Unchained Fighter

by Insidious

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Unchained Fighter
FIRST EDITION

Foreword:

The Unchained Fighter has access to new features with a talent system that expands player options, which may allow a character to punch above its weight class. Check with your GM before bringing an Unchained Fighter to your table! This class design references rules available in the Unchained Action Economy. It is otherwise compatible with the default combat system of 1st edition. The terminology listed below is used to define respective class features, as well as highlight key differences in functionality:

Combat Stamina:

An Unchained Fighter gains access to Pathfinder Unchained's Stamina and Combat Tricks.

Fighting Edge:

The Unchained Fighter's new class features, adding further customization.

Bravery:

The Unchained Fighter can also use Bravery to rally a nearby ally who is subject to a fear effect.

Imposing Threat:

The Unchained Fighter gains a new method to leverage his position on the battlefield.

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Unchained Fighter

Table: Unchained Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Combat Stamina, Fighting Edge
2nd +2 +3 +0 +0 Fighting Edge, Bravery +1
3rd +3 +3 +1 +1 Armor Training 1, Avant-garde
4th +4 +4 +1 +1 Fighting Edge
5th +5 +4 +1 +1 Weapon Training 1
6th +6/+1 +5 +2 +2 Fighting Edge, Bravery +2, Imposing Threat
7th +7/+2 +5 +2 +2 Armor Training 2, Limitless Stamina
8th +8/+3 +6 +2 +2 Fighting Edge, Avant-garde
9th +9/+4 +6 +3 +3 Weapon Training 2, Mettle
10th +10/+5 +7 +3 +3 Fighting Edge, Bravery +3
11th +11/+6/+1 +7 +3 +3 Armor Training 3
12th +12/+7/+2 +8 +4 +4 Fighting Edge, Greater Limitless Stamina
13th +13/+8/+3 +8 +4 +4 Weapon Training 3, Avant-garde
14th +14/+9/+4 +9 +4 +4 Fighting Edge, Bravery +4
15th +15/+10/+5 +9 +5 +5 Armor Training 4
16th +16/+11/+6/+1 +10 +5 +5 Fighting Edge
17th +17/+12/+7/+2 +10 +5 +5 Weapon Training 4
18th +18/+13/+8/+3 +11 +6 +6 Fighting Edge, Bravery +5, Avant-garde
19th +19/+14/+9/+4 +11 +6 +6 Armor Mastery
20th +20/+15/+10/+5 +12 +6 +6 Fighting Edge, Weapon Mastery

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Alignment

Any

Hit Die:

d10

Starting Wealth

5d6 × 10 gp (average 175 gp, maximum 300 gp.) In addition, each character begins play with an outfit worth 10 gp or less

Class Skills

The fighter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level

4 + Int modifier.

Class Features

The following are class features of the Unchained Cleric.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons, with all armor (light, medium, and heavy) and shields, including tower shields.

Combat Stamina (Ex)

At 1st level, the fighter gains Combat Stamina as a bonus feat. After the fighter makes an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which the fighter is proficient, but before the results are revealed, the fighter can spend up to 5 stamina points. The fighter gains a bonus on the attack roll equal to the number of stamina points spent. If the attack misses, the stamina points are still lost.

The fighter can spend stamina points to use any combat tricks associated with combat feats the fighter possesses.

The fighter’s stamina pool is equal to the fighter’s base attack bonus + the fighter’s Constitution bonus + 1. The fighter regains 1 stamina point for each uninterrupted minute of rest. The fighter can't regain stamina points if he or she is suffering from any of the following conditions: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned. See rules for Stamina and Combat Tricks.

Fighting Edge

At 1st level, and at every even level thereafter, a fighter gains a Fighting Edge. Unless otherwise noted, a fighter cannot select an individual Fighting Edge more than once.

Adrenaline (Ex): The fighter can spend 3 Stamina as a swift action (bonus act) to move an amount up to the fighter’s move speed. At 10th level, the fighter can use this ability as an immediate action (reaction). The fighter must be at least 4th level to select this Fighting Edge.

Armor Specialist (Ex): The fighter gains an Advanced Armor Training. The fighter can select this Fighting Edge more than once.

Brace For Impact (Ex): The fighter treats all one-handed and two-handed melee weapons as if they had the brace special feature.

Brutal Throw (Ex): The fighter uses his or her Strength modifier (instead of Dexterity modifier) for attack rolls with thrown weapons. The fighter can also use Power Attack with thrown weapons.

Canny Defense (Ex): When wearing light or no armor and not using a shield, the fighter adds either 1 point of Intelligence bonus (if any) per fighter class level or the fighter’s Bravery bonus as a dodge bonus to Armor Class (whichever is higher) while wielding a weapon. This bonus is lost if the fighter is encumbered, caught flat-footed, or denied his or her Dexterity bonus.

Combat Feat (Ex): The fighter gains a Bonus Combat Feat the fighter qualifies for. The fighter can select this Fighting Edge more than once. Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new Bonus Combat Feat in place of a Bonus Combat Feat he has already learned. In effect, the fighter loses the Bonus Combat 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 Fighting Edge for the level.

Disruptive Opportunity (Ex): The fighter gains Spellbreaker as a bonus feat, even if the fighter does not have the normal prerequisites. In addition, the DC to cast spells defensively while within the fighter’s threatened area increases by an amount equal to the fighter’s Bravery bonus. The fighter must have the Disruptive feat to select this Fighting Edge.

Eldritch Harrier (Su): As an immediate action (reaction, the fighter can spend 9 Stamina to rebound a spell back to the original caster the fighter is observing. This ability otherwise functions similar to spell turning. The fighter must be at least 12th level, be wielding a magic weapon or shield, and have Disruptive Opportunity to select this Fighting Edge.

Double-Team (Ex): When an adjacent ally makes a melee attack roll against an opponent, the fighter may expend an attack of opportunity and use the aid another action to improve the ally’s attack roll. If the fighter has a Stamina Pool, the fighter can also spend Stamina to increase the ally’s attack roll before the result is revealed.

Dual Combat Maneuver (Ex): The fighter can attempt two combat maneuvers simultaneously against a single opponent once each turn. The fighter declares two different combat maneuvers to use, and rolls a single combat maneuver bonus (at the current iterative base attack bonus). The maneuvers resolve in the order of the fighter's choice. The action required to use this ability is the greatest among combat maneuvers the fighter chooses to use (for example, in place of an attack (1 act) for Disarm/Trip, or standard action (2 acts) for Grapple/Dirty Trick). The fighter cannot use this ability during an attack of opportunity.

Dual Opportunity (Ex): The fighter may attack once with both his or her primary and secondary weapons when making an attack of opportunity. The penalties for attacking with two weapons apply normally.

Extra Imposing Threat (Ex): The fighter selects an additional type of Imposing Threat, and gains the listed benefit. The fighter must be at least 6th level to select this Fighting Edge.

Fighting Style (Ex): The fighter gains a single ability from any available Fighter Archetype. The fighter must have a minimum Fighter Level that the ability requires (i.e. 3rd level for Trick Shot). The fighter cannot select an ability that replaces Weapon Training (i.e. Spear Training, Crossbow Expert, including Shadow Weapon). The fighter cannot select an ability that alters class skills. Selecting this Fighting Edge does not replace other abilities. The fighter can select this Fighting Edge more than once.

Fortune Favors the Bold (Ex): The fighter’s Bravery bonus increases by 1. In addition, when determining the purchase limit of a settlement, increase the settlement type by a number of steps equal to the fighter’s Bravery bonus (maximum size of metropolis). When determining the random amount of available magic items (minor, medium, and major) within a settlement or Kingdom treasure, add the fighter’s Bravery bonus to the amount of each category. The fighter must be present during any transaction.

Lead the Charge (Ex): When an ally charges an opponent that is no further away from the fighter than the fighter’s move speed, as an immediate action (reaction) the fighter can charge that opponent. The fighter can choose to charge before or after the ally. The ally gains a bonus on his or her attack roll equal to the fighter’s Bravery bonus. At 6th level, the fighter can spend 3 Stamina to deal maximum weapon damage on any charge attack the fighter makes (including extra damage dice from Magic Weapon Special Abilities). If the fighter is mounted, the fighter can perform a mounted charge instead, using the mount’s speed.

Master of the Forge (Ex): The fighter may select Craft Magic Arms and Armor, or Craft Wondrous Item as a bonus feat. The fighter must have Master Craftsman to select this Fighting Edge.

Monster Battler (Ex): The fighter is able to hinder certain body parts of beastly creatures. When the fighter successfully attacks an Aberration, Animal, Dragon, Magical Beast, Monstrous Humanoid, Plant, or Vermin, it loses the ability to use a single natural attack of the fighter’s choice. The fighter must declare using this ability before making an attack roll, and spend 3 Stamina. The target can resist this debilitation with a successful Fortitude Save (DC 13 + the fighter’s base attack bonus). Failing this save disables the fighter’s choice of one natural attack the creature has for 1d4+1 rounds.

Nonlethal Takedown (Ex): The fighter no longer takes a penalty on attack rolls using melee weapons to deal nonlethal damage. In addition, the fighter can grant this benefit to allies within 30 feet that can see or hear the fighter as a move action (1 act) for 5 rounds.

Retaliate (Ex): Upon being struck by a melee attack, the fighter can make a single melee attack against the attacking opponent as an immediate action (reaction). If the opponent is using an unarmed strike or natural attack, the fighter can instead make a single attack once the attack roll is declared against the fighter, but before the result is revealed. (If the fighter has Ballistic Threat, the fighter may make a single ranged attack as an immediate action instead.) The fighter must be at least 4th level to select this Fighting Edge.

Revenge (Ex): When an opponent confirms a critical hit against the fighter, the fighter can store a Revenge Attack as an immediate action (reaction). The fighter can expend a Revenge Attack as a standard action (2 acts) to make an attack roll against an opponent, which if successful inflicts damage as if the weapon had scored a critical hit. The fighter can store only one Revenge Attack at a time, until the fighter rests. The fighter must be at least 4th level to select this Fighting Edge.

Shared Revenge (Ex): When an opponent confirms a critical hit against an ally within 30 feet of the fighter, the fighter can store a Revenge Attack as an immediate action (reaction). Additionally the fighter can expend a Revenge Attack as a move action (1 act) to grant an ally within 30 feet the use of a Revenge Attack (as above). The ally gains a morale bonus on the attack roll equal to the fighter’s Bravery bonus. The fighter must have Revenge to select this Fighting Edge.

Teamwork Feat (Ex): The fighter gains a teamwork feat the fighter qualifies for. The fighter can select this Fighting Edge more than once.

To Battle! (Ex): During the fighter’s first turn in each encounter, the fighter can choose to grant an amount of temporary hit points equal to 10 x the fighter's Bravery bonus to each ally within 15 feet as a free action. These temporary hit points last for 1 minute. This is an audible effect.

Tolerate Pain (Ex): When the fighter would be dealt damage in combat, the fighter can attempt to brave the pain in order to continue fighting. To use this ability, the fighter must spend 3 Stamina as an immediate action (reaction) and attempt a Fortitude saving throw, adding his or her bonus from Bravery (DC = damage dealt). If the save succeeds, the fighter suffers no damage from the attack; if the save fails, the fighter suffers half damage. The Endurance feat grants a +8 bonus on this saving throw. The fighter must be at least 4th level to select this Fighting Edge.

Weapon Specialist (Ex): The fighter gains an Advanced Weapon Training. The fighter can select this Fighting Edge more than once.

Wrestling Defense (Ex): As an immediate action (reaction), the fighter can spend up to 5 Stamina to increase the fighter’s AC or Combat Maneuver Defense by 1 for each point of Stamina spent. The fighter can use this Fighting Edge after the roll is declared, but before the result is revealed.

Bravery (Ex)

Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

In addition, the fighter can rally another ally within 30 feet who is under a fear effect as a move action (1 act). The fear effect is suppressed for a number of rounds equal to the fighter’s Bravery bonus. This is an audible effect.

Armor Training (Ex)

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his or her armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his or her normal speed while wearing medium armor. At 7th level, a fighter can move at his or her normal speed while wearing heavy armor.

Note: an Unchained Fighter retains the option to exchange an Armor Training increase for an Advanced Armor Training starting at 7th level.

Avant-garde (Ex)

At 3rd level, the fighter gains proficiency with a single exotic weapon. At 8th level and every five levels thereafter, the fighter gains proficiency with an additional exotic weapon.

Weapon Training

Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Note: an Unchained Fighter retains the option to exchange an additional weapon group for an Advanced Weapon Training starting at 9th level.

Imposing Threat

At 6th level, the fighter begins to master the meaning of presence on the battlefield. The fighter selects one type of Imposing Threat and gains the listed benefit:

Aggressive Instinct: Opponents the fighter is observing treat all squares the fighter threatens as difficult terrain. This does not prevent opponents from charging through the fighter’s threatened squares, however.

Ballistic Threat: While wielding a ranged weapon (including thrown weapons), the fighter threatens squares within 5 feet. The fighter can make attacks of opportunity with a held ranged weapon, and does not provoke attacks of opportunity when making a ranged attack as an attack of opportunity. (This Imposing Threat counts as Snap Shot for prerequisites.)

Magic Harrier: The fighter gains Disruptive as a bonus feat.

Press the Attack: Other allies of the fighter gain a +2 morale bonus on attack rolls against opponents threatened by the fighter. Opponents must be observing the fighter for an ally to benefit.

Protector: Other allies of the fighter do not provoke attacks of opportunity from enemies the fighter is observing when moving through squares the fighter threatens or occupies.

Limitless Stamina

At 7th level, the fighter regains 1 Stamina each round, even when exerting himself (including while in combat).

Mettle

At 9th level, if the fighter succeeds a Fortitude or saving throw against an effect that has a reduced effect on a successful save, the fighter instead avoids the effect entirely. This does not apply if the fighter is helpless, stunned, or unconscious.

Greater Limitless Stamina

At 12th level, the fighter instead regains 2 Stamina each round even when exerting himself (including while in combat).

Armor Mastery (Ex)

At 19th level, a fighter gains damage reduction 5/- whenever he is wearing armor or using a shield.

Weapon Mastery (Ex)

At 20th level, a fighter chooses one weapon group. Any attacks made with that weapon group automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, the fighter cannot be disarmed while wielding a weapon from this group.

Further Considerations

At the GM’s discretion, a character can be allowed to select Extra Fighting Edge as a general feat.

Extra Fighting Edge

Prerequisite: Fighting Edge class feature
Benefit You gain one additional Fighting Edge. You must meet the prerequisites for this Fighting Edge.
Special: You can take this feat multiple times. Each time you do, you gain another Fighting Edge.

Archetypes

At the GM’s discretion, an Unchained Fighter can still qualify for Fighter Archetypes. The Unchained Fighter replaces Fighting Edges at indicated levels instead of Bonus Feats.

About the GM

Hello! I am Insidious - a player and Game Master with over 25 years of experience with Tabletop Roleplaying Games. Check out my content for great additions for your games. These include optional rulesets, additional classes, and solid reading material for inspiration otherwise.

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Part 2 | Your Introduction