Second Glimpse at the Unchained Fighter!

We're about two weeks away from the release of Everyman Unchained: Fighters, so I thought I would take the time to preview some more new content from the unchained fighter class, because there's a lot of it. Let's waste no time and get started!

A Trained Warrior

The basic idea for the Unchained Fighter is that the character is a trained veteran—someone who understands how to use his equipment and personal abilities to the absolute pinnacle of their potency. To that end, the unchained fighter gains a "Specialization" in a fighter weapon group relatively early on, as we can see here:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons, plus all weapons that belong to his chosen weapon group (see weapon training). He is proficient with all armor (heavy, light, and medium) and shields (including tower shields).

Weapon training 

This is similar to the monk and brawler getting free proficiency with all of their associated weapons, although the fighter has MANY more initial proficiencies then either of those classes. Along those same lines, the fighter actually gets his weapon training class feature at first level. It looks like this:

Weapon Training (Ex): Although he likely specializes in the use of one specific weapon, a skilled fighter is able to apply his training in one kind of weapon to other similar weapons, forming a weapon group. At 1st level, a fighter chooses one group of weapons (see page 12). He gains proficiency with all martial and exotic weapons from this group. In addition, the fighter can tap into his stamina pool in order to perform a combat trick that enhances his competency with weapons from his chosen weapon group. By spending points from his stamina pool when he makes an attack with a weapon that belongs to his chosen weapon group, the fighter can grant himself a competence bonus on his attack equal to the number of points spent (maximum 5). 

At 5th level, the fighter gains a +1 bonus on attack and damage rolls when using a weapon from his chosen group. This bonus increases by +1 at 9th level and every four levels thereafter, to a maximum of +4 at 17th level.

This means that the fighter has two things that he can spend his stamina on at 1st level—boosting his attack rolls with this ability, or triggering the effect of one of his 1-to-3 combat feats. (Depending on what he took as his 1st level feat and whether or not he's human.) But this isn't the only power that the unchained fighter gains that involves his stamina pool. Another such ability is called second wind.

Second Wind (Ex): At 3rd level, a fighter can tap into his stamina in order to temporarily regain vitality. By spending 1 stamina from his stamina pool as a swift action, the fighter gains a number of temporary hit points equal to 1d8 + his fighter level (maximum +5). For every 2 fighter levels beyond 3rd that he possesses, the fighter can spend 1 additional stamina point to add 1d8 to the number of temporary hit points that he gains when he activates this ability and increase the maximum number of bonus temporary hit points that he gains from his fighter levels by 5, to a maximum of 4d8 + the fighter’s level (maximum +20) at 11th level.

Temporary hit points gained from multiple uses of this ability do not stack, and his total number of hit points and temporary hit points from activating this ability cannot exceed the fighter’s hit point maximum. At 11th level, the fighter can use this ability as an immediate action. At 19th level, he can use it as a free action once per round, even if it isn’t his turn.

Training By Any Other Name

Now, the #1 question that I get asked when talking about the Unchained Fighter is, "Does the unchained fighter use the advanced weapon training and advanced armor training rules that you created for the Weapon Master's Handbook and the Armor Master's Handbook?" The answer is yes, but rather than being an optional substitution, they're backed right into the class as follows:

Advanced Weapon Training: As the fighter’s combat skill grows, he trains himself in new ways to use his skill with his chosen weapon group to out match his enemies. Starting at 5th level, a fighter gains one advanced weapon training option. He gains an additional option at 9th level, 13th level, and 17th level. 

Advanced weapon training options only function when the fighter is wielding a weapon that belongs to a weapon group that he has chosen with the weapon training class feature unless noted otherwise. If the fighter wields two or more weapons from different weapon groups that he has chosen with the weapon training class feature simultaneously, use the his highest weapon training bonus to determine the effects of his advanced weapon training options unless noted otherwise. 

A fighter cannot select an individual advanced weapon training option more than once unless noted otherwise.

Advanced Armor Training: With practice, a fighter is able to improve his ability to wear and use his armor. Starting at 7th level, a fighter gains one advanced armor training option. He gains an additional option at 11th level and 15th level.

Advanced armor training options only function only when the fighter is wearing appropriate armor or using a shield unless noted otherwise. 

A fighter cannot select an individual advanced armor training option more than once unless noted otherwise.

All of the advanced armor trainings and advanced weapon trainings that I've written appear in this book (sometimes with clarifications and revisions as appropriate). But there isn't *just* an endless sea of repeats in this list. There were a LOT of AWTs and AATs that didn't make it off of the cutting room floor when I originally created the system, so there are plenty of new goodies to look forward to—many of which allow the fighter to adapt otherwise impractical or impossible weapon styles. 

Now, I really must be heading out, but I'm sure that you'd want at least ONE small preview of some of the new AATs and AWTs in Unchained Fighter, so before I leave I'll leave you a new AWT (battle trance) and a new AAT (

AATs and AWTs allow you to use your favored equipment in the more effectively.

AATs and AWTs allow you to use your favored equipment in the more effectively.

Battle Trance (Ex): The fighter can enter a state of deadly calm that focuses his body and mind, honing his weapon skill with deadly precision. By spending 1 stamina point from his stamina pool as a free action, the fighter can increase his weapon training bonus for 1 round. Each round he can maintain his battle trance as a free action by spending 1 point of stamina. This trance increases the fighter’s weapon training bonus on attack rolls and damage rolls with each of his chosen weapons by +1, as well as the bonuses he gains from advanced weapon options that add his weapon training bonus to ability checks, attack rolls, initiative checks, saving throws, skill checks, damage rolls, AC, or CMD. This increase does not alter the effects of advanced weapon training options that derive non-numeric benefits from the fighter’s weapon training bonus (such as the abundant tactics option). A fighter cannot use any Intelligence-based skills or abilities that requires patience or concentration while in a battle trance.

The fighter can end his battle trance as a free action and is fatigued after the trance ends for a number of rounds equal to 2 times the number of rounds spent in the battle trance. A fighter cannot enter a new battle trance while fatigued, exhausted, or while raging (including the rage spell). Otherwise, he can enter multiple battle trances during a single encounter or combat. If a fighter falls unconscious, his battle trance ends.

Offset Encumbrance (Ex): The fighter is able to offset the weight of his armor, granting him a bonus to his Strength score for the purpose of determining encumbrance. He gains a +1 bonus to his Strength score for this purpose while wearing light armor, or +2 while wearing medium armor. If he is at least 11th level, he gains a +4 bonus while wearing heavy armor. A fighter must have the armor training class feature before selecting this option.

Everyman Unchained: Fighters will be release on the second week of November—keep an eye out for it then, and expect one more preview blog next week, when I'll preview some of the archetype design, as well as some new feats and fighter weapon groups. Take care!

Alex Augunas, the Everyman Gamer