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→Class Features: Link-fixing
*[[Detect Survivors (3.5e Spell)|''Detect Survivors'']]: 7 surge points
'''{{Anchor|Ability Surge}} {{Ex}}:''' From 3rd level on, as a swift action, a surge fighter may pay a number of [[#surge points|surge points]] no greater than his surge fighter level to grant himself a +1 bonus to an [[SRD:Ability ScoreAbilities|ability score]] of his choice per [[#surge points|surge point]] spent. The bonus type may be freely chosen by the surge fighter, within the constraints imposed by his current level (listed in the table below). The surge fighter may spend 2 additional surge points to, instead of improving the bonus, grant the bonus to an additional ability score, up to 12 [[#surge points|surge points]] to grant a bonus to all 6 ability scores (plus at least 1 surge point to actually grant a bonus); all ability scores affected get the same type of bonus. The effects of this surge last for 1 round. As with any surge, the total number of [[#surge points|surge points]] spent on one performance of this surge cannot exceed the surge fighter's class level.
{| class="zebra d20"
{{underbar|OMGWTF One-hit kill?!?|Yes, a surge fighter can kill a creature with equal HD to himself with a single ''Enervating Surge''. A wizard can do the same thing with a ''huge'' number of his spells. Many spells have damage expressed in dice and do one (or more for higher-level spells) die per caster level. Thus, if no multiclassing is going on, a creature of HD equal to the spellcaster whose Hit Dice are smaller than the spell's damage dice can potentially be killed in one hit — especially if they don't have much [[Constitution]]. This is only true up to the damage cap for the spell in question, but nonetheless, it's very easy to underestimate how much damage a spell can do. Also, a lot of monsters in official sources have CRs smaller than their number of Hit Dice. So, once again, this isn't overpowered compared to the wizard.}}
As with any other source of negative levels, negative levels that last for 24 hours or more can cause permanent level loss if allowed to fade away on their own. (This requires at least five surge points to be spent on extending the duration.) For negative levels inflicted by an ''Enervating Surge'', the [[Fortitude]] save DC to avoid losing a level permanently is equal to 10 + (½ the surge fighter's class level) or (the number of [[#surge points|surge points ]] spent on duration extension), whichever is greater + the primary ability modifier used for the surge fighter's attack roll.
'''{{Anchor|Energy-Charging Surge}} {{Su}}''': As part of an attack action, a surge fighter of 7th level or higher may spend [[#surge points|surge points]] to bestow 1 [[Energy Charge, Revised (3.5e Creature Ability)|positive level]] on his target per spent surge point. These positive levels last for 1d4 hours (not enough to cause permanent level loss against undead targets), but additional surge points may be spent to extend the duration by another 1d4 hours per surge point. 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.