About FeimramdemCharacter Sheet:
Feimramdem
Gladiator Training (discipline)
When you gain the Gladiator sphere, you gain ranks in the Intimidate skill equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. If you already have ranks in the Intimidate skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining this package, such as through the armiger’s customized weapons class feature. Demoralization: Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the following (demoralization) ability: Strike Fear: As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display. Boast: As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be effected. Boasts have a range of close (25 ft. + 5 ft. per 2 points of base attack bonus you possess). When you gain the Gladiator sphere, you learn the following boast: Exemplar (boast)
Alternate Boast (requires Gladiator): You do not gain the Prowess boast. You must select a (boast) talent with the bonus talent gained from this drawback. You may not possess both the and the humble combatant drawback. Brute Sphere
When you gain the Brute sphere, you gain the following abilities: Manhandle: Whenever you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may apply the effect of one (manhandle) talent you know to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action. Grab: As a swift action, you may attempt to grab a target as a melee touch attack. A grabbed target gains the battered condition for as long as you maintain the grab. In addition, a grabbed target cannot move away from you unless you release the grab (a free action that can be taken even when it isn’t your turn), or they succeed at an Escape Artist or Strength check made as a move action with a DC equal to your martial ability DC. The target may also simply choose to move and drag you along behind them; when they use a move action to move, they can make a drag combat maneuver against you as a free action that does not provoke an attack of opportunity. Battered: Heavy blows have left a creature with this condition vulnerable to further attacks, imposing a -2 penalty to the creature’s CMD and preventing them from taking attacks of opportunity provoked by a creature performing a combat maneuver. Some talents have different effects or activation times against battered creatures. The battered condition can be removed by taking the total defense action, or through the restore ability of the Life sphere (see Spheres of Power), the lesser restoration spell, or similar effects. Break Defenses
Martial Focus: A character who has the combat training class feature, the Extra Combat Talent feat, or who has gained a combat talent progression by some other means can achieve martial focus.
When you have martial focus, you can expend your focus as part of any single Fortitude or Reflex saving throw you make thereafter. When you expend your focus in this manner, your saving throw is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw is 13. You can also expend your martial focus to gain the benefit of certain combat talents and class features, as described in their entry, while other talents and abilities may require you to currently have martial focus. Once you have gained martial focus, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance) Muscular Reflexes (Combat)
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. Special: The Muscular Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. The attacks of opportunity from this feat do not stack with those granted by Combat Reflexes or similar feats.
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