Trigger: You complete the last action on your turn, and your turn has not ended yet.
You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn.
Your training allows you to shrug off your foes’ spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your level is your counteract level, and you attempt a Will save as your counteract check).
This doesn’t remove any Hit Point damage normally dealt by the spell or condition, and it doesn’t prevent the spell or debilitating effect from affecting other allies or the environment around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can’t remove conditions from the situation (such as prone or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can’t remove its effect on you.
Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules found on page 475. Your Strike gains the following failure effect.
Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.
By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules found on page 475.
Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.
You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it’s higher) for the same duration.
You stomp, shaking the earth beneath you. Creatures on the
ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a
basic Fortitude save. On a failure, they also fall prone. After
you use this action, you can’t use it again for 1d4 rounds. Special If you have this feat, the Dexterity modifier cap to
your AC while using Mountain Stance increases from +1 to +2.