Everyman Gaming's New Year Resolution

Hello, everyone!

2016 has been winding down, and boy what a roller coaster it has been! More and more, it seems like we at Everyman Gaming are not the only ones who are rearing to leave 2016 behind us. And boy, what a year we have to look forward to in 2016! Now, everyone has their own thing that excites them about the potential for the new year, but for us at Everyman Gaming, our exciting thing is our new release schedule.

Traditionally, Everyman Gaming releases one product per month, which rolls out on the second week of the month. In 2017, we're going to be trying something completely different. We're shooting to have a new product for you every week in 2017—that way even if 2017 is terrible, at least you'll have a little bit of Everyman Gaming cheer to look forward to all year round! How are we managing this monuments feat? Well, we've rounded up a crack team of Pathfinder RPG freelancers to help us create a brand new product line for Everyman Gaming—Everyman Minis.

By Luis Loza, due early January 2017.

By Luis Loza, due early January 2017.

 

Everyman Minis are exactly what they sound like—they're miniature products, one to two pages in length, that revolve around providing rules crunch on one, specific topic. Sometimes this topic is a variant spellcasting system, while other times its a creepy occult ritual that turns people into wearable garments.

 
By Alexander Augunas, due mid January.

By Alexander Augunas, due mid January.

 

We're hoping to hit a wide variety of targets with Everyman Minis throughout the year, providing products on niche topics that we might not otherwise get to cover under our traditionally larger, themed product model.

Of course, new products in our traditional vein will continue to be released throughout 2017. In January, our long-expected racial anthology, the Dynastic Races Compendium, is due for its official release. We're also on-schedule to release the Skill Challenge Handbook, a guide to designing meaningful non-combat encounters, and Racial Prestige: Kyubi, new prestige class for kitsune characters, in February and March.

 
By Margherita Tramontano, due late January

By Margherita Tramontano, due late January

 

We're excited for 2017 to arrive, and when you see all of the products we have in store for next year, we hope you will be too!

~ Alexander Augunas

Your training's just getting started....

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!

Announcing Everyman Options: Unchained Fighters for 12/16!

Just when you thought your fighter was unchained enough, Everyman Gaming LLC returns with a vengeance! (And a sequel!) Following on the footsteps of the instantly acclaimed Everyman Unchained: Fighters, Everyman Options: Unchained Fighters outfits your fighter with a slew of archetypes, feats, and alternate class options that will enable him to take on the world!

Everyman Unchained: Fighters includes:

  • A slew of archetypes taken from throughout the Pathfinder Roleplaying Game that have been specifically updated and redesigned to work with the unchained fighter base class.
  • All new alternate class options for the fighter, including new advanced armor training options, new advanced weapon training options, and new fighter training options.
  • A dozen of new feats designed to help further customize your unchained fighter.
  • And much more!

With Everyman Gaming, innovation is never more than a page away!

 

Announcing the Everyman Gaming Bundle

Thank you, one and all!

Its no secret that Everyman Gaming had one of its best years ever this past year. From going rogue with Rogue Genius Games, to successfully funding a Kickstarter, to winning the #5 spot on Endzeitgeist's Top 10 of 2016, to a continued trend of high praise and high reviews from our customers, we at Everyman Gaming (as well as our partners with Rogue Genius Games) have a lot to be thankful for.

So in order to thank you, our fans who made this fantastic year possible, Rogue Genius Games and Everyman Gaming LLC are happy to announce that we've teamed up yet again to bring you the best bundle we could: The Everygiving Bundle.

The Everygiving Bundle has literally every Everyman Gaming product that we've currently listed. And because our fans have asked Rogue Genius Games to allow us to include it, we've also added Ultimate Occult into the fray as well! Nearly $200.00 of PDFs can be yours this Thanksgiving for only $25.08.

So thank us for thanking you by snagging up the Everygiving Bundle! But hurry—like a home-cooked turkey dinner, this deal won't last long!

 

Everyman Unchained: Fighters is HERE!

Danshi Human.png

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).

Finesse

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?

Roughrider (Archetype)

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.

Shira Human.png

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.

Follow Everyman Gaming, LLC on Twitter!

Also of interest, Everyman Gaming LLC officially has its own Twitter account: @EMGamingLLC. If you're a Twitter person, then all blog posts going forward will be posted both at EMG's Facebook group, and on Twitter.

Exciting new things are just around the corner!

 

Announcing the First-Ever Everyman Miniatures!

Remember back in September how we were getting Shoshie Bauer to paint our Kyr'shin miniature? Well, as you can see in the header above, Shoshie's finished and the miniature looks absolutely stunning.

Better still, I'm pleased to report that the first Everyman Miniature, Kyr'shin Yilenzo, is available for purchase at Imagine 3D Miniature's own website! The miniature is a high-quality 3D printed miniature that's printed in Black Acrylate, a high-definition plastic that captures all of the miniature's fantastic details and quality. The miniature is SO in-depth that if you felt like counting Kyr'shin's toes, you could. (Not sure WHY you'd want to count his toes, though! I'd much rather paint him myself.)

You can check out our product page for the Kyr'shin Mini below. The product page also includes a gallery of photographs and a short video clip, all of which showcase the majesty of this miniature.

We're looking forward to making additional miniatures with Imagine 3D Miniatures if this line proves popular, so if you want to see other Everyman Iconics like Shira, Drake, Chaiki, or Turquoise show up as miniatures, don't delay! Head on over now!

Alex Augunas

Everyman Gaming LLC

 
 

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

A Sneak Peak Inside Unchained Fighters

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:

Fighters as burly as this nagaji are sure to love that they get stamina as a baseline class feature now!

Fighters as burly as this nagaji are sure to love that they get stamina as a baseline class feature now!

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:

Kyr'shin seems to be enjoying the new martial spontaneity class feature!

Kyr'shin seems to be enjoying the new martial spontaneity class feature!

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!

Alex Augunas

The Everyman Gamer