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Unchained Fighter.RedDingo 3rd Edition
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UNCHAINED FIGHTER

by Red Dingo

Concept: The fighter is supposed to be an ur-example of the martial heroes of epic mythology; heroes such as Beowulf, Cuchulainn, Heracles, Hector, Aeneas, Perseus, Theseus, Odysseus, and more. The Unchained Fighter is something similar, a trained warrior who rises above the commoners of his time and accomplishes tasks thought impossible without magic. By epic level, he is able to perform near magical and mythic tasks through skill alone.

Alignment: Any

Hit Die: 1d10

Skill: 4+Int

Table: Unchained Fighter

Level

Base Attack Bonus

Fort. Save

Reflex Save

Will Save

Special

1st

+1

+2

0

0

Stamina Pool, Bonus Feat, Combat Training

2nd 

+2

+3

0

0

Technique, Bravery 1, Bonus Feat

3rd 

+3

+3

+1

+1

Armor Training +1

4th 

+4

+4

+1

+1

Technique, Bonus Feat

5th 

+5

+4

+1

+1

Combat Training

6th 

+6/+1

+5

+2

+2

Technique, Bravery 2, Bonus Feat

7th 

+7/+2

+5

+2

+2

Armor Training +2

8th 

+8/+3

+6

+2

+2

Technique, Bonus Feat

9th 

+9/+4

+6

+3

+3

Combat Training

10th 

+10/+5

+7

+3

+3

Technique, Bravery 3, Bonus Feat

11th 

+11/+6/+1

+7

+3

+3

Armor Training +3

12th 

+12/+7/+2

+8

+4

+4

Technique, Bonus Feat

13th 

+13/+8/+3

+8

+4

+4

Combat Training

14th 

+14/+9/+4

+9

+4

+4

Technique, Bravery 4, Bonus Feat

15th 

+15/+10/+5

+9

+5

+5

Armor Training +4

16th 

+16/+11/+6/+1

+10

+5

+5

Technique, Bonus Feat

17th 

+17/+12/+7/+2

+10

+5

+5

Combat Training

18th 

+18/+13/+8/+3

+11

+6

+6

Technique, Bravery 5, Bonus Feat

19th 

+19/+14/+9/+4

+11

+6

+6

Armor Mastery

20th 

+20/+15/+10/ +5

+12

+6

+6

Technique, Combat Mastery, Bonus Feat

Weapons and Armor Proficiency: The fighter is proficient with all simple and martial weapons and with all armors (light, medium, heavy) and shields (including tower shields).

Bonus Feat (Ex): At 1st, 2nd and every other level, the fighter gains a bonus Combat Feat.

Stamina Pool (Ex): The fighter trains himself to endure and exert. At 1st level, the fighter gains a stamina pool equal to his fighter level + his Constitution Modifier. Before making an attack roll, the fighter can spend up to 5 points of stamina to add an enhancement bonus equal the number of points spent to attacks made with weapons he is proficient in. At 2nd level long as he has at least 1 point of stamina, the fighter benefits from the Endurance feat. This ability counts as having Endurance for meeting feat requirements, however the fighter will lose the benefits of any Endurance based feats or abilities if his stamina is reduced to 0. The fighter cannot use stamina when he is unconscious, fatigued, or exhausted.

The fighter regains stamina points at a rate of 1 point per hour and up to half of his maximum amount of stamina from 8 hours of sleep. The fighter does not regain stamina while suffering from exhaustion, fatigue, nausea, or sickness.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

At 6th level, the fighter's confidence adds his Bravery bonus to all Wisdom/Charisma based Skill checks. When making a Will save against mind-affecting effects, he can spend one point of spend 1 point of stamina to add a bonus equal to his Bravery. This bonus stacks with his regular bonus against fear effects. He will only be shaken by any fear effect that normally inflicts frightened or panicked.

At 10th level, the fighter no longer suffers from any fear effects. Instead a successful Will save against fear effects gives him a morale bonus equal to his Bravery on attack and damage rolls made against the source of those effects. He may spend 1 point of stamina to add his bravery when making a Reflex save.

At 14th level, the fighter's valor inspires his allies and unnerves his foes. In combat, all allies within 30ft gain a morale bonus equal to his Bravery on Will saves against fear effects. All opponents of the fighter's size category or smaller must attempt a Will save to avoid being shaken (DC 10+fighter level+bravery) upon first entering this 30ft area (either by their movement or his). Both allies and enemies must be able to see the fighter for this ability to take effect.

At 18th level, allies within 30 ft receive his Bravery bonus upon to Will saves against all mind-affecting effects and Reflex saves. Successful saves against fear effects grant them his Bravery bonus on attack and damage rolls made against the source of that effect. Allies within 30 ft never suffer from worse than the shaken condition.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

The fighter can expend 1 point of stamina to increase his base land speed by 5ft per level of Armor Training for one move or full movement action.

Techniques (Ex): As he hones his skills, the fighter learns several techniques for dealing with threats both in and out of combat.

Blade Wave (Ex): As a standard action, the fighter can spend 3 points of stamina to make a ranged attack with a slashing melee weapon he’s trained in. The range of this attack is 25ft+5ft for every 2 levels of fighter. Blade Wave deals 1 damage die (1d4, 1d6, or 1d8 based on whether the fighter made the attack with a light, one-handed, or two-handed weapon respectively) + the fighter’s damage bonus in slashing force damage based. This damage is not multiplied on a confirmed critical but may benefit from critical feats that the fighter possess. This technique can only be selected by a 12th level fighter or above.

Impact Strike (Ex): As a standard action, the fighter can spend 3 points of stamina to make a single attack with a bludgeoning melee weapon he’s trained in to shatter the ground around him. All creatures and objects on the ground within 30 ft of him must make a Reflex save (DC 10 + Strength Modifier +half his fighter level) to avoid being knocked prone. Creatures that are immune to tripping do not have to make this save. This attack counts as an area of effect and deals full damage against swarms on the ground. The technique can only be selected by a 12th level fighter or above.

Piercing Strike (Ex): As a standard action, the fighter can spend 3 points of stamina to resolve a single attack made with a piercing melee or thrown weapon against a creature’s touch AC at his highest base attack bonus. The damage dealt by this attack ignores all DR and is not multiplied by a confirmed critical (although it can benefit from critical feats). The fighter must be 12 level or over to select this technique.

Overhand Chop (Ex): When making a single attack as an attack action or at the end of a charge, as long as he has at least 1 point of stamina remaining, the fighter adds 1.5x times his strength bonus on damage rolls made with a light or one handed weapon or 2x on damage rolls made with a two handed weapon.

Backswing (Ex): When making a full-attack, the fighter can spend 2 points of stamina to increase the damage he deals with consecutive attacks. For all attacks after his first, the fighter adds 1.5 times his strength bonus to damage done by light or one handed weapon or double his strength on attacks made with a two handed weapon. The fighter must be at least 6th level to select this technique.

Step by Strike (Ex): A fighter is trained to strike and strafe in one act. As a full round action, the fighter can spend 3 points of stamina to move up to half his base land speed while making a full attack. This technique incurs a -4 penalty to his AC and provokes attacks of opportunity from movement however he can also benefit from feats such as Mobility when using this technique. The fighter must always end his attack in an unoccupied square. The fighter must be at least 8th level to select this technique.

Awesome Blow (Ex): The fighter gains Awesome Blow as a bonus feat without needing to meet the normal prerequisites. When executing an awesome blow, the fighter can spend 1 point of stamina to treat himself as one size category larger for the duration of the combat maneuver. He can spend an extra 2 points to treat himself as two size categories larger. For 3 stamina points, he counts as three size categories larger. The costs for this technique are cumulative. As an immediate action, he may spend these spend stamina points to treat his size category as larger for the purpose of resisting an awesome blow. The fighter must be at least 10th level to select this technique.

Balanced Fury (Ex): Just because both of hands are occupied with a weapon doesn’t mean the fighter doesn’t know how to block. When fighting with two weapons, the fighter can spend 2 points to fight defensively with one weapon and normally with the other. The fighter must declare whether he is fighting defensively with his primary or offhand weapon before making his attack roll with either. Using this technique, he only incurs the -4 penalty on attacks made with the declared weapon while benefiting from a +2 dodge bonus to AC. If the weapon he fights defensively with a weapon that has blocking, then he also gains a +1 shield bonus to AC. The fighter must benefit from the Two Weapon Fighting feat to select this technique.

Phalanx Fighting (Ex): When a fighter wields a shield, he can wield any polearm or spear with one hand.

Reactive Volley (Ex): As an immediate action, the fighter can spend 2 points of stamina to attack with any trained ranged, firearm or thrown weapon as an attack of opportunity against provoking enemies. The fighter must be able to use his respective weapon at the time enemy is provoking in order to use this technique (i.e. he must have a bow equipped, firearm loaded, a free hand to throw). If his base attack allows for multiple attacks, he may attempt them by spending an additional 2 points for each attack. The fighter cannot use this ability to exceed his maximum amount of attacks of opportunity allowed in one round. The fighter must be at least 6th level to select this technique.

Intimidating Presence (Ex): As a full round action, the fighter can make an Intimidation check against all designated creatures within 30 ft+5ft per 2 levels of fighter, adding half of his class level to the roll. The fighter must be at least level 4 to select this feat.

One Eye Open (Ex): A trained fighter never leaves himself too vulnerable. When going to sleeping, the fighter can choose to regain a quarter of his maximum stamina instead of half. While sleeping in this manner, the fighter is neither flatfooted nor helpless and resolves Perception checks as though he were awake. The fighter must be at least 12th level and have the Alertness feat to select this technique.

Dodge Roll (Ex): As an immediate action, the fighter can spend 5 points of stamina to add Evasion to the result of a Reflex save. The fighter must must at least be 14th level to select this technique.

Counterstrike (Ex): As an immediate the fighter can spend 1 point of stamina to make an attack of opportunity against an opponent who hits him with a melee attack, so long as the attacking creature is within the fighter’s reach.

Spell Warder (Ex): Though he may not be a practitioner, the fighter is well acquainted with the arcane arts. Spellcraft and Knowledge (arcana) become class skills for the fighter and he may add his half his fighter level on checks to identify spells and the properties of magic items.

Bounding Leap (Ex): As long as he possesses one point of stamina, the fighter can use his Strength modifier in place of his Dexterity on acrobatics checks. He may spend 1 point of stamina to increase the max range of his leap by 5ft and the maximum height of his jump by 1ft. For every 2 levels of fighter he can spend 1 additional point of stamina to increase leap range and jump height by their respective increments.

Pushing the Limit (Ex): Through pure will, the fighter forces himself to keep going even when he should be dead. The fighter can survive negative hit points past his Constitution score by an amount equal to his remaining stamina. Any condition that keeps him from spending stamina points also negates this ability. The fighter must possess the Diehard feat to select this technique.

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new technique in place of a technique he has already learned.

Combat Training (Ex):  Starting at 1st level, and every 4 levels of fighter thereafter, the fighter selects of the following training options:

Weapon Training (Ex): The fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls for every five levels of fighter he possesses. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

He may select this training multiple times, selecting a different weapon group each time, however only bonuses from overlapping groups do not stack.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: bardiche, battleaxe, collapsible kumade, dwarven waraxe, gandasa, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, kumade, light pick, mattock, orc double axe, pata, throwing axe, and tongi.

Blades, Heavy: Ankus, dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, estoc, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.

Blades, Light: bayonet, butterfly knife, butterfly sword, chakram, dagger, Deer horn knife, gladius, hunga munga, kama, katar, kerambit, kukri, machete, madu, manople, pata, quadrens, rapier, sawtooth sabre, scizore, shortsword, sica, sickle, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.

Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter.

Double: bo staff, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome hooked hammer, kusarigama, orc double axe, quarterstaff, two-bladed sword, and weighted spear.

Firearms: all one-handed, two-handed, and siege firearms.

Flails: battle poi, bladed scarf, chain spear, dire flail, double chained kama, flail, flying blade, gnome pincher, halfling rope-shot, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.

Hammers: aklys, battle aspergillum, club, greatclub, heavy mace, light hammer, light mace, mere club, planson, taiaha, tetsubo, wahaika, earth breaker, and warhammer.

Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Polearms: bardiche, bec de corbin, bill, crook, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ranseur, rhomphaia, tepoztopilli, and tiger fork.

Siege engines: Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines.

Spears: amentum, boar spear, chain spear, elven branched spear, javelin, harpoon, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, tiger fork, trident, and weighted spear.

Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, brutal bolas, chakram, club, dagger, dart, deer horn knife, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, shortspear, shuriken, sibat, sling, sling glove, spear, starknife, throwing axe, throwing shield, trident, and wushu dart.

Maneuver Training (Ex): The fighter selects one combat maneuver. He gains +1 to CMB and CMD checks for every five levels of fighter to used to execute and defend against his chosen combat maneuver. He also does not provoke an attack of opportunity when using this maneuver. This ability counts as possessing the improved combat maneuver feat for the purpose of meeting feat requirements.

Martial Training (Ex): The fighter can spend stamina to temporarily gain the benefits of a Combat Feat he does not possess. When the fighter takes this training he selects one Combat Feat whose prerequisites he meets. As a move action, the fighter can spend 2 points of stamina to gain the benefits of this feat for 1 round/2 levels of fighter. For 3 points of stamina, he can use his martial training as a swift action.  For 4 points of stamina, he can use it as a free action.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. He may select this training multiple times, learning a different combat feat each time.

Armor Mastery (Ex): At 19th level, a fighter gains Damage Reduction 10/— whenever he is wearing armor or using a shield. He ignores half the weight of equipped armor and suffers no armor penalties whatsoever. He also adds his full Dexterity bonus to his AC.

Combat Mastery (Ex): At 20th level, the fighter selects one of the following mastery abilities:

Weapon Mastery (Ex): Any attacks made with trained weapons automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type. He suffers no penalties from wielding such weapons one size category larger than himself.

Maneuver Mastery (Ex): The fighter can always use any combat maneuver he’s trained in at its highest base attack bonus. He is completely immune to attempts at making those same combat maneuvers against him. Environmental conditions do not affect his success at executing such maneuvers.

Martial Mastery (Ex): The fighter gains one bonus Combat Feat for which he meets the requirements. Once a day, he can trade in this bonus feat for another Combat Feat so long as he still meets the requirements for the new one.