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Fighter talents and maneuvers (3pp)

Adventurer Tier Talents

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Air of Authority DATP

Once per scene, you can make a Charisma + level “attack” against the highest MD in the room. If you succeed, you can hush a room, stop a mob, or convince a bunch of thugs that you are not to be messed with.

Adventurer Feat Add an appropriate background to the Charisma roll.

Champion Feat Once per day, if you succeed at the Charisma check but a fight still starts, set the escalation die to 1 at the start of the battle.

Battlemaster DATP

You gain a bonus fighter maneuver.

When you spend a feat on a fighter maneuver, also gain a feat of the same tier (adventurer, champion, epic) with a different fighter maneuver for free.

Bravado 13FTM

Once per battle as a quick action, roll 1d20 + Charisma + your level against a nearby target’s MD. If successful, that target’s AC and PD against your attacks and powers are reduced by the escalation die value for the remainder of the combat.

Special: If you target a mook with this ability, it affects every member of their mob.

Adventurer Feat Using bravado is now a free action. Once a day, you may use this ability twice in a battle.

Champion Feat The target’s attack and damage rolls against you are also reduced by the escalation die value for the remainder of the combat.

Epic Feat Once staggered, the target of this power also becomes hampered. It may make a normal save (11+) at the start of each turn to negate the condition for that turn only.

Bravado DATP

Once per battle, as a standard action, you can pull off an attack that is outside of what is normally covered by the rules. Smash a pillar to collapse the ceiling. Flip a table and charge into a wall of enemies with it. Smash an enemy into an open pit of lava. Improvise. Your GM will help you with the specifics, such as how many enemies you can catch, what the damage would be, and any additional effects. This talent allows you to pull off the stunt without additional skill checks, but you still need to roll to attack.

Attacks made with this talent don’t trigger fighter maneuvers.

Adventurer Feat You have advantage on your Bravado attack roll.

Brute DATP

Add your level to the damage on a hit with fighter melee attacks.

Adventurer Feat You have advantage on Strength-based skill checks to damage or destroy things.

Champion Feat When you reduce a target to zero hit points, deal the remaining damage to a different nearby enemy (as if every enemy were a mook).

Epic Feat If you kill an enemy, gain a +1 bonus to your next melee attack.

Combat Challenge DATP

When you make a fighter attack against an enemy you are engaged with, you mark the target. The mark ends when you are no longer engaged with the target, or when the target makes an attack against you.

While the target is marked, it takes a -2 penalty to attacks that do not target you. When the marked enemy makes an attack that does not target you, you can make a basic melee attack against it as an interrupt action.

Adventurer Feat If a marked enemy can pop free from you through an ability, it still has to succeed at a disengage check, otherwise it stays engaged.

Champion Feat You can use fighter maneuvers with interrupt attacks triggered by the mark.

Epic Feat Marked enemies must succeed at a disengage check even if they use a teleport or similar powers to get away from you, otherwise the teleport fails and it stays engaged.

Cry for Glory DATP

You gain a battle cry from the bard list as a bonus flexible attack. You can trigger the battle cry with fighter melee attacks.

Adventurer Feat You can use Charisma instead of Dexterity or Constitution with your fighter maneuvers and your Threatening class feature.

Champion Feat You can switch a fighter maneuver for a bard battle cry two levels lower.

Epic Feat Gain a second battle cry as a bonus maneuver, of up to 4 levels below your class level.

Eldritch Knight DATP

You gain the swordmage’s Mark with Sigil as a daily power (see Dark Pacts & Ancient Secrets). Choose one sigil to use with the spell. Starting from 3rd level, you can switch out a fighter maneuver for a swordmage or wizard spell two levels lower.

Champion Feat Gain one wizard utility spell as a bonus power.

Epic Feat You can use Mark with Sigil once per battle.

Fencer DATP

You can use Dexterity instead of Strength for attack and damage with fighter melee attacks.

When you wield a small (d4 damage die) or light (d6 damage die) one-handed melee weapon, you gain a +2 bonus to your critical threat range.

Adventurer Feat Increase your base AC to 11 without armor and 14 in light armor.

Champion Feat Increase your base PD in light or no armor to 11.

Epic Feat Add your Dexterity modifier to disengage checks when wearing light or no armor.

First To Arms 13FTM

At the start of a battle, you may spend a recovery in order to go before an enemy of your choice (effectively claiming the initiative count immediately before that creature’s). If more than one creature in a fight uses this maneuver against the same target, the creature with the highest Dexterity modifier goes first (roll 1d20 to break any ties).

Adventurer Feat When you use this maneuver, you gain a bonus to your AC equal to the higher of your Dexterity or Wisdom modifier until the end of your next turn.

Champion Feat When you use this maneuver, you also gain a bonus to your PD equal to the higher of your Dexterity or Wisdom modifier until the end of your next turn.

Epic Feat As a quick action, you may spend a recovery at the end of each of your turns in this battle to dodge more vigorously, extending the duration of the above AC and PD bonuses by yet another turn. Once you skip doing this on a turn, however, you can’t regain the bonus again during this battle.

Lock & Load DATP

You can reload a heavy crossbow as a quick action instead of a move action.

When you spend a quick action to reload a crossbow of any type, you gain a +2 bonus to critical threat range on your next attack with it this turn.

Adventurer Feat You can trigger flexible melee attack maneuvers when making a fighter ranged attack with a crossbow.

Champion Feat Reloading any crossbow is now a free action. You still get the +2 crit range bonus.

Epic Feat Once per battle, you can use a move action to gain advantage on your next attack roll with a crossbow.

Power Block DATP

Once per battle, you can force an opponent to reroll an attack against your AC or PD. If you wield a shield, the reroll is at a -2 penalty.

Adventurer Feat Increase the reroll penalty to -4 if you wield a shield and the attack is a ranged attack.

Champion Feat When you wield a shield, also gain a +1 bonus to PD.

Epic Feat Increase the AC bonus you gain from a shield to +2.

Resist & Endure 13FTM

Once per battle, you may spend a recovery as a quick action to immediately reroll a save with a bonus equal to the escalation die.

Adventurer Feat Using resist & endure is now a free action. Once a day, you may use this ability twice in a battle.

Champion Feat The affected save automatically succeeds with no roll required when you spend a recovery.

Epic Feat Your first use of resist & endure after a quick rest or full heal-up does not use up a recovery.

Showstopper DATP

When an enemy triggers an opportunity attack from you, and your opportunity attack is a natural even hit, you cause the triggering action to fail and the enemy loses that action.

Once per battle, when an enemy engaged with you makes an attack that would not trigger an opportunity attack from you normally, you can make an opportunity attack against them anyway.

Adventurer Feat You can use your fighter maneuvers with opportunity attacks.

Champion Feat The triggering action fails on any hit with an opportunity attack.

Epic Feat If an enemy disengages from you with a successful disengage check, you can still make an opportunity attack. However, the attack deals half damage, and you don’t prevent the opponent from moving away.

Tactical Talent DATP

You gain a commander tactic as a bonus power.

Adventurer Feat You can substitute Intelligence for Dexterity or Constitution with your fighter maneuvers and Threatening class feature. You can substitute Intelligence for Charisma with the commander tactics gained through this talent.

Champion Feat You can switch a fighter maneuver for a commander tactic two levels lower.

Epic Feat One tactic you switched for a fighter maneuver does not take the level penalty.

Taunt 13FTM

Whether by questioning their parentage, disparaging their shoddy construction, or insulting the icon they serve, you attempt to draw the ire of an enemy. Once per round, you can roll 1d20 + Charisma + your level against a nearby target’s MD as a quick action. If successful, all allies gain resistance 12+ against the target’s attacks and powers until the start of your next turn; however, the target’s crit range on its attacks against you is increased by 2 for the same duration. This effect immediately ends if you don’t remain engaged or nearby the target creature.

Special: If you target a mook with this ability, it affects every member of their mob. A single target (or mob) cannot be affected by more than one character’s Taunt ability at once. A character with this Talent cannot benefit from its use by another character while their Taunt effect is active.

Adventurer Feat If the target of your Taunt attacks one of your allies while affected by this Talent, it takes psychic damage equal to your Charisma modifier. This damage is doubled at 5th level and tripled at 8th.

Champion Feat Your allies’ resistance improves to 16+.

Epic Feat Your allies’ resistance improves to 18+.

Two Healthy Fists DATP

You do not suffer the standard -2 penalty to unarmed attacks, and your damage die with unarmed melee attacks increases to d8. If you have both hands free, you gain the two-weapon fighting bonus with unarmed attacks (reroll natural 2 on the attack die). If you have your hands full, you can still make unarmed attacks such as kicks and head butts. You can use magic bracers like a monk.

Adventurer Feat When you are grabbed by an attack, you can immediately roll a save to end the effect.

Champion Feat When you roll damage on an unarmed attack, reroll natural 1s once.

Epic Feat Once per battle, make an unarmed attack as a quick action.

War Orphan DATP

You gain a +1 bonus to PD and MD. Increase your recovery dice by one step (usually to d12).

As a natural loner, you have no interests in the greater machinations of powerful beings, and you have one less icon relationship point, for a total of two at level 1.

Adventurer Feat Add your Constitution modifier to death saves.

Champion Feat Add your Constitution modifier to all saves.

Epic Feat Once per battle, roll a save at the start of your turn, in addition to the saves you roll at the end.

Warrior of the Wild DATP

Gain a flexible attack from the warrior druid list as a bonus maneuver. You can trigger it with your fighter melee attacks.

Adventurer Feat You gain 3 points towards a background in wilderness survival.

Champion Feat You can switch a fighter maneuver for a warrior druid maneuver two levels lower.

Epic Feat You can cast the Wild Healer’s Regeneration spell once per battle.

Champion Tier Talents

These talents can only be picked for your 6th level talent slot (you can still take any of the other talents in that slot).

Friggin’ Tank DATP

Increase your base hit points to 10 + Con mod.

Champion Feat When you use a recovery to heal, you gain any hit points above your maximum as temporary hit points. You can take recoveries while you are at maximum hit points. These temporary hit points don’t stack with temporary hit points you already have — use the higher total.

Epic Feat When you are reduced below zero hit points, you remain conscious, and you can still take actions. You still roll death saves normally, and you fall unconscious when you fail a death save.

Mage Slayer DATP

Once per battle, when an enemy targets you with a spell, you can roll a save (11+) to counter the spell as an interrupt action. Success means the spell has no effect on you. At the GM’s discretion, this ability also protects against monster attacks that are similar to spells, such as the breath of a dragon.

Champion Feat When you successfully counter a spell cast by a nearby enemy, you can pop free from all enemies and charge the caster (engage and make a basic melee attack) as a free action.

Epic Feat If you have a positive icon relationship with the Archmage or a draconic icon, the save is an easy save (6+).

One with the Blade DATP

Once per battle, you can increase the natural roll of one of your melee attacks by 1, after making the die roll.

Champion Feat If you roll a natural 20 on an attack, you gain an additional use of this talent for the battle.

Epic Feat Once per day, you can increase the roll by 3 instead.

Second Try DATP

Each battle, you can use one of your once-per-battle powers a second time. This can be a once-per-battle fighter talent, a fighter maneuver or a racial power.

Epic Feat You can now use two different powers a second time each battle.

Ultimate Combat Reflexes DATP

In combat, your regular actions, i.e. your standard, move and quick action, are no longer limited to when it is your turn in the initiative order. You can take them any time you like during a round. Make sure to keep track of the actions you have taken during a given round, for example by flipping a card. When you take a regular action in response to what an ally or enemy does, your action resolves after theirs.

This does not affect other combat rules. You still roll initiative, roll saves at the end of your turn, and use interrupt actions, intercepts and opportunity attacks normally, without any changes.

Weapon Specialization DATP

Choose one type of weapon, such as two-handed martial weapons or heavy crossbows. You gain a +1 bonus to attack with this type of weapon.

Champion Feat Gain the bonus with a second weapon type.

Epic Feat Increase your WEAPON damage dice by one step with your chosen weapons.

Maneuvers

1st level Maneuvers

Bottoms Up DATP

Flexible melee or ranged attack

Triggering Roll: Any miss

Effect: Drink a potion as a free action.

Champion Feat You can use an oil or a rune as a free action instead.

Epic Feat You can pour a potion down a nearby unconscious ally’s throat instead.

Cover Shot

Flexible ranged attack

Triggering Roll: Any natural odd miss

Effect: An ally engaged with the target can pop free.

Adventurer Feat You can trigger this maneuver on any natural odd roll.

Cunning Feint 13FTM

Flexible melee attack

Triggering Roll: Any natural odd miss

Effect: Add the higher of your Intelligence or Wisdom modifier to your next damage roll against your target.

Adventurer Feat You may instead grant this bonus damage to a nearby ally against the missed target.

Champion Feat The bonus damage is now equal to your INT or WIS, plus the escalation die value.

Epic Feat The bonus damage is now equal to your INT or WIS, plus double the escalation die value.

Flanking Strike

Flexible melee or ranged attack

Special: At least one ally must be engaged with the same enemy.

Triggering Roll: Any natural even roll

Effect: Deal extra damage equal to your Intelligence modifier (x2 at 5th level; x3 at 8th).

Champion Feat Your ally can make a disengage check.

Minor Cleave

Flexible melee attack

Triggering Roll: Any natural even roll

Effect: Deal your Strength modifier in damage (x2 at 5th level; x3 at 8th) to a different enemy you are engaged with.

Adventurer Feat You can deal the damage to any nearby enemy.

Champion Feat Add your level to the damage.

Pommel Bash 13FTM

Flexible melee attack

Triggering Roll: Any natural odd miss

Effect: The target must make a normal save (11+) or be dazed for 1 turn.

Adventurer Feat Add your Strength modifier to your miss damage.

Champion Feat The target is instead confused for 1 turn, then dazed for 1 turn (no save for either condition).

Press Hard

Flexible melee attack

Triggering Roll: Any natural odd roll

Effect: Until the end of your next turn, the target has disadvantage on disengage checks.

Adventurer Feat You also gain a +1 bonus to your next melee attack against the target this battle.

Re-aim

Flexible ranged attack

Triggering Roll: Natural even miss

Effect: Until the end of your next turn, you gain a +2 bonus to ranged attacks against the target.

Adventurer Feat If your next ranged attack against the target is a hit, deal an extra WEAPON damage die (x2 at 5th level; x3 at 8th).

Champion Feat You can also use this maneuver on a natural odd miss.

Shift Weight

Flexible melee attack

Special: You must be wielding a two-handed weapon.

Triggering Roll: Any natural odd roll

Effect: After resolving the attack, increase your WEAPON damage dice by one step (usually from d10 to d12) until the end of your next turn.

Strengthen Resolve

Flexible melee or ranged attack

Triggering Roll: Any natural odd roll

Effect: You gain a cumulative +1 bonus to saves against effects this battle, up to a maximum of +5.

Champion Feat Increase the bonus to +2, and the maximum to +6.

Sucker Punch

You put your whole weight behind the strike to smack them down.

Flexible melee attack

Special: You must be making an unarmed attack.

Triggering Roll: Natural even hit

Effect: Add your Constitution modifier (x2 at 5th level; x3 at 8th) to damage.

Adventurer Feat If the escalation die is 5+, the target is also dazed until the end of your next turn.

3rd Level Maneuvers

Calm the Mind

Flexible melee or ranged attack

Triggering Roll: Any natural odd roll

Effect: Until the end of the battle, you gain a cumulative +1 bonus to MD (up to +4).

Adventurer Feat You also gain resist psychic 14+.

Clothesline

You dive elbow first into the target to throw them to the ground.

Flexible melee attack

Special: You must be making an unarmed attack.

Triggering Roll: Natural even hit

Effect: The next melee attack by an ally against the target has advantage. The target can prevent this by taking a move action to stand up.

Adventurer Feat If the escalation die is 5+, kick the target on the ground for extra damage equal to your Strength modifier.

Dive for Cover

Flexible ranged attack

Special: You cannot use this maneuver when engaged with an enemy.

Triggering Roll: Any natural even roll

Effect: Gain +2 AC until the end of your next turn.

Adventurer Feat You also gain the bonus to PD.

Champion Feat Against ranged attacks, increase the bonus to +4.

Epic Feat You can move to far away range as a quick action.

Get a Read

Flexible melee or ranged attack

Triggering Roll: Natural odd hit

Effect: Ask a question about the target, such as “What are its vulnerabilities?” or “What is its lowest defense?” Make an Intelligence or Wisdom-based skill check against its MD. If you succeed, you learn the answer to your question.

Adventurer Feat On a natural 16+ on the skill check, you get the answer to a second question.

Get Clear 13FTM

Flexible melee attack

Special: When you use this maneuver, you lose your next move action, whether on this turn or on the next.

Triggering Roll: Any natural odd hit

Effect: One ally who is engaged with the target pops free and may immediately move to any nearby location.

Adventurer Feat Until the start of your next turn, the affected ally adds the escalation die to their AC and PD against opportunity attacks, as well as to any disengage checks made.

Champion Feat The affected ally may instead immediately move to any far away location but must sacrifice their next move action to do so.

Hit a Wasp Nest

Your stray arrow hit something that distracts the opponent for a moment. It could be  snow from a tree branch, burning oil from a lamp, or a sail going loose.

Flexible ranged attack

Triggering Roll: Any natural odd miss

Effect: The enemy takes a -2 penalty to AC, PD and MD until the start of your next turn.

Champion Feat Increase the penalty to -4.

Improvised Flank

Flexible melee attack

Triggering Roll: Natural even hit

Effect: An ally engaged with the same enemy can make a basic melee attack against it with disadvantage.

Adventurer Feat If the ally’s attack hits, it deals additional damage equal to your Intelligence modifier (x2 at 5th level; x3 at 8th).

Left You An Opening 13FTM

Flexible melee attack

Triggering Roll: Any natural even miss, when the escalation die is 2+

Effect: You forego miss damage against the targeted enemy in order to give a nearby ally double the escalation bonus on their next attack roll against that same enemy.

Adventurer Feat The targeted enemy also becomes vulnerable to your affected ally’s next attack.

Champion Feat The affected ally also gains an extra weapon die to their next damage roll against the same enemy.

The Tombstone

You lift the target and plant it headfirst into the ground.

Flexible melee attack; Once per battle

Special: You must be making an unarmed attack.

Triggering Roll: Natural odd hit

Effect: The target has disadvantage on their next attack.

Adventurer Feat Add your Constitution modifier to the damage roll (x2 at 5th level; x3 at 8th).

Champion Feat You can use this maneuver at-will.

Wounding Shot 13FTM

Flexible ranged attack

Triggering Roll: Any hit with a natural 16+

Effect: You deal half your normal basic attack damage to the target. That target suffers ongoing damage equal to double the higher of your Intelligence or Wisdom modifier or triple it at 8th level.

Champion Feat You can now trigger wounding shot with a natural even hit, and ending the ongoing damage requires a hard save (16+).

5th Level Maneuvers

Breaching Strike

Flexible melee or ranged attack

Triggering Roll: Any natural even roll

Effect: If the target has any resistance against the attack, ignore the resistance and deal full damage.

Champion Feat Ignore the resistance of the target until the end of the battle.

Brutal Blows

Flexible melee attack; Once per battle

Triggering Roll: Any natural even hit

Effect: Repeat the attack roll against the target three additional times. For each roll that would be a hit, deal 10 extra damage. For each roll that missed, you take a -2 penalty to AC and PD until the end of your next turn.

7th level maneuver: 15 extra damage

9th level maneuver: 25 extra damage

Champion Feat The first missed roll does not incur the attack penalty.

Impaling Shot 13FTM

Flexible ranged attack

Triggering Roll: Any natural odd hit

Effect: If the target of your attack is standing near a wall or object, your shot pins the target’s clothing or flesh to that surface and it becomes stuck. On their turn, the target may use a move action to free themselves and negate the condition, but doing so requires a normal save (11+), and it suffers 1/2 your normal basic attack damage as it pulls itself loose.

Champion Feat This attack targets PD rather than AC, and the save difficulty to negate the stuck condition increases to hard (16+).

Mark the Weak Spot

Flexible melee or ranged attack

Triggering Roll: Natural 16+

Effect: Until the end of your next turn, the target is vulnerable to all attacks.

Champion Feat On a natural 18+, the effect is “save ends”.

Move into Flanking Position

Flexible melee attack

Triggering Roll: Natural even miss

Effect: The next ally to make a melee attack against the target before the end of your next turn gains a bonus to the attack roll equal to your Intelligence modifier.

Champion Feat The ally’s attack also deals extra damage equal to twice your Intelligence modifier (x 3 at 8th level).

Nutcracker Suite

Flexible melee attack

Special: You must be making an unarmed attack.

Triggering Roll: Natural 18+

Effect: The target is dazed (save ends).

Champion Feat The target also takes ongoing damage equal to twice your Constitution modifier (x3 at 8th level).

Off-Hand Parry

Flexible melee attack

Special: You must be wielding two weapons.

Triggering Roll: Natural 16+

Effect: The next melee attack against you before the end of your next turn has disadvantage on the attack roll.

Reckless Swing

Flexible melee attack

Special: You must be wielding a two-handed weapon.

Triggering Roll: Any even miss

Effect: Deal half the damage of a hit instead of miss damage. Until the end of your next turn, you take a -4 penalty to defenses.

Champion Feat On an even miss, deal extra damage equal to your Dexterity modifier.

Risky Stab

Flexible melee attack

Special: You must be wielding two weapons.

Triggering Roll: Any even miss

Effect: Make a second melee attack against the target. This attack cannot trigger maneuvers. If the attack misses, the target can make a melee attack against you as a free action.

Champion Feat The target’s follow-up attack has disadvantage.

Skullrattler 13FTM

Flexible ranged attack

Triggering Roll: Any natural odd hit

Effect: You deal 1/2 of your normal basic melee attack damage, and the target is hampered for a number of turns equal to your Strength modifier. A normal save (11+) ends the condition.

Champion Feat The target must make a hard save (16+) to end the hampered condition.

Epic Feat You now deal your full basic attack damage when using this maneuver.

Staredown

Flexible melee attack

Triggering Roll: Natural odd miss

Effect: Make a Wisdom + level attack roll against the target’s MD. If you hit, the target is dazed until the end of your next turn. If you miss, you are dazed until the end of your next turn.

Take a Breather

Flexible melee or ranged attack; Once per battle

Triggering Roll: Natural odd miss

Effect: You can use a recovery to heal.

Champion Feat You can use this maneuver at-will.

7th Level Maneuvers

Fake Clumsiness

Flexible melee attack

Triggering Roll: Natural 1

Effect: Your next melee attack against the target has advantage.

Epic Feat Your next melee attack has advantage, even if it’s against a different target.

Heroic Sacrifice

Flexible melee attack

Special: You must be staggered in order to use this maneuver.

Triggering Roll: Any natural even hit

Effect: Your attack against the target deals double the normal amount of damage, but you also suffer half the amount inflicted. Any allies engaged with the target may immediately pop free.

Epic Feat Your target is stuck until it makes a hard save (16+), but you are also stuck and become vulnerable to its attacks and powers until it is no longer stuck.

Porcupine Stance

Flexible melee attack; Once per battle

Special: You must be wielding two weapons.

Triggering Roll: Any natural odd roll

Effect: Until the start of your next turn, you can make a basic melee attack as an interrupt action against an enemy that makes a melee attack against you.

Champion Feat The attack can trigger maneuvers.

Raised Shield

Flexible melee attack; Once per battle

Special: You must be wielding a shield.

Triggering Roll: Any natural odd roll

Effect: The next time you or an adjacent ally takes damage from an attack against AC or PD before the end of your next turn, halve it.

Champion Feat If the attack targets both you and the ally, you can half the damage against both.

Reckless Stance

Flexible melee attack

Triggering Roll: Any natural odd hit

Effect: Attacks against you have advantage until the end of your next turn. Your first melee attack on your next turn deals double damage.

Champion Feat Also gain a +2 bonus to the attack roll with your next attack.

Reign of Missiles

Flexible ranged attack

Triggering Roll: Any natural even hit, when the escalation die is 2+

Effect: After dealing damage, you can pop free from the target, move to a different nearby enemy, and make a basic melee attack against that enemy.

You can’t use any maneuvers with the second attack, and it deals only half damage.

Epic Feat This maneuver can now affect any other enemies nearby the target of your shot, engagement notwithstanding. The maximum number of affected targets still may not exceed your Dexterity modifier.

Slice Wide Open

Flexible melee or ranged attack

Triggering Roll: Natural 16+

Effect: The target takes half damage immediately and half damage as ongoing damage.

Champion Feat Add your Dexterity modifier (x2; x3 at 8th level) to the ongoing damage.

Tactical Defense Line

Flexible melee attack; Once per battle

Triggering Roll: Any natural even roll

Effect: Gain a bonus to all defenses equal to your Intelligence modifier until the start of your next turn.

Champion Feat If you are wielding a shield, you can also grant the bonus to an adjacent ally.

9th Level Maneuvers

Boom, Headshot

Flexible ranged attack; Once per battle

Triggering Roll: Natural even hit

Effect: Deal maximum damage instead of rolling damage dice.

Brute Force

Flexible melee attack; Once per battle

Special: You must be wielding a two-handed weapon

Triggering Roll: Natural even hit

Effect: Deal maximum damage instead of rolling damage dice.

Expert Feint

Flexible melee attack; Once per battle

Special: You must be wielding a one-handed melee weapon.

Triggering Roll: Natural even miss

Effect: Make a basic melee attack against the MD of the target.

Epic Feat The follow-up attack can also trigger maneuvers.

Hail of Arrows

Flexible ranged attack

Triggering Roll: Natural even hit

Effect: Deal half damage to one other nearby enemy.

Epic Feat Once per battle, deal half damage to one nearby enemy per point of escalation die with this maneuver.

Mark for Death

Flexible melee or ranged attack

Triggering Roll: Natural odd hit

Effect: Until the end of your next turn, when you attack the target, treat the escalation die as 6.

Skullbash

Flexible melee attack

Special: You must be wielding a two-handed weapon.

Triggering Roll: Natural odd hit

Effect: Move the target to the end of the initiative order. If the target already took a turn this round, it doesn’t get a second turn.

True Mastery

Flexible melee or ranged attack

Triggering Roll: Natural 20

Effect: Trigger two other maneuvers you know with this attack. You can choose a maneuver even if it normally could not be triggered on a natural 20.

Section 15: Copyright Notice

13FTM: 13 Fighter Talents and Maneuvers. © 2017, Jon Brazer Enterprises

DATP: Dark Alleys & Twisted Paths. © 2019, Kinoko Games