Everyman Options: Unchained Fighters is set to release early this month (December), and in celebration I thought it might be fun to give a sneak peak at some of the neat unchained fighter goodies that you'll find inside! Let's dive in and take a peak!
More Than Just Refurbished Archetypes
Although it seems like EVERYONE has been waiting for me to finished converting existing Pathfinder archetypes for the unchained fighter, Everyman Options: Unchained Fighter is so much more then that. In addition to converting existing archetypes, you'll find two all-new archetypes: the covert infiltrator and the mystic warrior, as well as a slew of new class options for the fighter (in advanced armor training, weapon armor training, and fighter training flavors) and five all-new feats. That's why we ultimately decided to put this product in the Everyman Options line instead of the Everyman Unchained line.
Let's start our sneak peak with several new class options for the fighter. First, a new advanced armor training:
Fighter’s Gambit (Ex): Even the most bitter upsets all play in to the fighter’s tactics and plans. Whenever an opponent attempts an attack roll or a combat maneuver check against the fighter, he can attempt a Bluff check as an immediate action and use the result as either his AC or CMD, as appropriate. If his opponent’s attack roll or combat maneuver fails to beat the result of his Bluff check, the fighter can allow the attack to hit him or the combat maneuver to succeed anyway, as if his opponent’s result had met his AC or CMD, in order to gain an insight bonus on his next attack roll or skill check against that opponent equal to half his fighter level.
Fighter's gambit is perfect for charismatic fighters seeking to stay one step ahead of their adversaries using guile and quick-thinking. No longer do you need to simply slug away at enemies—you can plan ahead and use tactical thinking to ultimately win you the day!
But ultimately, no one likes taking a beating in battle, am I right? Let's look at a few of the shiny new advanced weapon training options you'll find in Everyman Options: Unchained Fighters!
Baleful Glare (Ex): A fighter can glare at one creature within 30 feet as a swift action. That creature takes a –2 penalty to its Psychology DC against psychological maneuvers made by the fighter and a –2 penalty on attack rolls, except against attacks made against the fighter (for more information about Psychology DC and psychological maneuvers, see Ultimate Charisma). A fighter can maintain his glare against only one opponent at a time; it remains in effect until the fighter glares at a new target, the opponent dies or moves farther than 30 feet from the fighter, or the fighter falls unconscious or dies. The baleful glare relies on the target’s perception of his glare and it can be avoided in the same ways a gaze attack can. The fighter cannot use this ability while blinded. Glaring at a creature requires the fighter’s focus, so if he uses a gaze attack or a similar ability, he must target the subject of his baleful glare or voluntarily end the glare. The penalties from multiple fighters’ glares don’t stack, nor do they stack with penalties from witches’ evil eye hexes or mesmerists’ bold stare abilities. This is a mind-affecting effect. This option functions even while the fighter is not wielding a weapon from a chosen weapon group.
Offensive Assault (Ex): The fighter can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on weapon damage rolls. This bonus to damage is increased by half (+50%) if the fighter is making an attack with a two-handed melee weapon, a one-handed melee weapon using two hands, or a primary natural weapon that adds 1-1/2 times his Strength modifier on damage rolls. This bonus to damage is halved (–50%) if the fighter is making an attack with an off-hand weapon or a secondary natural weapon, and does not stack with bonuses from Power Attack, Deadly Aim, or similar feats.
At 4th level and every 4 levels thereafter, the fighter can choose to increase the penalty by –1 to increase the bonus to damage by +2, up to a –6 penalty for a +12 bonus at 20th level.
The fighter must choose to use this option before making an attack roll, and its effects last until his next turn. Once chosen, the fighter can’t adjust the penalty he takes until the next time he chooses to use the ability. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This option counts as Deadly Aim and Power Attack for the purpose of meeting feat prerequisites and prestige class requirements, and the fighter counts as having a Str of 13 and a Dex of 13 for the purpose of meeting such prerequisites or requirements. This option functions even while the fighter is not wielding a weapon from a chosen weapon group.
Why, yes. Yes you can glare so fiercely at your enemies that they quiver in their boots! And just in case you're like me and wished that fighters could switch between a whole bunch of different weapons easier, the offensive assault advanced weapon training makes using weapons of drastically different categories easier for the fighter. (And lets her grab those all-important feats without worrying about whether she's Dex-focused or Str-focused.)
But we all know the fighter doesn't need serious help in combat—these are fun, quality of life changes or options that allow the fighter to try out drastically different combat styles. Let's look at some fighter training options and see what other, miscellaneous options the fighter can draw upon!
Military Veteran (Ex): The fighter selects one specific fighting force, such as a specific group of bandits or the armed forces of a specific kingdom or nation. The fighter is either an active member of the chosen force or was honorably discharged. This intimacy grants the fighter a +2 bonus on Professional (soldier) checks, and on Knowledge (history) and Knowledge (local) checks regarding his selected fighting force. The fighter familiarity with his fighting force allows him to make those checks untrained. In addition, the fighter gains a +2 bonus on Diplomacy checks and Intimidate checks he makes against members of his selected fighting force or civilians somehow affiliated with that force (such as a citizen of your army’s kingdom or a farmer living in your brigade’s turf). These bonuses increase by +2 at 9th level and every 4 levels thereafter. Should the fighter fall from the good graces of his selected fighting force, he loses the benefits of this advanced weapon training option until he can make amends.
Versatile Militant (Ex): The fighter can use his bonus in Profession (soldier) in place of his bonus in the following skills: Perception, Sense Motive, and on Knowledge (history) and Knowledge (local) checks to answer questions about military groups and tactics, historic battles, and similar questions relating to professional militaries. When substituting in this way, the fighter uses his total Profession (soldier) skill bonus, including class skill bonus, in place of the associated skills’ bonuses, whether or not he has ranks in that skill or if it is a class skill.
While not all of the fighter training options revolve around being in a military group, many of them do involve potential backgrounds and specializations such as these. The idea is to give the fighter ways to pick options that give cool benefits that are useful out of combat (or sometimes in combat too) that aren't just "I kill stuff better." After all, this is an optional system, so we might as well build options for it!
And So Much More....
Naturally, this isn't ALL that's inside Everyman Options: Unchained Fighters. Maybe you'll want to play a classic archetype that's been retuned for the unchained fighter class, like the warden or the eldritch warrior (which is capable of casting spells). Maybe you'll fall in love with the new Parkour feat, which makes moving across difficult terrain and around obstacles easier while charging. Perhaps you'll fall in love with the mystic warrior archetype, who can conjure mystic bolts like a warlock vigilante to blast foes.
Whatever your flavor is, Everyman Options: Unchained Fighters is bound to give your fighter that extra bit of sweetness he needs to be flavorful and fun!