Fighter Advanced Armor Training Talents
  • Armor Specialization(Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.
  • Armored Confidence(Ex): While wearing armor, the fighter gains a bonus on Intimidate checks based upon the type of armor he is wearing: +1 for light armor, +2 for medium armor, or +3 for heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum increase of +4 at 19th level. In addition, the fighter adds half his armored confidence bonus to the DC of Intimidate checks to demoralize him.
  • Armored Juggernaut(Ex): When wearing heavy armor, the fighter gains DR 1/–. At 7th level, the fighter gains DR 1/– when wearing medium armor, and DR 2/– when wearing heavy armor. At 11th level, the fighter gains DR 1/– when wearing light armor, DR 2/– when wearing medium armor, and DR 3/– when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.
  • Armored Maneuver Defense(Ex): When wearing armor or using a shield, a fighter adds his armor or shield’s enhancement bonus to his CMD. If both his armor and his shield have an enhancement bonus, he adds only the higher of these bonuses. The fighter loses this benefit when he is flat-footed.
  • Armor Master:The fighter gains an armor mastery feat or a shield mastery feat as a bonus feat. He must meet all of the feat’s prerequisites. This option functions even when the fighter is not wearing armor.
  • Armored Sacrifice(Ex): When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, the fighter can instead direct the damage to a suit of armor that he is wearing or a shield he is using as an immediate action. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness. The fighter can use this option once per day, plus one additional time each day at 11th and 19th levels.
  • Armored Sprint(Ex): The fighter gains Run as a bonus feat. If the fighter is proficient with heavy armor, he treats heavy armor as if it were one category lighter for the purpose of determining how fast he can move while running in armor. This option functions even when the fighter is not wearing armor.
  • Buckler Training(Ex): While using a buckler, the fighter does not take a penalty on attack rolls when using his shield arm to wield a weapon (whether he is using an offhand weapon or using his off hand to help wield a two-handed weapon). Furthermore, the fighter does not lose his buckler’s Armor Class bonus when he uses a weapon in his off hand. If the fighter has the Improved Shield Bash feat, he may use a buckler to make a shield bash attack, as if his buckler were a light shield.
  • Critical Deflection(Ex): While wearing armor or using a shield, the fighter gains a +2 bonus to his AC against attack rolls made to confirm a critical hit. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum of +6 at 19th level.
  • Defense Mastery(Ex): The fighter reduces the penalty on attack rolls for fighting defensively by –1 (minimum 0). For every 4 levels beyond 2nd that the fighter possesses, he further reduces the penalty he takes on attack rolls when fighting defensively –1, to a total reduction of –4 at 14th level. In addition, whenever the fighter uses the total defense action while wearing armor or using a shield, he can spend 4 stamina points to make a single attack at his highest bonus without taking any penalties on his attack roll. This functions as if the fighter had used the attack action to make the attack. The fighter must be at least 2nd level to select this option.
  • Efficient Packer(Ex): The fighter adds a bonus equal to half his fighter level on Sleight of Hand checks to conceal objects on his body. He also gains a bonus to his Strength score equal to half his fighter level for the purpose of determining his carrying capacity. This option functions even when the fighter is not wearing armor or using a shield.
  • Enhanced Armor Training(Ex): While wearing armor, the fighter reduces the armor check penalty of his armor by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. The fighter can take this option once at 7th level, and again at 11th level and 15th level. The reductions and increases granted by this option stack with those of the armor training class feature, as well as with one another, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
  • Enhanced Cover(Ex): Whenever the fighter is behind cover (including partial and improved cover), he increases the AC bonus that he gains from the cover by +2. This option functions even when the fighter is not wearing armor or using a shield.
  • 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.
  • Grazing Spikes(Ex): While using spiked armor, the fighter’s melee attacks deal additional damage equal to the weapon damage of his spiked armor. He adds his spiked armor’s enhancement bonus to the damage done, if any, but other bonuses (such as the fighter’s Strength modifier or bonuses from other effects) do not apply. This damage is not multiplied on a critical hit, and it does not count as a hit with the spiked armor for the purpose of weapon special abilities (such as flaming) and other effects that trigger on a successful hit.
  • Hair's Breadth(Ex): Whenever a creature successfully confirms a critical hit against the fighter, he can attempt an Acrobatics check as an immediate action to negate the critical hit. The DC for this Acrobatics check is equal to 5 + the opponent’s confirmation roll. This option functions even when the fighter is not wearing armor or using a shield, but it does not function when the fighter wears medium or heavy armor or when the fighter uses a tower shield. A fighter must be at least 11th level to select this option.
  • Healthy as a Horse(Ex): Whenever the fighter takes Constitution, Dexterity, or Strength damage, he reduces the amount of ability damage he takes by 2, to a minimum of 0. This option functions even when the fighter is not wearing armor or using a shield. The fighter must be at least 15th level to select this advanced armor training option.
  • 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 to select this option.
  • Quick Donning(Ex): The fighter can don armor in a hurry without reducing its effectiveness, and remove it quickly when it becomes a hindrance. When the fighter dons or removes his armor or dons it hastily, the amount of time needed to do so is reduced, as noted on the table below. Other characters can still help the fighter don his armor as normal. Additionally, when wearing hastily donned armor, the fighter can attempt a Strength or Dexterity check as a full-round action to remove the penalties associated with wearing hastily donned armor (DC 10 + his armor’s unmodified armor bonus). If he succeeds at the check, he is treated as having properly donned his armor rather than having hastily donned it. The fighter can also remove his armor in the same amount of time that it takes him to don his armor hastily. He can even remove sections of armor to escape grapples and similar grasping hindrances. Whenever the fighter attempts a combat maneuver check, an Escape Artist check, or a Strength check to escape from an effect that reduces or restricts his ability to move or act, he can reduce the armor bonus of any armor that he is wearing by up to half his armor’s base armor bonus. If he does so, he gains a bonus on his check equal to the amount by which he reduced his armor’s armor bonus. Multiple uses of this ability cannot reduce the armor’s armor bonus below half its base armor bonus, and the reduction to the armor’s armor bonus lasts until the fighter recovers and dons the removed pieces of armor. This option functions even when the fighter is not wearing armor or using a shield.
  • Shield Training(Ex): While using a shield, the fighter the reduces the armor check penalty of his shield by 2 (to a minimum of 0) and increases his shield’s damage die by one step when using his shield to make a shield bash attack. If he is wielding a tower shield, he also reduces the shield’s penalty on attack rolls by 2 (to a minimum of 0). This option functions even when the fighter is not wearing armor.
  • Shielded Evasion(Ex): The fighter selects one type of shield for which he has the Shield Focus feat. While using the selected type of shield, the fighter gains evasion (as the rogue class ability). The fighter can select this option multiple times. Each time, he selects a different type of shield for which he has the Shield Focus feat to apply its benefits to. The fighter must have Shield Focus with the selected weapon in order to choose this option.
  • Spell Warding(Ex): While wearing magic armor with an enhancement bonus of +1 or higher, a fighter can use his armor’s inherent magic to ward off spells. He gains spell resistance equal to 10 + his fighter level + his armor’s enhancement bonus. Alternatively, if the fighter has spell resistance from another effect, he can instead add 1 + his armor’s enhancement bonus to his existing spell resistance if the result would prove higher than the spell resistance granted by this ability. At 11th level and 15th level, the fighter’s spell resistance (whether existing or from this ability) increases by 1.
  • Steel Headbutt(Ex): While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to 1/2 the fighter’s Strength modifier. Treat this attack as a weapon attack made using he same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
  • Tower Shield Defense(Ex): While using a tower shield, the fighter gains his shield bonus against touch attacks.
  • Unmoving(Ex): Select one combat maneuver (except sunder). Whether using his armor as leverage against a grappling foe or using its weight to help him stop a bull rush, a fighter can use his armor to protect him from the chosen combat maneuver. While wearing armor or wielding a shield, the fighter gains a bonus to his CMD against the chosen combat maneuver. The bonus is +1 if he’s wearing light armor, +2 if he’s wearing medium armor, and +3 if he’s wearing heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum at 19th level of +5 for light armor, +6 for medium armor, and +7 for heavy armor. Mithral armor provides a bonus 1 lower than normal for armor of its type.
  • Weight Training(Ex): Whenever the fighter is carrying a medium or heavy load, he reduces the armor check penalty gained from his encumbrance by 2 (to a minimum of 0) and increases the maximum Dexterity bonus he is allowed while encumbered by 2. Each time he selects the enhanced armor training advanced armor training option, these benefits increase by 1 (to a maximum reduction to his armor check penalty and a maximum increase to his maximum Dexterity bonus of 4). This option functions even when the fighter is not wearing armor or using a shield.
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