Well, everyone, today's the big day—Everyman Unchained: Fighters is now available at DriveThru RPG! In celebration, we've decided to give you a bit of a sneak peak of some of the new content that you'll find in Everyman Unchained: Fighters. First up, one of the three new fighter weapon groups that you can choose from (with GM approval, of course).
Weapons: bladed scarf*, dueling sword*, elven branch spear, elven curve blade, estoc*, gauntlet, rapier, scorpion whip, spiked chain, sword cane, whip, all light weapons, such as dagger, shortsword, and sai, and all natural weapons, such as bite, claw, gore, tail, and wing.
Next, let's take a peak at one of the remastered archetypes in Everyman Unchained: Fighters! Nearly all of the archetypes from the Pathfinder RPG Core Rules line have been updated herein, the only exceptions being the mutagenic warrior and the martial master, which will appear in a future fighter-themed product. So, which archetype will I chose? How about the roughrider?
Roughriders study and practice the fine points of mounted combat, drilling endlessly with warbeasts—from noble thoroughbreds to trained monsters—to form a perfect synergy between rider and steed.
Steadfast Mount (Ex): At 2nd level, after a roughrider has spent 1 hour practicing with a mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves, but only while the roughrider is mounted on it or adjacent to it. This bonus increases by +1 for every four levels after 2nd.
This ability replaces bravery.
Armored Charger (Ex): At 3rd level, a roughrider no longer suffers armor check penalties on Ride skill checks. His mount’s speed is not reduced when carrying a medium load or wearing medium barding.
This ability replaces armor training.
Mount (Ex): At 5th level, a roughrider gains the mount training advanced weapon training option. Whenever he rides his mount, the roughrider’s mount gains a bonus on attack rolls and damage rolls equal to his highest weapon training bonus.
This ability alters the advanced weapon training option gained at 5th level.
Leap from the Saddle (Ex): At 7th level, after a roughrider’s mount takes a single move, he may attempt a fast dismount (DC 20 Ride check). If he succeeds, he can take a full attack action.
This ability replaces the advanced armor training option gained at 7th level.
Relentless Steed (Ex): At 11th level, a roughrider’s mount does not reduce its speed when wearing heavy barding or carrying a heavy load. The roughrider may also reroll a Ride skill check or a saving throw made by the mount once per day, but must use the second roll even if it is worse. This ability may be used one additional time per day for every four levels beyond 11th.
This ability replaces the advanced armor training option gained at 11th level.
Relentless Steed (Ex): At 15th level, a roughrider’s mounted charge is not blocked by friendly creatures or difficult terrain. Additionally, whenever the roughrider’s mount takes a single move, the roughrider can make a full attack, taking his attacks at any point during his mount’s movement. If he has the Trample feat, he may substitute an overrun combat maneuver for each of his attacks. This movement provokes attacks of opportunity against the roughrider but not his mount.
This ability replaces the advanced armor training option gained at 15th level.
Indomitable Steed (Ex): At 19th level, a roughrider and his steed gain DR 5/— when mounted.
This ability replaces armor mastery.
Last, let's take a peak at one of the new feats in this book. My buddy James Ballod, a blogger at the Know Direction Network, is a HUGE fan of this one!
Airborne Assault (Weapon Mastery)
Airborne opponents aren’t safe from your leaping assaults.
Prerequisites: Leaping Assault, Acrobatics 7 ranks, weapon training with a melee weapon.
Benefit: You can charge airborne creatures with your leaping assault by jumping at them. To make a leaping assault against an airborne opponent, you must successfully use the Acrobatics skill to high jump a distance equal to the distance between you and your opponent minus your reach. For example, the Acrobatics DC for a character with a 5-foot reach to make a high jump to reach an opponent that is 40 feet above her is 140 (DC 4 per foot times 35 feet). If this check is successful, you may then make a second Acrobatics check to perform the leaping assault, as detailed by the Leaping Assault feat. When determining the falling damage that you take after your high jump is complete, ignore a number of feet of falling damage equal to the total distance jumped.
In addition to the usual effects of a leaping assault, any airborne opponent hit by your leaping assault must make a Fly check against your CMD. If it fails this check, it loses 10 feet of altitude. If the opponent fails by 10 or more, it plummets to the ground instead, taking the appropriate falling damage.
Combat Trick: By spending 2 stamina points whenever you make an Acrobatics check to high jump, you double the result of your Acrobatics check for the purpose of determining the total distance that you jump. This doesn’t stack with other effects that multiple the result of an Acrobatics check made to perform a high jump, such as the air’s leap aerokineticist utility talent.
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Exciting new things are just around the corner!