You leave the technical intricacies of tactics, strategy, leadership and negotiation to others — you are a fighter, and you fight. You possess an uncanny, almost mystical connection to the battlefield or duelling arena: it is the reason why you train, why you seek constantly to better yourself, the thing that gives your life purpose and direction. Like others, you spar with mock weapons, read manuals of fighting techniques, and learn from your experiences in battle. However, your innate affinity with the trials of personal combat gives you an edge over others who are similarly well-trained, learned or experienced.
Base Mastery: 1. You gain a +4 bonus to your die roll when using combat sense (see IH p.104), and you can use combat sense with a base attack check instead of a Sense Motive check.
Expanded Mastery: 2. You gain a +4 bonus to your roll when issuing or responding to a battlefield challenge. If you win the opposed roll when issuing a challenge, you can choose to make your foe attack you himself or take the penalty, instead of ordering an ally to attack you.
As with any battlefield challenge, this feat doesn't force your foe to attack you in melee. They can still use ranged weapons or magical attacks if these are available.
Expanded Mastery: 4. Nothing fazes you; even in the most dire of situations, as those around you are fleeing for their lives, you keep a cool head. You gain immunity to fear effects.
Expanded Mastery: 6. Your combat instincts allow you to react to a fluid combat with ease. You can use battle sense (see IH p.99) with a base attack check instead of a Listen check. If you take a fast completion challenge to use battle sense as a free action instead of a move action, you only take a -3 penalty to your roll instead of -5.
Expanded Mastery: 8. As befitting a veteran of countless battles, you are very hard to kill. When you are hit by an attack that would reduce you to 0 or fewer hit points, you can make a base attack check (DC equal to the damage dealt). If your check succeeds, you take no damage from the attack — your instincts allow you to turn the blow aside at the last minute. You can use this feat once per encounter. You can only use this feat to evade the damage from a weapon or other blow, not a spell or special ability. You cannot use this feat if you are stunned or helpless.
Expanded Mastery: 10. You must also have the expanded mastery 8 feat to gain this feat. You can now use the expanded mastery 8 benefit a number of times per encounter equal to your Constitution bonus, to a maximum of 5 times per encounter.
Last updated: 04 June 2006
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