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This surge may be used even if the surge fighter isn't able to pay enough [[#surge points|surge points]] to fulfill its entire cost (whether this is due to insufficient class level or not enough remaining [[#surge points|surge points]] for the day); that is, it can be performed for only 1, 2, or 3 [[#surge points|surge points]]. However, for every 1 [[#surge points|surge point]] not paid, the surge fighter incurs a −2 penalty on the damage roll or damage inflicted (which cannot reduce the damage below 1). As with the bonus provided by [[#Surge of Power|''Surge of Power'']], this penalty only affects the [[#primary damage type|primary damage]] of the attack.
'''{{Anchor|Surge of Sleep}} {{SpSu}}:''' As part of an attack action, a surge fighter may spend at least 1 [[#surge points|surge point(s)]] to imbue the weapon with sleep energy. If the attack connects, the target must succeed on a Will save (DC = 10 + ½ surge fighter's class level or number of surge points spent on the surge, whichever is higher + the primary ability modifier applied to the surge fighter's attack roll (usually Strength or Dexterity, though other abilities aren't unheard of)) or else immediately fall asleep, as though affected by the [[SRD:Sleep|''sleep'']] spell (except with no maximum limit on the target's HD). The victim will remain asleep for at most 1 round per 2 spent surge points (minimum 1) unless it was already [[SRD:Exhausted|exhausted]] or otherwise about to fall asleep anyways; however, it can be woken up early by anything that would be able to end any other ''sleep'' effect (such as shaking the victim awake). [[SRD:Elf|Elves]] and other creatures with immunity to sleep are unaffected by this surge. The total number of [[#surge points|surge points]] spent on a single attack action cannot exceed the surge fighter's class level, and all surges must be declared and surge points applied before the attack roll is made.
'''''{{Anchor|Surge of Detection}} '' {{Sp}}:''' A surge fighter may, as a standard action, spend [[#surge points|surge points]] to replicate a ''detect'' spell. The caster level for the ''detect'' spell is the number of surge points spent, and the surge fighter instantaneously detects everything that the spell is capable of revealing. (With certain ''detect'' spells, such as [[SRD:Detect Evil|''detect evil'']], this might actually be a bad thing.) The maximum number of surge points that can be used to perform this surge is equal to the surge fighter's class level, and the minimum number of surge points that must be spent depends on the ''detect'' spell in question. If the minimum is greater than the maximum, the ''detect'' spell is impossible for the surge fighter to simulate until he gains more levels. The following is a list of ''detect'' spells and their surge point costs:
*[[SRD:Detect Magic|''Detect Magic'']]: 1 surge point
'''{{Anchor|Surge of Clarity}} {{Ex}}:''' A surge fighter of 3rd level or higher may pay 3 [[#surge points|surge points]] as a free action to ignore all miss chances due to magical effects (including [[SRD:Blur|''blur'']] and [[#Surge of Obscurity|''Surge of Obscurity'']]) for 1 round. ''Surge of Clarity'' does not defeat mundane concealment unless 6 [[#surge points|surge points]] are spent instead (requiring the user to be at least a 6th level surge fighter). If at least 9 [[#surge points|surge points]] are spent on ''Surge of Clarity'' (requiring at least class level 9), it can imitate the effects of [[SRD:True Seeing|''true seeing'']] for 1 round, [[SRD:Caster Level|caster level]] equal to the number of [[#surge points|surge points]] spent. If 20 or more surge points are spent on ''Surge of Clarity'', it can even see through mundane disguises (and also see people naked... you pervert... *slap*)
'''''{{Anchor|Surge of Motion}''} {{Sp}}:''' A surge fighter of 3rd level or higher may pay a number of [[#surge points|surge points]] no greater than his or her class level to replicate the effects of a single teleport performed via the ''[[Bamf (3.5e Spell)|bamf]]'' spell. This is not a teleport, but rather a lightning-quick alteration of location performed in much the same way as a jump.{{sidebar|If it looks like a jump and acts like a jump...|I really was tempted to have this surge grant the surge fighter a [[Jump Speed (3.5e Creature Ability)|jump speed]] of 10 feet per spent surge point for 1 round. However, considering that the surge fighter needs to be able to go toe-to-toe with a wizard, this surge needed a bit more oomph than a jump speed can provide. Thus, it replicates the effect of [[Bamf (3.5e Spell)|''bamf'']] — a short-range teleport with a lot of limitations.}}<nowiki></nowiki> When performing a ''Surge of Motion'', the surge fighter moves much too quickly to be seen by the naked eye, much less provoke attacks of opportunity. Even if he's only moving 10 feet. And yet he can stop on a dime. (Well, that's the sort of power you get when you perform a [[#Combat Surge|combat surge]].) A surge fighter may perform a ''Surge of Motion'' in any direction (including upwards or downwards — he can even move straight up or straight down, as long as he has line of sight to his destination (and he doesn't even need line of sight if he spends at least eight surge points)). The surge fighter can even perform ''Surge of Motion'' in midair (effectively allowing him to fly, though at a maneuverability level below even clumsy). If the surge fighter is in midair after performing a ''Surge of Motion'', he falls at the beginning of his next round unless he performs another ''Surge of Motion'' as his very first action in the round (starting from his turn). (He is allowed to spend the remainder of his turn after a ''Surge of Motion'' in midair without falling — enough to perform an attack against any creature in melee reach at the same altitude.) Distance covered by a ''Surge of Motion'' is not counted for falling damage calculations, so the surge fighter can ''Surge of Motion'' to the ground if he wants to land without hurting himself. The ''Surge of Motion''<nowiki>'</nowiki>s effective [[SRD:Caster Level|caster level]] (for variables such as jump distance) and available effective duration (for determining types of jump possible) are equal to the number of [[#surge points|surge points]] spent; as with any surge-enhanced action, the maximum number of [[#surge points|surge points]] a surge fighter can spend on a single [[#Surge of Motion|''Surge of Motion'']] is equal to his class level. {{underbar|Isn't 3rd level a bit early to be flying?|Even though flying, which is the function of this surge in a very crude sense, is a 3rd-spell-level effect, ''bamf'' is a 2nd-level spell. Thus, this surge is granted two levels "early". It gets [[#Stable Surge of Motion|an upgrade]] at class level 5 — the level at which a wizard would obtain [[SRD:Fly|''fly'']] — to make it more flight-like. Oh, and ''swift fly''<ref name="spc">[[Publication:Spell Compendium|Spell Compendium]]</ref>, which is exactly like [[SRD:Fly|''fly'']] except for being cast as a swift action and only lasting for 1 round, is also a 2nd-level spell (and thus obtained at wizard level 3), so there.}}
*'''''{{Anchor|Stable Surge of Motion}} '' {{Sp}}:''' From 5th level onward, if the surge fighter ends up in midair at the end of a [[#Surge of Motion|''Surge of Motion'']], he instantly gains the effect of an [[SRD:Air Walk|''air walk'']] spell for 2 rounds, followed by a [[SRD:Feather Fall|''feather fall'']] spell for 4 rounds (this replaces the 1d6 rounds of slow spell failure that usually happens at the end of an ''air walk''). Both the ''air walk'' and ''feather fall'' effects extend not only to the surge fighter himself, but also to all of the gear on his person, anybody he was carrying with him during the ''Surge of Motion'', and all of the gear on ''their'' persons. The surge fighter can choose not to grant the ''air walk'' or ''feather fall'' effect to some or all of the creatures he brought with him, which basically means he can hurt people by grabbing them, surging up into the air, and dropping them from a great height. (He could do that before, but now he's less prone to hurting himself in the process.) The surge fighter may also instantly end either the ''air walk'' or ''feather fall'' effect at any time as a free action, which helps him dive-bomb enemies. Every creature affected by the surge fighter's ''Stable Surge of Motion'' can end its ''air walk'' or ''feather fall'' effect individually, assuming that the surge fighter allowed it to be granted to them. ''Stable Surge of Motion'' is otherwise identical to [[#Surge of Motion|''Surge of Motion'']]. While even clumsy fliers can still fly rings around the surge fighter (or at least easily beat him in "not looking like a spastic while staying airborne" competitions), he at least can stay in the air long enough to actually ''fight'' enemy fliers now, instead of simply harassing them.
*'''''{{Anchor|Great Surge of Motion}} '' {{Sp}}:''' From 9th level onwards, the surge fighter may replicate [[SRD:Teleport|''teleport'']] instead of [[Bamf (3.5e Spell)|''bamf'']] with his [[#Surge of Motion|''Surge of Motion'']] (his effective caster level is still equal to the number of [[#surge points|surge points]] spent). He is subject to all of ''teleport''<nowiki>'</nowiki>s usual limitations and hazards.
'''{{Anchor|Surge of Knocking}} {{Su}}:''' Starting at 3rd level, a surge fighter can replicate the effects of [[SRD:Knock|''knock'']] as an attack action by paying 2 surge points. As part of this attack action, the surge fighter makes a touch attack (either melee or ranged, using an unarmed strike or any weapon he may have on hand) against the portal to be subjected to the ''knock'' effect. If the surge fighter hits (and he probably will, seeing as he's making a touch attack against a ''door''), the ''knock'' is successful.
'''{{Anchor|Multitarget Surge}} {{Ex}}:''' As part of an attack action, a surge fighter of 5th level or higher may spend [[#surge points|surge points]] to attack one additional target per 3 surge points spent within range of his current weapon as part of the same attack action. One attack roll is made, and its result is applied to the AC of all designated targets; each target is struck or missed separately. If the surge fighter threatens a critical hit on his attack roll, he rolls to confirm the critical hit on each target separately. The total number of [[#surge points|surge points]] spent on a single attack action cannot exceed the surge fighter's class level, and all surges must be declared and surge points applied before the attack roll is made.
'''''{{Anchor|Dispelling Surge}} '' {{Sp}}:''' Starting at 5th level, as a standard action, a surge fighter may spend any number of [[#surge points|surge points]] (up to his class level) to replicate the effect of [[SRD:Dispel Magic|''dispel magic'']]. (The only thing ''dispel magic'' can do that ''Dispelling Surge'' can't is counterspell, and that's only because ''Dispelling Surge'' is a spell-like ability. Oh well. Smacking people with so much damage that they have absolutely no chance of succeeding on their [[SRD:Concentration Skill|Concentration]] check is more reliable than counterspelling anyways.) His bonus to his dispel check is equal to the number of surge points he spent to perform this surge. Any spell that cannot be defeated by ''dispel magic'' also cannot be defeated by ''Dispelling Surge''.
*'''{{Anchor|Martial Dispelling Surge}} {{Su}}:''' Starting at 9th level, the surge fighter may make a single melee attack as part of his ''[[#Dispelling Surge|Dispelling Surge]]'', but only as part of the targeted version of the ''Dispelling Surge''. The melee attack and the ''Dispelling Surge'' must have the same target, and this supersedes the normal range of ''dispel magic''/''Dispelling Surge''. If this melee attack defeats the target's touch AC, the surge fighter gains a +5 bonus to his dispel check in addition to the bonus he gets from his spent surge points. If the attack also beats the target's standard AC (or the target's flat-footed AC if the target is flat-footed), it is also resolved just like any other melee attack, doing damage and other things as normal. However, as this is a standard action (the same as ''Dispelling Surge'') and not an attack action, the surge fighter may not use any of his other surges that would be used as part of an attack action (such as ''[[#Surge of Accuracy|Surge of Accuracy]]'', ''[[#Surge of Power|Surge of Power]]'', etc.). If the attack roll misses, however, the dispel attempt and the surge points spent on it are wasted to no effect.
*'''''{{Anchor|Greater Dispelling Surge}} '' {{Sp}}:''' Starting at 11th level, the surge fighter's [[#Dispelling Surge|''Dispelling Surge'']] replicates the effects of [[SRD:Greater Dispel Magic|''greater dispel magic'']]. The bonus to the dispel check is still equal to the number of [[#surge points|surge points]] spent, with no limits except for the surge fighter's class level and how many surge points he's willing to spend, but a ''Greater Dispelling Surge'' can defeat anything a ''greater dispel magic'' spell can, including spells that would otherwise only be susceptible to [[SRD:Remove Curse|''remove curse'']].
:In addition, the bonus for [[#Martial Dispelling Surge|Martial Dispelling Surge]] becomes +10 (though it still outright fails if the attack misses).
*'''{{Anchor|Hawkeye Dispelling Surge}} {{Su}}:''' Starting at 15th level, a [[#Martial Dispelling Surge|''Martial Dispelling Surge'']] may be performed with a ranged attack. It functions much the same as with a melee attack.
*'''{''{Anchor|Surge of Disjunction}} '' {{Sp}}:''' Starting at 17th level, the surge fighter may replicate ''[[SRD:Mage's Disjunction|mage's disjunction]]'' instead of ''greater dispel magic'' with his ''[[#Dispelling Surge|Dispelling Surge]]''.
'''''{{Anchor|Surge of Speed}} '' {{Sp}}:''' Starting at 5th level, a surge fighter may replicate the effects of [[SRD:Haste|''haste'']] on himself or a creature within Close range as a swift action by spending at least 5 [[#surge points|surge points]] (but no more than his class level). The effect lasts for 1 round per 5 [[#surge points|surge points]] spent. The effect can be negated by a Will save (DC = 10 + ½ surge fighter's class level or # of [[#surge points|surge points]] spent, whichever is higher + surge fighter's main attack roll modifier). Like any other surge, the number of surge points spent cannot exceed the surge fighter's class level.
'''''{{Anchor|Surge of Slow Motion}} '' {{Sp}}:''' Starting at 5th level, a surge fighter may replicate the effects of [[SRD:Slow|''slow'']] on himself or a creature within Close range as a swift action by spending at least 5 [[#surge points|surge points]] (but no more than his class level). The effect lasts for 1 round per 5 [[#surge points|surge points]] spent. The effect can be negated by a Will save (DC = 10 + ½ surge fighter's class level or # of [[#surge points|surge points]] spent, whichever is higher + surge fighter's main attack roll modifier). Like any other surge, the number of surge points spent cannot exceed the surge fighter's class level.
'''{{Anchor|Surge of Paralysis}} {{Su}}:''' From 5th level onwards, as part of an attack action, a surge fighter may spend [[#surge points|surge points]] to [[SRD:Paralyzed|paralyze]] his target for 1 round per 2 spent surge points, as the [[SRD:Hold Monster|''hold monster'']] spell. The target can negate the paralysis with a Fortitude save (DC = 10 + ½ surge fighter's class level or # of [[#surge points|surge points]] spent, whichever is higher + surge fighter's main attack roll modifier). The total number of [[#surge points|surge points]] spent on a single attack action cannot exceed the surge fighter's class level, and all surges must be declared and surge points applied before the attack roll is made.
'''{{Anchor|Surge of Resilience}} {{Ex}}:''' As a swift action, a surge fighter of 7th level or higher can spend [[#surge points|surge points]] to gain [[SRD:Damage Reduction|DR]] 10/— per surge point spent for 1 round.
'''''{{Anchor|Surge of Far Sight}} '' {{Sp}}:''' As a full-round action, a surge fighter of 7th level or higher can spend [[#surge points|surge points]] to imitate [[SRD:Scrying|''scrying'']], as the spell. The [[SRD:Caster Level|caster level]] is equivalent to the number of surge points spent.
'''''{{Anchor|Surge of Transformation }}'' {{Sp}}:''' As a standard action, a surge fighter of 7th level or higher can spend [[#surge points|surge points]] to change his form, as the [[SRD:Polymorph|''polymorph'']] spell, for 1 round per spent surge point. He gains the abilities and qualities of his new form as normal for ''polymorph'', but loses the use of his [[#Combat Surge|combat surges]] unless his new form would also be capable of taking levels in the surge fighter class (which generally requires a humanoid body shape).
'''''{{Anchor|Surge of Invisibility}} '' {{Sp}}:''' As a standard action, a surge fighter of 9th level or higher can spend [[#surge points|surge points]] to become invisible, as the [[SRD:Greater Invisibility|''greater invisibility'']] spell, for 1 round per spent surge point. He does not become visible again when he attacks.
'''{{Anchor|Surge of Healing}} {{Su}}:''' As a standard action, a surge fighter of 13th level or higher can spend [[#surge points|surge points]] to regain 1d8 hit points per spent surge point.
'''{{Anchor|Surge of Stasis}} {{Su}}:''' As part of an attack action, a surge fighter of 15th level or higher can spend at least 15 surge points to try to lock his target in time. If he hits, the target must make a [[Will]] save (DC = 10 + (½ surge fighter's class level) or (# of [[#surge points|surge points]] spent −15), whichever is higher + surge fighter's main attack roll modifier) or immediately be put into a state of suspended animation, as the [[SRD:Temporal Stasis|''temporal stasis'']] spell, until the effect is lifted. As this is a supernatural effect and not a spell, it cannot be dispelled, though [[SRD:Freedom|''freedom'']] and similar effects can lift it. This is a [Time] effect.
'''{{Anchor|Surge of Reality}} {{Su}}:''' From 17th level onward, a surge fighter can spend 10 [[#surge points|surge points]] and 50 XP as an immediate action to instantly negate any [[SRD:Wish|''wish'']], [[SRD:Miracle|''miracle'']], [[SRD:Limited Wish|''limited wish'']], or [[Minor Miracle (3.5e Spell)|''minor miracle'']] within Long Range just as it's being cast, preventing it from having any effect. Spent XP is not refunded; the spell is wasted to no effect. The surge fighter must succeed on a [[SRD:Spellcraft Skill|Spellcraft]] check to detect the ''wish'', ''miracle'', ''limited wish'', or ''minor miracle'' while it's still in progress; otherwise, by the time he realizes what the enemy spellcaster did, it's too late to even attempt to undo the alterations to reality. Other than that minor hurdle, this is a great tool for making wizards (and sorcerers and clerics) cryand/or swear like sailors.
====Epic Surge Fighter====