Everyman Minis: Unchained Fighter Options (PFRPG) PDF

****½ (based on 2 ratings)

Our Price: $2.95

Add to Cart
Facebook Twitter Email

By Luis Loza
For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch.
This installment of Everyman Minis includes: 1,000 words describing all new advanced armor trainings, advanced weapon trainings, and fighter training options for Everyman Gaming’s unchained fighter class, as presented in Everyman Unchained: Fighters.
With Everyman Gaming, innovation is never more than a page away!

Page Count: 6

Product Availability

Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPDFRGGEMM0021E


See Also:

Average product rating:

****½ (based on 2 ratings)

Sign in to create or edit a product review.

An Endzeitgeist.com review

*****

This installment of the Everyman Minis-series clocks in at 9 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 3 .5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!

All righty, there are basically three types of class features contained herein for the Unchained Fighter-class.

The first ones would be advanced armor training options: We get a total of 3 of them: Armored Dash is glorious: It lets fighters wearing medium or heavy armor ignore a number of 5-ft.-squares of difficult terrain per movement equal to Strength-bonus. This does not stack with Nimble Moves or abilities based on it. Guarded action lets the fighter, 1/round, use a shield to automatically deflect an attack of opportunity, but only while aware of the attack and not flat-footed. This costs 2 stamina and expends an AoO-use, and after using the attack, the fighter loses the shield bonus to AC unless he has Improved Shield Bash. It may be taken multiple times for multiple uses, with escalating stamina costs. I LOVE this. It makes shields matter more and retains balance. Huge kudos! The third option would be Two-Shield-Specialist, allowing the character to stack shield bonuses, but not their enhancement bonuses or effects that increase the off-hand shield’s bonus to AC. Nice fill of a rules-hole.

We also get 3 new advanced weapon training options: Knockback blow lets the fighter use bull rushes instead of melee attacks during full attacks or AoOs. The ability gets AoO-interaction right. Success also deals damage to the target and it may be used with ranged weapons, but at a penalty. Spell parry lets the fighter targeted by spells or SPs that allow for SRs expend 2 stamina points and an AoO to attempt to parry the spell, rolling 1d20 + BAB, weapon enhancement bonus and weapon training bonus with the chosen weapon. The fighter is treated as having SR equal to this amount; 1s are failures, 20s return the spell to sender as per spell turning; touch range spells cannot be sent back. This is powerful, but I really like it. If you need a customization suggestion, I’d suggest eliminating the bonuses granted by weapon enhancement and weapon training for less high-powered games. Thirdly, throwing mastery lets the character draw unhidden weaponry as part of the attack roll and may have the weapon return to his hand after the attack, making, in conjunction, thrown weapons behave analogue to bows. The ability may not be used with ammunition or items destroyed upon impact and improvised weapons don’t return, unless you have Throw Anything. Inspired!

Finally, we get 9 different fighter training options: Battle Medic nets Heal as class skill, lets the fighter substitute BAB for skill bonus and increases HP healed via treat deadly wounds. Master Climber/Swim are follow-ups for heightened climbing/swimming, respectively; Master Perception lets the fighter pinpoint unseen creatures and comes with proper synergy with senses. Master Senses allows the fighter to further increase the senses, building on heightened senses. Master Acrobat allows the unchained fighter to go full-blown WuXia Wire-Fu, employing Fly etc. Nice.

Hack apart is basically a coup-de-grace versus objects: Provokes AoOs, but can sunder objects etc. effectively, ignoring class level hardness. Adamantine weaponry interaction is included. Additionally, 5 stamina may be used as a swift action for a sunder effect added to a successfully attack. Recuperate builds on treat deadly wounds, allowing the fighter to use it on himself; he does not regain stamina points while treating his wounds thus. Minor complaint: The rules here get it the wrong way around: The ability states that the fighter may use Heal instead of fighter level and Wisdom modifier instead of Constitution when making the check – it should be the other way round, considering how Heal works. For 5 stamina, the fighter can add a bonus to the check. On a success, the fighter heals +2 hit points per class level; higher successes also add the highest physical ability modifier (positive only) to the hit points healed. This may be used Con-mod times per day. Finally, shrug it off lets the unchained fighter spend ½ class level stamina points as a swift action to gain fast healing equal to stamina spent for 1 minute. It can be used 3 + Con-mod times per day.

Conclusion:

Editing and formatting per se are top-notch, with the one switcheroo-glitch being my only complaint. Layout adheres to Everyman Gaming’s two-column b/w-standard with a nice full-color artwork. The pdf has no bookmarks, but needs none at this length.

Luis Loza’s options are GLORIOUS. They are mechanically-complex and center all around dealing with holes in rules, are balanced, yet potent and actually manage to make e.g. shields matter. It is baffling how much coolness can be found herein. In spite of the minor glitch, I will settle on 5 stars + seal of approval. A must-own purchase for the excellent unchained fighter.

Endzeitgeist out.


Review of Everyman Minis Unchained Fighter Options

****( )

This is a short and sweet PDF covering yet more options for the unchained fighter, who was already covered in two previous PDFs. These seem to be some odds and ends that didn't fit elsewhere, but they work very fine right here.

We get an introduction explaining at what levels the unchained fighter gets advanced armor training, advanced weapon training, and fighter training options, and what they are. Short version, they're new ways to customize your fighter character, granting them enhanced skills, new abilities, new ways to use their armor and weapons, or even ways to improve the fighter for noncombat situations. I personally love them for the options they grant fighters. And we get some very fine new ones here!

Under 'Advanced Armor Training Options', we get things like 'Armored Dash': In medium or heavy armor, the fighter can move through difficult terrain as though it were normal, up to a limit imposed by his strength bonus. 'Guarded Action' lets him deflect attacks of opportunity, provided he has a shield and is willing to spend some stamina points – another new idea from the previous 'Unchained Fighter' PDFs. 'Two-Shield Specialist' allows the fighter to double-wield shields for defensive purposes.

Under 'Advanced Weapon Training Options' we find 'Knockback Blow', permitting the fighter to make a bull rush in place of one attack during a full attack or attack of opportunity. If the bull rush works, the opponent takes damage as well as being driven back. 'Spell Parry' grants you temporary spell resistance against one spell if you have an AoO and some stamina points ready. I like this one, it reminds me of some of old school heroic fantasy stories where the mighty barbarian literally cuts their way through the evil wizard's magic. 'Throwing Mastery' allows the fighter to make a full attack with thrown weapons. And if he's not tossing thrown ammunition, such as darts or shuriken, his weapon returns to his hand. He has a fine set of reflexes there.

'Fighter Training Options' is the last and longest part. 'Battle Medic' allows a fighter to use their BAB for his ranks in Heal when determining his Heal skill bonus, and they get Heal as a class skill. Oh yes, they can add some of their fighter level to the hit points restored. This feels like another great idea to me – a lot of people seem to want more options for non-spellcasting healers; and given how good fighters are at taking foes apart, why shouldn't they know something about putting them back together again?

'Hack Apart' permits the fighter to make an enhanced sunder attack against an object or structure, ignoring a certain amount of its hardness as well. Great for your classic door-breaker. 'Master Acrobat' permits a fighter to make anime-esque flying leaps, basically a point to point one round fly speed, provided he's taken a fighter training option from one of the earlier PDFs allowing him to make greater leaps. 'Master Climber' and 'Master Swim' both permit fighters with appropriate training options from earlier PDFs to climb or swim at their full speed. 'Master Senses' grants improved version of normal or already-enhanced senses to the fighter if he has the proper training, like skill ranks in Perception. 'Master Perception' allows the fighter to pinpoint unseen creatures within short range in classic Tarzan/Conan fashion. 'Recuperate' allows a fighter to self-heal damage a limited amount of times a day after ten minutes of rest. One small problem here – you have to roll your BAB with a bonus from stamina points if they're spent and the DC isn't given. I believe it's rolled against a DC of 20, as in the description of the Heal skill when treating deadly wounds in the core rulebook, but clarification would have been nice. 'Shrug It Off' allows a fighter to gain fast healing for one minute, with the amount depending on how many stamina points they spend, for a limited number of times per day. Again, I really enjoy those last two. They put me in mind of half a hundred Robert E. Howard stories where the hero survives a savage battle by sheer toughness and willpower, and after taking a few moments to catch his breath he's ready for more mayhem.

So there you have it, a fine and inexpensive PDF with some great ideas for anyone who has the previous 'Unchained Fighter' PDFs. Admittedly if you don't have them this one may be of limited use. Or it may inspire you to purchase them, an idea I wholly support. And if you DO have the previous PDFs, you will want this one.

I give this one 5 stars if you use the unchained fighter, and 3.5 to 4 if you don't. I'll round it off to 4 with a recommendation that you give this one a chance.


Paizo Employee Webstore Coordinator

Now Available!

Contributor

1 person marked this as a favorite.

Thanks, Rick!

Among other things, Everyman Minis: Unchained Fighters has a bunch of goodies for fighters looking to use atypical weapons. For instance, there is an awesome option that really helps out thrown weapon fighters. There are also new ways to use your armor and some really cool skill-based options to choose from!


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

I just bought this -- but I can't download it. It seems to be the usual problem of a bad download setup from Paizo's end of things.


May have to get this at DrivethruRPG since Paizo's website is having way too many hiccups
on a regular basis for me in the last handful of weeks.

CB


Are there fighter options that would be of use to Eldritch Knights builds (I know they are pure fighters) or more options for mounted combat?

CB

Contributor

Canadian Bakka wrote:

Are there fighter options that would be of use to Eldritch Knights builds (I know they are pure fighters) or more options for mounted combat?

CB

Eldritch Knight: Nothing specific for magic fighters, but if your build uses the weapon / armornthat is supported, you'll enjoy it.

Mounted Combat: Again, nothing specific. This area in particular is really hard to do without crossing the cavalier's niche.


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

I can download the file now.

It is a nice supplement to the other two Unchained Fighter PDFs.


To the nice folks who have this one: can someone please provide even just a quick review?


What is the check for recuperate?

Contributor

1 person marked this as a favorite.
miscdebris wrote:
What is the check for recuperate?

Treating Deadly Wounds is an application of the Heal skill, and it uses the same DC as listed in the CRB. (I think it's like DC 20 to cure deadly wounds, if my memory is correct.)

Heal checks can be done untrained, so you can either put ranks in heal or spend a bucket of extra stamina to give yourself a bonus, depending on how badly you want it to go off. (Since you're only taking 10 minutes to treat yourself, you can do it multiple times if you want.


1 person marked this as a favorite.
Alexander Augunas wrote:
miscdebris wrote:
What is the check for recuperate?

Treating Deadly Wounds is an application of the Heal skill, and it uses the same DC as listed in the CRB. (I think it's like DC 20 to cure deadly wounds, if my memory is correct.)

Heal checks can be done untrained, so you can either put ranks in heal or spend a bucket of extra stamina to give yourself a bonus, depending on how badly you want it to go off. (Since you're only taking 10 minutes to treat yourself, you can do it multiple times if you want.

Ok, that's not too shabby. :) I would like to see "treat deadly wounds" or a DC in there somewhere though, just for clarity.

Treat Deadly Wounds is DC 20, -2 or -4 if you are missing healer's kit charges.


1 person marked this as a favorite.
Alexander Augunas wrote:
miscdebris wrote:
What is the check for recuperate?

Treating Deadly Wounds is an application of the Heal skill, and it uses the same DC as listed in the CRB. (I think it's like DC 20 to cure deadly wounds, if my memory is correct.)

Heal checks can be done untrained, so you can either put ranks in heal or spend a bucket of extra stamina to give yourself a bonus, depending on how badly you want it to go off. (Since you're only taking 10 minutes to treat yourself, you can do it multiple times if you want.

Thanks for giving an answer to this question (and thanks to Miscdebris for asking it), I was wondering myself.


I just posted my own review, hopefully it leads to both sales and some more professional efforts.

I also really love the 'Conan-esque' feel of several of the Fighter Training Options, especially the self-healing ones and the enhanced perception/senses. They really make it possible for you to play one of the wildman characters from the old pulp stories.

I may as well ask here -- you can use the skill bonuses provided by previous fighter training options (providing, say, your BAB as your Perception skill) to qualify for new ones like the enhanced senses one here, right? I'm pretty sure the answer is yes but I thought I'd ask.


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

Community / Forums / Paizo / Product Discussion / Everyman Minis: Unchained Fighter Options (PFRPG) PDF All Messageboards

Want to post a reply? Sign in.