This page lists High-Level Abilities available to Fighters.
Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.
A high-level warrior's intimate knowledge of vital spots on opponents allows him/her to, once per day, concentrate all of the attacks in one round to strike a vital area every time. With this ability, every attack roll made in the next round is a natural 20, a critical hit.
Prerequisite: Power Attack.
Requirements: high level Fighter.
The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior.
Requirements: high level Fighter, high level Paladin, or high level Ranger.
The warrior has learned to use his/her Deathblow ability more effectively. It now slays creatures of 12th level or lower.
Prerequisite: Deathblow.
Requirements: high level Fighter.
Restrictions: not available to Barbarian.
This ability mirrors the thief's Evasion ability: when attacked by a spell that allows the character to make a saving throw for half damage, and when it is possible to dodge, fall flat, or otherwise nimbly evade the spell's effects, the character takes no damage (instead of half damage) on a successful save.
Requirements: high level Barbarian or high level Monk.
The barbarian's rage is infused with magical fire.
This passive ability causes the barbarian's attacks, while enraged, to do an additional 1d6 fire damage.
Requirements: high level Barbarian.
Restrictions: not available to Air Elementalist or Water Elementalist.
The rage of a sufficiently powerful barbarian is awesome to behold.
This passive ability increases the effect of the barbarian's Rage power. It now increases the barbarian's Strength and Constitution by 6 each (instead of the usual 4).
Prerequisite: Tireless Rage.
Requirements: high level Barbarian.
With Greater War Cry, the character's War Cry becomes more powerful. The character emits a powerful and frightening yell that will leave all opponents in a 30' radius panicked with fear if they fail to save vs. spell at -2. In addition to this effect, Greater War Cry will increase the combat effectiveness of nearby party members by granting them a THAC0 bonus of 3 and immunity to fear effects for 2 rounds.
Prerequisite: War Cry.
Requirements: high level Fighter or high level Skald.
The character has learned to use his/her Whirlwind Attack ability more effectively. There is no longer any penalty to attack rolls when using this ability.
Prerequisite: Whirlwind Attack.
Requirements: high level Fighter.
Restrictions: not available to Barbarian.
Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior.
This ability does not stack with Defensive Stance.
Requirements: high level Fighter, high level Paladin, or high level Ranger.
The most experienced Dwarven Defenders have learned to channel and magnify their natural dwarven resistances whilst using Defensive Stance.
This passive ability may be taken up to four times. Each time, the character's Defensive Stance ability gains additional powers, as follows:
1st time: +40% to poison resistance
2nd time: +20% to elemental (fire, cold, acid, lightning) resistance; poison resistance increases to 75%
3rd time: +20% to magic resistance; elemental resistance increases to 40%
4th time: +30% to magic damage resistance (Magic Missile, Horrid Wilting etc); magic resistance increases to 40%
Requirements: high level Dwarven Defender.
A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds.
Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Skald.
This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless.
Requirements: high level Fighter, high level Paladin, or high level Ranger.
In a berserker fury, the character can shrug off wounds that would fell lesser opponents.
This passive ability doubles the extra hit points gained during a berserker rage.
Requirements: high level Berserker.
With the Smite ability, the warrior gains the ability to strike a mighty blow, knocking an opponent back for a considerable distance and stunning the opponent for 1 round. All attacks made in the first round are critical hits. The ability lasts for 2 rounds.
Large creatures such as a dragons or giants will not be knocked back or stunned.
Prerequisite: Critical Strike.
Requirements: high level Fighter.
High level wizard slayers tend to develop innate abilities similar to their natural enemies. They can raise their Magic Resistance for a limited time, and even become immune to specific spell schools.
This ability grants protection from one spell school of your choice. It works similarly to the wizard spell, Spell Immunity, with a few differences. You must choose the school you wish to be protected from, but can only choose between Conjuration, Evocation, Enchantment or Necromancy.
No spell of the selected school will be able to harm or aid the wizard slayer until the duration expires, which is 1 round/level, starting at level 9 and increasing to a maximum of 14 rounds at level 23. This includes all spells of this school, including any priest spell that might benefit him/her.
Prerequisite: Resist Magic.
Requirements: high level Wizard Slayer.
High-level barbarians, through primal rituals, fasting and animal sacrifice, can infuse their rage with supernatural energies.
This passive ability grants the Barbarian 10% magic resistance and an additional +1 to saves vs. spells whilst raging.
Requirements: high level Barbarian.
This passive ability increases the power of the thunderstorm that surges around the raging barbarian. All melee hits while raging now inflict 2d6 electrical damage.
Prerequisite: Thunderous Rage.
Requirements: high level Barbarian.
Restrictions: not available to Earth Elementalist or Fire Elementalist.
The barbarian's rage is infused with the power of the thunderstorm.
This passive ability causes the barbarian's attacks, while enraged, to do an additional 1d6 electrical damage.
Requirements: high level Barbarian.
Restrictions: not available to Earth Elementalist or Fire Elementalist.
The barbarian can sustain his/her rage for a greater period of time. This passive ability doubles the duration of his/her rage ability.
Requirements: high level Barbarian.
This type of attack requires extensive training, and only the most skilled fighters are able to use it in combat properly. For 2 rounds all attacks made will be at maximum damage and each hit has 25% chance to kill the opponent if it fails to save vs. death at -2.
Requirements: high level Kensai.
This passive ability increases the power of the magical fire that surges around the raging barbarian. All melee hits while raging now inflict 2d6 fire damage.
Prerequisite: Fiery Rage.
Requirements: high level Barbarian.
Restrictions: not available to Air Elementalist or Water Elementalist.
With a War Cry, the warrior emits a powerful and frightening yell that will panic all opponents in a 15-ft. radius if they don't make their Save vs. Spell.
Requirements: high level Fighter or high level Skald.
This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round.
Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Swashbuckler.