasing the max dex bonus of the armor type (masterwork) when worn by that character by 1.
If unarmored, apply a +2 bonus to all skill checks that factor in armor checks.
- Rapid Focus
You are accustomed to adapting to the sensory stimulation ordinary of battle. You may adapt to shooting your target before you can even get a clear picture of the target in question.
Prerequisites: Spot (4 ranks), Improved Initiative, point blank shot, Dex 13, Wis 15
On a readied action, your character has a +2 bonus to attacks with ranged weapons, as well as an additional +2 bonus if attacking a character of an alignment similar to her own (ie. good and/or lawful unless of an opposite polarity such as lawful evil).
In combat, your character also has a 10% chance to determine that she really hit the target (after missing) albeit at applying her dexterity modifier to damage. When attacking characters in partial or total cover, after failing the miss chance, she may still roll 30% chance to re-roll the roll if she was also taking cover.
Finally, on the first round, your character has a +2 to attack rolls with ranged weapons if attacking within point blank range.
- Sundering Shot
Prerequisites: Firearms proficiency, Rapid Shot, debatable ammunition (to determine opposition to weapon/armor hardness)
Your character may target an enemy's weapon at a -4 to attack roll to attempt to sunder it according to the rules of attempting to sunder any item/weapon/armor of an opposing character during combat. If attacking in a surprise round, this -4 to attack stays the same if targeting an enemy's weapon, however the -4 to attack doesn't apply if targeting an enemy's armor. This may be done at any range. If sundering an enemy's armor, and all hardness is completely bypassed with the shot, then any additional damage may be done to the enemy npc/pc in question. Additionally, an object may be sundered by a bullet and then send the bullet to damage the enemy if the enemy is within the path of the bullet aimed at the object at a 5% miss chance. Objects may include walls. If your character does not have extensive knowledge of the enemy on the other side, then the miss chance is instead 10%. If the object is not fully sundered (all hardness in that area is only partially removed), then the bullet simply stops 'inside' the object. If the bullet does not bypass the object's DR, then the bullet rebounds.
This feat only applies to firearms.
- Continuous Rapid Reload
Prerequisites: Rapid Reload, Dex 17, Two Weapon Fighting
You may rapid reload as many times as you wish during a single round or surprise round during combat with any amount of weapons. Rapid reload is performed as a seperate free-action from every double tap your character makes in the same round.
- Crank Shaft
You can really crank the shaft in a non-sexual manner of context!
Prerequisites: Dex 17, Strength 13, Double Tap, Rapid Shot, Ranged Weapons Proficiency
You may have your character pump a pump action shotgun as well as double tap as the same free action. This feat allows for you to merge two free actions to become one (the same can be performed with a repeating crossbow). Additionally, crank shaft allows you to merge double tap and the 'pump/crank' free action into one hand, instead of requiring the usual two hands.
Effectively, this allows your character to dispense more bullets/bolts in the same round.
I'll have armor and two weapon prestige classes up momentarily.
- Parabolic Shot
You can allow bullets to curve along the x axis during their path to the target.
Prerequisites: Dex 15, Precise Shot, Rapid Focus
Depending on however many squares make up the object(s) that you are firing around to reach the target directly on the other side, you may take -2 penalty to hit them with the addition of either 10%, 20%, or 30% miss chance. Without a good idea where the target's location is upon firing however, your character must instead take a 20%, 40% or 60% miss chance (depending on occupying squares of object impeding path in relation to your character's vantage point from the enemy). If the character has only immediately acknowledged the enemy (say the enemy appears suddenly and an initiative is to be made), then your character must take a 30%, 60%, or 90% miss chance (amount of allocating squares must be determined by GM), to attempt a parabolic shot. A parabolic shot is usually only attempted 'horizontally' along the x-axis/y-axis (depending on where she is facing on the map), rather than over an object on the 'z axis'. A vertical parabolic shot can be attempted, however height of the bullet in relation to the enemy's position must also be taken into effect.
Multiple parabolic shots can be made, but at an increasing -2 penalty to hit the enemy. Shots are determined by rolling for the miss chance first and then rolling against the enemy's AC (to determine the final location of the bullet). There must be generally an immediately recognizable path to the enemy before attempting this feat (in the case of confusion, the GM can always demand an intuition check for any prior rounds that could count as 'passive study' of the area). This feat may be combined in conjunction with other feats (ie. rapid shot & double tap, invisible shooter, etc.).
- Deflecting Shot
Prerequisites: Spot(12 ranks), Awareness (12 ranks), knowledge (kinetic physics; 12 ranks), rapid focus, Wisdom 15, dex 19, Sundering Shot, Precise Shot, Improved Initiative or lightning reflexes (choose either), the fighter 'art of war' that allowed for attack actions to be made off round
You can deflect an incoming bullet by firing a bullet of your own. On impact, the bullet will either sunder or change the path of the other bullet (normal sunder rules apply in this phase; usually a failure to bypass a bullets material DR means both bullets fly in a harmless direction). Spotting an incoming bullet with the aid of this bullet is usually DC 30. Spotting an incoming bullet in a surprise round or from far away (excess 300 feet) is DC 40. Spotting an incoming bullet from an invisible shooter is DC 50. Once spotted, you can shoot at the bullet by rolling your dexterity score against the opponent's dexterity score and adding the squares of the shooter/10 (rounded up) (effectively to determine the bullet's AC while moving). Double taps may be performed in this face, but not rapid shot additions. You may add an additional firearm in an attempt to change the path/destroy the oncoming bullet however this will require another DC check and attack roll against the bullet's AC (already determined). If any of the DC checks fail, your character simply does not respond in time, despite the initial DC and attack roll succeeding (in which case it's better to throw a body in front of the bullet in question :smallbiggrin:).
- Clone Shot
So practiced are you, that you can duplicate a firing maneuver continuously in terms of both accuracy and affliction.
Prerequisites: Precise Shot, Wis 15, Dex 19, Rapid Shot, Rapid Focus, Parabolic Shot, Firearms Proficiency, Weapon Focus: Light Fire Arms, Continuous Rapid Reloading, BAB +10
At the beginning of your round, roll a d20 and apply your wisdom modifier. This is how many shots you may duplicate after the initial bullet that your character shoots. All attack rolls, miss chance rolls, sunders and even damage are the same; essentially multiplied according to the amount of bullets you are allowed to dispense at a full attack action that fall into the parameter that is the number rolled before you made your first attack action for that round. All attacks remain precisely equal unless the enemy changes squares during this firing phase (in which case, either you have the option of recalculating the clone shot if your character is permitted more than one/day, take a 50% miss chance for each additional bullet in the maneuver, or end your turn after one swift action, such as dropping into total defense, withdrawing weapons, 5 foot step, etc.).
This maneuver may be attempted once per day at 10th level, twice/day at 13th, and recurring.
Deft Shots
You are quick to shoot and quick to withdraw.
Prerequisites: Quick Draw, Combat Reflexes, Dex 15, BAB +1
A shooter may both draw and shoot a firearm at an opponent adjacent to her without provoking any attacks of opportunity from anyone nearby, or from the target itself. If the opponent has evasion, they may roll a reflex save against your attack roll to determine whether or not they may avoid the attack completely, causing the bullet to miss, despite the shooter overcoming their AC; however they may not roll a reflex save versus weapons that fire in a radius, such as spread fire or a cone (either from a firearm such as an automatic subtype, a shotgun subtype, or a shotgun's automatic variant subtype). Improved evasion allows the opponent to apply a +5 bonus to their reflex save, as well as have the option to roll against radius attacks adjacent to them; however the feat that the shooter has (being this feat) prevents the opponent, or anyone else, from ever being granted an attack of opportunity prior to the attack in that specific round.
Finally, the shooter may make a one 5 foot step both before and after the attack, replacing the 5 foot step that they are initially granted at the beginning of the round. This movement entitlement may stack with other 5 foot steps that are granted from among the fighter's 'arts of war' abilities or from magical items.