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So the recent Crane Style revision underscores a very serious balance issue that has been bothering me for a good long while: The relative value of feats.

Feats and feat-like abilities (such as rogue talents) comprise major features of a couple classes. As compared with magical abilities, such as spells and spell slots, feats are:
1) Static. That is, one cannot change them out every day
2) Given to those classes that receive them as class features at a SLOWER rate than spells and spell slots
3) Most of the time (though not always) technically usable more times per day than spells, but more often so limited or circumstantial that reasonable opportunities only occur a couple times per day, if that.
4) Sometimes more easily combined with other actions (such as attacks and attack routines) but generally less versatile. For example, weapon focus gives you a bonus on all attacks (with a particular weapon). A summon monster spell may be used to attack the enemy, to draw enemy attacks away from others, for utility purposes, to heal, etc.
5) Often have prerequisites that are much more prohibitive than the spell level requirements for spells. Spells may have level prerequisites based on spell level, but do not generally require the caster to know other particular spells or have a certain number of skill ranks.

In short, feats represent a GREATER character investment than spells. Not spellcasting altogether perhaps, but greater than individual spells and spell slots. So WHY ON EARTH are feats so much less powerful? What is considered so unbalancing about a feat that protects a character from one melee attack per round when the user takes a particular type of action whereas a spell that literally makes an enemy your slave for hours if not days is NOT so?

EDIT: Apologies for some delays and editing. Still trying to work out my thoughts here.


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So I had a situation my most recent game that got me thinking about alignment ramifications. Now, nobody's class abilities are at stake (although one character is CG and this did not seem at all in keeping with that alignment to me), but I eventually came to the unusual conclusion that I don't actually know what I think about it. So I thought I'd put it to you all.

Background: In the most recent session of my weekly game the PCs were hired by a nobleman to assassinate an ogre that had raped and murdered his daughter many years previous. It turned out that this ogre had since become enslaved by a stone giant raider-turned-farm-owner. This giant was neutrally aligned. Due to his past, he had no moral qualms about keeping slaves. All the same, he mostly wanted to be left alone. All of his slaves were raiders he had caught trying to steal from him. And his tendency to kill off nearby monsters had lead to a village cropping up around his farm that he occasionally traded with.

The PCs eventually decide to try to bargain with the giant for the life of the ogre. The giant admits that the ogre has always been a trouble-maker, but relies upon the ogre's labor to run his farm. Consequently the giant demands a couple of alternate slaves in exchange. The PCs then set out to find the lair of some orcish raiders that had been troubling the area. They find an orcish warband leading off a number of (evil) goblin captives and immediately attack and subdue these orcs, trading them to the giant for the ogre.

Implications:Now, I'm still mostly inclined to just handwave the situation. As there really isn't anything at stake. But I got to thinking about the ethics of the incident. The PCs had just sold sapient creatures into slavery. True, slavery might be one of the better avenues for mitigation of damages caused by the raiders. And true, these orcs were evil themselves and were enslaving other sapient beings. But....if slavery of sapient beings is justified based upon the moral character of the enslaved...then these orcs were similarly justified in enslaving the goblins. Would it alternately have been more 'ethical' to have just killed the orcs? I expect they would have preferred slavery. Moreover, I got to thinking about real-world parallels. At least a minority of the African slaves obtained by Europeans during the colonial period were actually purchased from other African cultures.

Or maybe I just think about things too much. Anyway, the question I put to you all is: Evil act? Lawful act? I'm inclined to say at least Lawful on the basis of law equaling authoritarianism and chaos equaling libertarianism in my games.


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So - the rogue goes off scouting the enemy base, the bard tries to parlay with the twisted beast-men, the wizard waves her arms and floats over the chasm. During those lengthy, non-combat periods what does the Big Dumb Fighter (or nonskilled, combat-focused character) do?

Have any stories or ideas for challenges that are suitable for an unskilled (i.e. lacking much in the way of skills and skill points), non-spellcasting, primary combatant? Please share!

- The Multi-phase trap: The gears of a big, nasty trap are concealed behind a heavy stone panel. To get to them and disarm the contraption, someone needs to hold up the panel. This requires a grapple check made each round while the party trapsmith makes a couple successful Disable Device checks.

- One paizo adventure path features the opportunity to defend a village. Martial characters may train the populace in self defense by making rolls based upon base attack bonus.

- Sentry duty: Not terribly exciting for the char, but...the party becomes preoccupied in a small room. While doing so, stealthy enemies sneak up and ambush them unless someone stands guard at the entrance to a long, coverless hallway.

- Keystone: A peculiar construction or device is all that blocks or sustains passage. To get through or to block nastiness from passing through, an object must be destroyed. Examples: A complicated and/or enchanted lock securing a drawbridge or portcullis. An actual keystone in an archway. A weak section of wall blocking lava or a waterway. Best used when the keystone that needs to be destroyed is not completely obvious.


So, I'm contemplating throwing some tiny little creatures at my PCs next week that happen to have the Grab special attack. So, I get that Grab does NOT work on creatures of greater size. But in reviewing the ruleset, I noticed something:

I seem to recall a rule somewhere (possibly 3.x instead of Pathfinder) that creatures cannot GRAPPLE others of larger size - but I cannot seem anything like this at present. So the question is: Am I reading correctly that a tiny monster would still be able to grapple something larger, just not by using the Grab special (i.e. by taking a standard action to grapple instead of doing so by natural weapon)? If so, would they still receive the +4 bonus on grapple checks by having the Grab special attack even if they technically cannot use said ability?


I'm sure something similar has been many times before, but...a question regarding Grab and pinning.

So, the Grab ability mentions that it deals damage equal to the natural attack that started the grab. I presume occurs when the beasty uses the "Maintain the hold, inflict damage" option?

So what happens when the beasty with grab tries instead to pin the opponent on the round after initiating the grapple? Does grab STILL inflict damage from the originating natural attack on top of attempting to pin?


(and spam)

Requesting some rules discussion/advice here:

So...under the description for nets, the core rule book mentions that "If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows". So what happens if the goblin slaver holding the leads of the rope entangling a PC tries to move?

What happens when someone holding the end of a rope that is enchanted via the Animate Rope spell tries to move away with their entangled victim? In the bestiary, the description of the fury (Erinyes) specifically mentions that they like to use their magic ropes (which function as per the Animate Rope spell) to drag their victims into the air.

So how would YOU handle these situations? Would that be a Drag (combat maneuver) check? Some other form of Combat Maneuver? Merely an opposed Strength check?

The problem I have with the drag idea, is merely that it would not seem very effective. I suppose the entangled creature is already taking a penalty to CMD (-2 as I figure it from the -4 dex effect of being entangled. The other -2 penalty to Attack Bonuses doesn't explicitly alter the CMD). But say if you're lucky a full 10 feet of movement against PCs...for a round that the fury could otherwise be spending shooting the victim full of arrows. Also...what if the fury (or magically flying slaver) doesn't want to pull the victim straight upward...limitations of flight notwithstanding. What if they want to drag the victim into the air a little...say 5'...and then fly them horizontally along the ground?

General thoughts? Ideas?


If anyone's interested in joining or observing a play-by-post beta PF playtest, one is presently accepting applicants for a homebrew game world on this website.

Introduction:
Whispers echoed throughout the vast, marble-lined chamber, resounding from the ornate, arched ceilings above down the long adjoining galleries with dull roar. Like a vast, indoor amphitheater the room circled in multiple depressed tiers down about a central dais. Packed into sumptuous chairs arrayed upon every wood-paneled tier, a profusion of diverse humanoid creatures raised limbs in raucous vote as their leaders argued below. Seated with others upon the dais, beneath the glittering star-like globes of magical light, a cowled figure was trying to speak above the din.

Incomprehensible grunting noises emanated from the hooded Inre representative, in dissonant counterpoint to the childish, high-pitched voice originating with the wooden staff at its side. ”We concur. We have none capable of facing magic of this magnitude.” The venerable, snowy-haired human nearby insisted: “And we are sure there are none who could persuade the Velerians to join us?” Shrieking, rapid-fire laughter burst out from the female drow ambassador, drawing alarmed and suspicious glances from her neighbors. Her silky, dangerous voice was filled with bitter accusation. ”You expect responsibility from our degenerate cousins? You think they have a shred of power that we lack? We are better served without them.” Upon the high-seated chair at her shoulder, the gnome functionary raised a hand, placatingly. ”They have already made their decision. In any event, the Matron’s assessment of their relative strength is, unfortunately, accurate.”

As the counting finished, a dull gong reverberated through the hall, silencing discussion. The voice of a balding, human consul rang out above the crowd. “The motion passes. We shall reassemble in one month’s time with what champions we can muster and what resources we may provide them. Military defenses and troop allocations will be decided at that time. Until then, hold fast, all of you!”

Proud words, perhaps. From a voice that did not yet know of that far away town which perished in the night. Where peasants cowered in beds and pallets, listening to the agonized shrieks of neighbors dying horribly nearby. Listened to the horrible silence, where in a more comprehensible world might be detected the harsh cacophony of struggle with raiders or fell beasts. None were left to bear witness to that silent dawn, rising golden and heedless over the mute husk of pristine buildings and empty streets. A town whose residents had vanished like a dream in the night.


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On page 136 of the beta ruleset (Combat chapter), it states that one rolls damage more than once along with all the "usual" bonuses when making a successful critical hit. However, shortly thereafter appears the statement:

"Exception: Extra damage over and above a weapon's normal damage is not multiplied when you score a critical hit."

My question is this: What qualifies as "usual bonuses", and what qualifies as "extra damage over and above a weapon's normal damage"?

In particular, under which of these two categories do each of the following fall: Strength bonuses, magic weapon enhancement bonuses, energy or other enchantments upon a weapon (i.e. the extra +1d6 fire damage from a flaming weapon), Weapon Specialization damage, the Fighter's Weapon Training ability, bonus damage from the Bard's Inspire Courage ability, bonus damage from the Ranger's Favored Enemy ability, bonus damage from the Paladin's Smite Evil ability? That is, which of these take effect multiple times upon a successful critical hit?


In 3.5, a Search check was required to find a trap. This typically required an active choice to search, and took a full-round action. In Pathfinder Beta, Search has been subsumed into the Perception skill which generally does not require an action. Furthermore, the language used in the Traps section seems to imply that the skill may be used "reactively" (without specifically announcing that the character is searching) to detect traps; this is counterbalanced by language under racial abilities such as Stonecunning or Keen Senses that seem to imply that an active check is normally required.

So, my question is this: Are PCs now allowed an automatic, reactive chance to detect traps before they spring? Or must they actively choose to search to have any chance to detect these traps, spending an action (move-equivalent by the Perception rules) to do so?


One of the classic problems with high level play, in my opinion and experience, is that casters (not exclusively, but in many games) dominate game play. Magic is powerful, very difficult to defend against, and limited only by one's imagination. In contrast, physical abilities such as a Fighter's martial prowess or a Rogue's skills at stealth are generally confined to some loose concept of what is physically possible.

In many ways the 3.x editions made the balance problems between magic and martial prowess considerably worse. Many of the classic checks on spellcasting were either removed, or made inconsequential. These included:

1) Initiative consequences of casting: Many spells in previous editions caused one to act later in a given combat round. This made a caster more vulnerable.

2) Opportunity for disruption: In previous editions, any attacks made in a particular round before the caster's initiative went off could potentially disrupt that spell. This meant that there were many more opportunities to prevent spells, and that martial classes could do so without being forced to suffer the risks (caster might not cast, or use a quickened spell) and limitations (one single attack allowed since only standard actions may be readied) associated with readying an action against a caster.

3) Ease of disrupting spellcraft with physical attacks. I'm afraid I cannot remember the specific mechanics, but my recollection is that there were previously flat-rate chances for disruption when a caster was struck in combat. And that the chances did not favor the caster so much at high levels as the present single-strike damage versus concentration skill curve does.

WhenEVER the idea of a new edition comes out, you will hear many cries for the removal or heavy nerfing of spells effects such as Teleport, Find the Path, Forcecage. In particular: Saveless spells, Scry-Teleport ambushes, and Save or Die (or Save or become Useless) effects. Although some exceptions exist, in many cases I cannot stand the idea of this sort of thing. I think magic SHOULD be special. I think magic SHOULD powerful. I think high level casters SHOULD be scary. I like the concept of powerful casters being able to snuff out the life of an enemy with a gesture and a word.

How then to maintain and restore balance? To keep classes which cannot simply rewrite the (game) rules of physics viable at high levels? To ensure that they have tasks which are important to a party and interesting for the players? I propose two possible mechanics below that I think would improve things. Neither is intended to be a change for ALL casting, or ALL spells.

METHOD 1: The Full Round (or longer) spell. Spells with a casting time of 1 full round require a full round action on the part of the caster, and do not go off until immediately before their next turn. Extending the casting time of powerful spells to 1 full round (or longer) would make them considerably easier to disrupt, and increase the need for other party members to defend the caster from attacking enemies. It would increase the need and benefit for delaying and battlefield control effects such as illusions, solid fog, etc. From an historical standpoint it would provide the benefits of the variable initiatives that existed in previous editions without the hassle of recalculating initiative each round. Powerful Buff spells could be made to require multiple rounds casting but have short durations so as to increase the need and niche for scouting; this might also might make for suitable alternatives to XP costs or expensive material components for spells such as Stoneskin or 3.5 Righteous Might.

Caveats: As anyone who has used Summon spells extensively can tell you, full round spells are kind of a pain to use as a dedicated caster. You certainly wouldn’t want to make ALL spells require full round casting times. It might be of benefit to change some spells whose casting time has been lengthened to selective targetting since enemies often mix with party members as soon as they’ve had a chance to act. Furthermore, some changes would need to be made for spontaneously adding metamagic as a sorcerer since increasing casting time beyond 1 full round is whole orders of magnitude more painful than changing a standard action into a full round action.

Recommendations: In my personal opinion, this change is probably most suitable for the following spells and spell types: All save-or-die effects, except for Power Word: Kill (for historical and flavor reasons); Mass Combat enders such as Fear, Mass domination or holding spells, Confusion, and the oft under-appreciated Wall of Stone (check out the description - can be used to suffocate or hold enemies in place if they fail a reflex save); No-save combat enders such as Otto’s Irresistible Dance, Forcecage, Energy Drain, a number of other ray spells, and possibly Maze.

Method 2: Foci Components.
“’The staff in the hand of a wizard may be more than a prop for age,’ said Hama.”

“He raised his hand, and spoke slowly in a clear cold voice. ‘Saruman, your staff is broken.’ There was a crack, and the staff split asunder in Saruman’s hand, and the head of it fell down at Gandalf’s feet. ‘Go!’ said Gandalf. With a cry Saruman fell back and crawled away.”
J.R.R Tolkien, The Two Towers

Since the very beginnings of D&D, divine casters have been required to use Holy Symbols as part of their casting. Aside from being wonderfully thematic, however, this has NEVER been much of a limitation since there is nothing preventing a divine caster from carrying multiple divine foci in case one becomes lost, stolen, or destroyed. Arcane casters may require spell-component pouches but these too are easily replaced, and have no explicit rules for being recognized, destroyed, etc by non-casters. In contrast, most other classes (who are already limited by the non-magic nature of their abilities) often invest heavily in a weapon that is a very visible threat and can be disarmed, stolen or sundered. Martial classes become significantly less effective if this happens. I therefore make the following two-part proposal:

1) Some sort of focus should be made a requirement for the most powerful spells (at least for primary casters), both divine and arcane where currently not applicable. For arcane casters, this would take the form of an arcane focus: a staff, wand, musical instrument (for bards), rod, orb, ring, or athame much like the subject of the Arcane Bond ability. For characters with Arcane Bond, their bonded object would BE the focus. (For others, the object would not provide any of the benefits that are normally gained from Arcane Bond, such as increased spells or less costly enchantments).

2) To be used for casting, a focus must first be attuned to the caster. A caster may attune any suitable object to themselves by means of a ritual that costs no money but takes 10 minutes time. If a caster attunes another object while a previously attuned focus still exists, the new object becomes attuned and the previous loses its attunement. Thus a caster may only be attuned to one focus at any particular time.

Consequences: The ultimate result of this is that a focus may be readily disarmed, sundered, or pick pocketed. A caster who loses their focus becomes vulnerable for a short time after this to combatants (being unable to cast spells with a divine/arcane focus requirement). As with increased casting time above, you wouldn’t want an arcane/divine focus to be needed for ALL spells. But loss should still reduce a caster’s relative threat enough that trying to disarm or sunder it in melee is a worthwhile tactic (as compared with trying to disrupt their spells by means of readied attacks). A focus also becomes a convenient avenue for enchantment. One could, for instance, have a focus that provides +2 damage bonus to every spell it is used with. Another might grant a +1 caster level bonus when used with the Enchantment category of magic.


Erm...on second thought, it probably makes more sense to assign the Commerce/Haggling function to Diplomacy, the Black Market trading function to Sense Motive, and to keep the skill name "Appraise".


Call Champion
Conjuration (Calling)
Level: Cleric X, Druid X
Components: V, S, M, DF
Casting Time: 10 minutes
Target: 1 corpse
Duration: Instantaneous
Saving Throw: Will negates (harmless)

Description: This spell is used to simultaneously speed a dead ally toward the afterlife, and summon powerful reinforcement. One or a number of participants build a funeral pyre, upon which must be placed the earthly remains of the fallen ally as well as all possessions owned by that person at the time of death. Upon casting, the pyre and everything upon it is consumed. The soul of the fallen ally is sent to an appropriate place, and is rendered immune to undeath and necromantic tampering. Through the metaphysical door opened by the passing soul, the spell brings forth a fully equipped and willing adventurer, whose goals and temperament are compatible with those participating in the funerary ritual. The adventurer is of equivalent level (or possibly one/two levels lower?) to the deceased.
Material Component: The pyre, corpse, and earthly possessions of the deceased.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Transform Arms and Armour
Transmutation
Level: Sorc/Wizard X
Components: V, S, M
Casting Time: 10 minutes
Target: 1 weapon, shield, or suit of armour
Duration: Instantaneous
Saving Throw: Fort negates (see text)

Description: This spell changes one weapon, shield, or suit of armour into another of different type, size, or shape -- although the final product must be of the same general category (that is, a weapon may only be changed into another weapon; a shield may only be changed into another shield, etc). The spell can freely interchange mundane materials, such as cloth, leather, oak, or steel. However, any exotic special materials used in the final product, such as mithril, adamantine, or ironwood, must also be present in the original. Any enchantments placed upon the original item are transferred to the final product. Unwilling, intelligent items are allowed a fortitude save to resist the spell.
Material Component: Generic expensive material component of cost X gp.


Combat Tricks

I’ve been reading through the latest Pathfinder RPG alpha ruleset. While I am for the most part impressed, I cannot help but feel that your changes do not sufficiently address, and perhaps even exacerbate, the power imbalances that I and many others feel exist between the martial classes (such as the Fighter, Barbarian, Monk, etc) and casters. In particular, I wish to offer up the following ideas for the Fighter class, in hopes of possibly inspiring others:

Design Theories: One of the latest ideas for rebalancing the classes in 3.5 (with the Tome of Battle and Complete Scoundrel) and 4e for rebalancing martial classes has been the inclusion of “Maneuvers”, or sets of powerful, interchangeable, limited-use abilities that are similar to spells but…well…non-magical in nature. Aside from the increased tactical variety the mechanics add, they may also be conveniently contrasted with spells for the purpose of ensuring that everyone has something to contribute. I think it would quite easily possible to add a sort of limited version of these to 3.5-style classes without 1) seriously compromising the flavor or compatibility of the original versions, 2) stretching physics or game play to the point where it becomes excessively unbelievable, anime-like, or MMORPG-like. I submit the following example:

Fighter (my version):
The fighter is granted BAB, feats, skill points, and hit points as normal for the class in the PathfinderRPG alpha release. However, instead of or perhaps in addition to (a limited version of ?) the Armour/Weapon training they learn to use a number of special, limited-use Combat Tricks.

Fatigue Points: The rationale, in my mind, is that some actions are so taxing or take so much care and concentration that they can only be conducted intermittently. A fighter (or possibly other martial class) gains access to Combat Tricks much as a sorcerer learns spells; that is, they gain a limited number of tricks known based on fighter level and may choose to use any one of them spontaneously. I never DID come up with a suggested tricks-known table. *shrug* To power these abilities, the Fighter gains a pool of “fatigue points” at about 4th level or so equal to something like 2/3 the Fighter level, rounded down. After these are exhausted the fighter simply cannot concentrate clearly enough to conduct any more…until he or she has rested. There are three levels of combat tricks, which each cost a number of fatigue points equal to their level. A first-level trick requires the expenditure of one point, a second-level trick costs two points, etc. Combat Tricks are all immediate actions unless otherwise stated, do not provoke attacks of opportunity, and cannot be disrupted like spells or spell-like abilities. Most are used as part of attack actions. Saving throws, where appropriate, are equal to the 10 + one-half the trick-user’s fighter level + the user’s DEX modifier.

Sample Level 1 Tricks:
1) Energy-Assault: With proper training and care, a warrior can learn to make better use of weapons enchanted to inflict energy damage (such as flaming burst, frost, or shocking weapons). This trick causes an additional status effect if the next attack hits. The exact effect is dependent upon which energy type is used.

Fire: If the attack hits, the Victim must make a reflex save or catch fire. (1d6 fire damage per round; victim may make a reflex save each round to end the effect, or end it automatically by using an action to smother it)
Cold: A living victim takes 2 points of strength damage (no save)
Lightning: A living victim must make a fortitude save or be dazed for one round.
Unholy: A good-aligned victim must make a fortitude save or be sickened for 3 rounds.
Holy: An evil victim must make a reflex save or be blinded for one round.
Sonic: The victim must make a fortitude save or be deafened for 3 rounds.

2) Unexpected Lunge: The fighter may move 5-feet to an unoccupied square during or in response to actions in another person’s turn. This does not provoke attacks of opportunity. While this trick may be used to move a fighter out of melee range in some cases, a foe is entitled to adjust movement in response (provided the foe has unspent movement left at that point) and can re-aim ranged attacks at the fighter as normal.

3) Combat Leadership: The fighter offers a suggestion on how best to attack a group of enemies based on his or her extensive battle experience. Allies who comply gain a +1 insight bonus to attack and damage rolls for 3 rounds.

4) Press: Through a series of cunning attacks, the fighter attempts to draw an opponent who is distracted by combat with other foes into an untenable defensive stance. This trick is begun as part of an attack or full attack action, which takes place as normal. However, after the attack is initiated (regardless of whether it succeeds) if the victim chooses to target any individual in the combat besides the fighter with any ability, the fighter gains a +3 circumstance bonus to attack and damage rolls against that victim. These bonuses last for one round, but may be re-applied at any point in the three rounds after the initiating attack if the victim chooses to target anyone other than the fighter with an attack or ability. Foes who are immune to flanking are also immune to this trick.

Sample Level 2 Tricks:
1) Heroic Save: Carefully gauging a battle, a skilled warrior using this trick rushes forward in an attempt to push an ally out of the way of danger. If an ally within 10 feet is hit by any standard melee, ranged, or ray attack, the fighter may opt to try to use this trick. The fighter moves to any space adjacent to the ally in question (provoking attacks of opportunity), at which point the ally may choose to accept or resist the fighter’s aid. If the ally accepts, the fighter makes a combat maneuver roll. Should this roll exceed the original attack roll against the fighter’s ally, then the attack is automatically considered a miss but the ally is forced into a prone position. If the ally chooses to resist, the attack goes through as normal, the ally remains standing, and the fatigue points remain spent.

2) Fight Enchantment: Through intensive physical and mental training, a fighter who uses this trick learns to delay the onset of certain deleterious effects. A fighter may use this trick when failing a save against any mind-affecting ability, or any other magic or supernatural effect causing blindness, paralysis, stunning, dazing, confusion, or petrification so long as a saving throw is allowed. When used, the effect in question is delayed for 1 round after which the fighter is subject to the full normal effect. This trick cannot be used against abilities that do not allow saving throws.

3) Blind Opponent: A fighter using this trick attempts to debilitate an enemy by attacking their eyes. The fighter must be able to make a number of attacks in a single round equal to the number of eyes possessed by the opponent. The fighter takes a –5 penalty to attacks, and must hit at least once within a single round for every eye possessed by the enemy. Damage is dealt as normal. If these attacks succeed, the victim must make a reflex save or become permanently blinded. (This condition may be cured as normal with a Remove Blindness/Deafness spell, Heal, Restoration, Regeneration, etc). Non-living creatures and those without eyes are immune to this ability.

4) Cunning Drive: Through a set of sly attacks, a fighter attempts to force opponents to tire themselves by making them dodge about. Once activated, this trick lasts for the rest of the encounter. During this period, every time a victim is attacked twice by the fighter they must make a fortitude save or become fatigued for one round.

Sample Level 3 Tricks:
1) Battlestorm: Through a titanic exertion of will and energy, a highly skilled fighter may temporarily speed his or her movements in battle. This replicates the effects of the Haste spell, and lasts a maximum of 5 rounds. After this duration has expired the fighter becomes fatigued for the rest of the encounter.

2) Barrier of Steel: The fighter attempts to hold a location by weaving a clever network of strikes around those who approach nearby. Once activated, this trick lasts 5 rounds. Opponents may enter or exit the fighter’s threatened area as normal. However, to move from one square threatened by the fighter to another, they must succeed at a combat maneuver check. Failure ends that movement action (or 5-foot step). Furthermore, this trick allows the fighter to take an attack of opportunity each time an opponent leaves a threatened square, provided that the fighter has sufficient attacks of opportunity. (Normally, movement inside a foe’s threat range constitutes one single opportunity).

3) Finishing Blow: Against a hindered opponent, a highly skilled warrior is capable of leveling a particularly lethal strike. This trick may only be used against a prone opponent. Unlike other combat tricks, this requires a standard action, and provokes attacks of opportunity. The fighter makes a single attack against the downed opponent at a –7 penalty. If this hits, the blow is automatically considered a critical hit, which applies even against opponents not normally subject to critical hits. If not dispatched by the damage, a living foe must make a fortitude save or perish.