Last week, Everyman Gaming announced that our next product is Everyman Unchained: Fighters, a product designed to revamp the fighter's core design as a martial weapon master with updated rules and mechanics. The response to our announcement has been VERY well-received, but plenty of people still have tons of questions regarding what sort of content they're going to find in this product.
As October winds down and November begins creeping up upon us, it seemed like an excellent time to share some information regarding what awaits you in Everyman Unchained: Fighters. So why wait? Let's jump in!
An Old Favorite, Remastered
Part of the goal for Everyman Unchained: Fighters was to rebuild the fighter class using innovations that have become staples for fighter play. To this end, we've taken the stamina rules from Pathfinder Roleplaying Game: Pathfinder Unchained and turned them into a core class feature that the fighter receives at Level 1. Here's a sneak peak:
Stamina (Ex): A fighter trains diligently in order to build his martial acumen, allowing him to push himself beyond the limits of his endurance to perform otherwise impossible feats of valor and daring. Each day, the fighter gains a stamina pool with a maximum number of stamina points equal to his base attack bonus + his Constitution modifier. During combat, a fighter can spend points from his stamina pool in order to perform a combat trick, the specific effects of which are dictated by a combat feat or class feature that the fighter possesses (for a list of combat tricks, see the stamina rules in Chapter 3 of Pathfinder Roleplaying Game: Pathfinder Unchained). Unless noted otherwise, spending stamina points is not an action, and a fighter can’t spend stamina points if he is unconscious, fatigued, or exhausted. Dropping to 0 stamina points causes the fighter to become fatigued until he has 1 or more points in his stamina pool.
Temporary increases to Constitution, such as those granted by the bear’s endurance spell, do not increase the number of stamina points in the fighter’s pool or his pool’s maximum number of stamina points. However, permanent increases to Constitution, such as the bonus granted by a belt of mighty constitution worn for more than 24 hours, do adjust your stamina points.
A fighter regains stamina points by resting for short periods of time. A fighter doesn’t have to sleep while resting in this way, but he can’t exert himself. The fighter stops regaining stamina points if he enters combat; takes an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or takes more than one move action or standard action in a round (he can still take free, immediate, and swift actions). This reduction in the fighter’s number of actions per round also effectively halves his overland speed. For each uninterrupted minute the fighter rests in this way, he regains 1 stamina point. If the fighter is suffering from any of the following conditions, he can’t regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.
As you can see, this is basically the same ability that is described in Pathfinder Unchained, so what did we do that's new with it? Well, for starters the fighter gains several class features that interact with the stamina rules. One of my favorites allows the fighter to take a leaf from his cousin, the brawler. Here's what we're looking at:
Martial Spontaneity (Ex): At 4th level, a fighter can take a move action to tap into his stamina to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The fighter must meet all the feat’s prerequisites. He must spend 1 stamina point from his stamina pool in order to use this ability, and the benefits of any feats that he gains using this ability immediately end whenever the fighter drops to 0 stamina points.
The fighter can use this ability again before the duration expires to replace the previous combat feat with another choice. If a combat feat has a daily limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
And just before you thought that your fighter was going to have to give up his monopoly on bonus feats in order to get these improvements, guess again!
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats.
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Sadly, that's all the time I have today to show you the inside of Everyman Unchained: Fighters. Currently I'm wrangling editors and getting ready to try and put a print version of the product together—all while finishing my obligations to the Dynastic Races Compendium, of course! Hopefully next week I'll be able to pop back in and share some more exciting tidbits about Unchained Fighters with the lot of you. In the meantime, stay stalwart!
The Everyman Gamer