Fighter Training Feats
  • Ability Spontaneity(Ex): Whenever the fighter uses martial spontaneity to gain the benefit of a combat feat, he counts all of his ability scores as if they were equal to 10 + 1/2 his fighter level for the purpose of determining if he meets a combat feat’s prerequisites. The fighter must be at least 2nd level to select this option.
  • Adaptable Training(Ex): The fighter can use his base attack bonus in place of his ranks in one skill of his choice from the following list: Acrobatics, Climb, Disguise, Escape Artist, Intimidate, Knowledge (engineering), Profession (soldier), Ride, or Swim. When using adaptable training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Once a skill has been selected, it cannot be changed and the fighter can immediately retrain all of his ranks in the selected skill at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to four times.
  • Armament Sense(Ex): The fighter can attempt Spellcraft checks to identify the properties of magic items (except spell completion and spell trigger magic items) untrained. He does not need to use detect magic to identify such items. When attempting Spellcraft checks to identify such items, he adds the higher between his Spellcraft bonus and his fighter level to his check result.
  • Determination(Ex): The fighter can use his stamina to help him struggle against overwhelming odds. By spending 1 stamina point as a swift action, the fighter can suppress any one of the following conditions currently affecting him for 1 round: dazed, dazzled, fascinated, fatigued, shaken, sickened, or staggered. This round counts against the conditions duration as normal. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting. The fighter must be at least 4th level to select this option.
  • Dutiful Guard(Ex): The fighter is not fatigued from sleeping in medium or heavy armor. In addition, the DCs of Perception checks that the fighter makes do not increase by +10 while he is asleep.
  • Empower Second Wind(Ex): Whenever the fighter uses second wind, he can spend 2 additional stamina points to increase the number of temporary hit points that he gains from this ability by half (+50%). The fighter must have the second wind class feature and be at least 7th level to select this option.
  • Establish Perimeter(Ex): The fighter can establish a defensible location, enabling him and his allies to rest with reduced fear of being caught by surprise. The fighter learns to use the alarm trap ranger trap a number of times per day equal to half his fighter level. The DC for this trap is equal to 10 + 1/2 the fighter’s level + the fighter’s Wisdom bonus, and it lasts 1 day per two fighter levels.
  • Famed Fighter(Ex): The fighter is well known in a specific community. He gains the renowned social vigilante talent. This community can be an entire settlement or portions of a settlement (such as a particular district or neighborhood), depending upon the population as allowed by the renowned social talent. Anytime she could select another fighter training option, the fighter can also select from the following list of social vigilante talents, using his fighter level as his vigilante level for the purpose of meeting prerequisites: case the joint, celebrity discount, gossip collector, greater renown, incredible renown, loyal aid, and safe house. For the purpose of vigilante social talents, the fighter does not have a vigilante identity and benefits from these abilities as if he were simultaneously in both his social identity and his vigilante identity.
  • Fighter's Reflex(Ex): The fighter gains a +2 bonus on Reflex saving throws. This bonus increases by +1 at 6th level and every 4 levels thereafter, to a maximum of +6 at 18th level. The fighter must be at least 2nd level to select this option.
  • Fighter's Tenacity(Ex): The fighter gains a +2 bonus on Will saving throws. This bonus increases by +1 at 6th level and every 4 levels thereafter, to a maximum of +6 at 18th level. The fighter must be at least 2nd level to select this option.
  • Fortify Perimeter(Ex): The fighter can spend 10 minutes fortifying an area that is up to 5 square feet per fighter level he possesses, making it difficult to enter the area. Doors, windows, and other entrances into the room cannot be opened without first making a successful Disable Device or Strength check. In addition, the break DC and hardness of all doors, walls, and windows within the affected area is increased by an amount equal to half the fighter’s level. The Disable Device DC to disable this effect is equal to 10 + 1/2 the fighter’s level + the higher between the fighter’s Intelligence and Wisdom modifiers. The fighter must have appropriate objects or materials available to fortify the area to use this ability, and its effects last for two days per fighter level he possesses.
  • Greater Determination(Ex): The fighter adds the following conditions to the list of those that he can suppress using the determination fighter training option: bleed, blind, confused, cowering, deafened, exhausted, frightened, nauseated, paralyzed, or stunned. The fighter must be at least 9th level and have the determination fighter training option to select this option.
  • Greater Martial Spontaneity(Ex): The fighter can use martial spontaneity to gain the benefit of two combat feats at the same time. He may select one feat as a swift action or two feats as a move action. He may use one of these feats to meet a prerequisite of the second feat; doing so means that he cannot replace a feat currently fulfilling another’s prerequisites without also replacing those feats that require it. Each time he uses martial spontaneity to gain the benefit of a feat or replace a previously selected feat, the fighter must spend 2 stamina points per feat selected. The fighter must be at least 9th level and have the martial spontaneity ability to select this option.
  • Heightened Acrobatics(Ex): The fighter always counts as having a running start when attempting Acrobatics checks to jump. Additionally, the fighter can stand from prone without provoking an attack of opportunity from an enemy by using Acrobatics, using the same Acrobatics DC as if he were moving through an enemy’s space (5 + the opponent’s Combat Maneuver Defense). This DC increases by 2 for each additional opponent avoided in 1 round. The fighter must have at least 5 ranks in Acrobatics to select this option.
  • Heightened Climbing(Ex): The fighter is able to climb with relative ease, granting him a climb speed equal to half his base speed, as well as the +8 racial bonus on Climb checks that having a climb speed provides. The fighter must have at least 5 ranks in Climb to select this option.
  • Heightened Perception(Ex): The fighter is capable of detecting hidden opponents without actively looking for them. Whenever a fighter with this ability comes within 10 feet of an opponent that is invisible or hiding, he receives an immediate Perception skill check to notice the hidden creature regardless of whether or not he is aware of that opponent. This check should be made in secret by the GM. The fighter must have at least 5 ranks in Perception to select this option.
  • Heightened Senses(Ex): The fighter has achieved superhuman levels of perceptive ability, granting him the low-light vision and scent abilities. If the fighter already has low-light vision, the distance that he can see in dim light increases to four times that of a human instead. If the fighter already has scent, the distance at which he can detect opponents at doubles (60 feet normally, or 120 feet upwind and 30 feet downwind). The fighter must have at least 5 ranks in Perception to select this option.
  • Heightened Swim(Ex): The fighter is able to glide through water, granting him a swim speed equal to half his base speed, as well as the +8 racial bonus on Swim checks that having a swim speed provides. The fighter must have at least 5 ranks in Swim to select this option.
  • Inspiring Confidence(Ex): As a swift action, the fighter can allow one ally within 30 feet to attempt a new saving throw against an ongoing fear effect that causes the ally to cower or to become frightened, panicked, or shaken. If the ally succeeds at the save, the effect ends. He can use this ability once per day at 2nd level, plus one additional time each day for every 4 fighter levels beyond 2nd that he possesses. The fighter must be at least 2nd level to select this option.
  • Item Mastery(Ex): The fighter gains an item mastery feat as a bonus feat. He must meet all of the feat’s prerequisites.
  • Maneuver Expertise(Ex): The fighter’s tactical skill enables him to perform combat maneuvers with ease. When the fighter attempts a combat maneuver check against a foe, he can take a –2 penalty to his AC in order to attempt the combat maneuver without provoking an attack of opportunity. If the fighter has a feat or ability that allows him to attempt the combat maneuver without provoking an attack of opportunity, he can instead gain a +2 bonus on his combat maneuver check. This fighter training option counts as having Int 13 and Combat Expertise for the purpose of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
  • Marching Drill(Ex): The fighter is used to long hauls with heavy loads, and his presence enables his allies to travel farther while using overland travel. The fighter adds half his level to the total number of hours that he can walk each day before having to make a forced march. Whenever he makes a Constitution check to avoid taking nonlethal damage from making a forced march, he gains a bonus on his Constitution check equal to his fighter level. The fighter can grant these benefits to a number of additional allies equal to his fighter level + his highest mental ability score modifier (Intelligence, Wisdom, or Charisma). This option functions even when the fighter is not wearing armor or using a shield.
  • Master Blacksmith(Ex): Whenever the fighter uses a Craft skill to create mundane weapons or armor, he can create a number of items of the same kind equal to his Intelligence modifier (minimum 1) at one time. These additional items do not increase the time required, but they do increase the raw material cost. In addition, whenever you make weapons or armor using a Craft skill, use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost). The fighter must have at least 5 ranks in a Craft skill that can be used to craft mundane weapons or armor to select this option.
  • Master Craftsman(Ex): Choose one Craft skill that the fighter can use to create armor or weapons, such as Craft (armor) or Craft (weapons). The fighter can use his base attack bonus in place of his skill ranks in the chosen Craft skill, including his base attack bonus gained through levels in other classes. He adds the skill’s usual ability score modifier to skill checks made with this skill, as well as all other bonuses or penalties that would modify skill checks that he makes with this Craft skill. Additionally, the fighter is treated as having the Craft Magic Arms and Armor feat for the purpose of magic weapons and armor, but only when using his chosen Craft skill to make the check. A fighter can select this option multiple times. Each time, he chooses a different Craft skill to apply its benefits to.
  • Maximize Second Wind(Ex): Whenever the fighter uses second wind, he can spend 4 additional stamina points to maximize the number of temporary hit points he gains. (He treats all dice rolled as if they had resulted in the highest possible result.) If the fighter also has the empowered second wind fighter training option, he can spend a total of 6 stamina points to apply the benefit of both effects: he gains the maximum number of temporary hit points plus half the normally rolled result. The fighter must have the second wind class feature and be at least 9th level to select this option.
  • 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.
  • More Determined than Ever(Ex): When the fighter uses second wind, the number of temporary hit points that he can gain from this ability is no longer limited by the amount of lethal hit point damage he has taken.
  • Mount(Ex): The fighter gains a loyal steed that can carry him into battle. This ability functions as a cavalier’s mount, using the fighter’s level –4 as his effective druid level. A fighter can select this option twice. The second time he chooses this option, he calculates his effective druid level as if his fighter level were 4 levels higher, to a maximum druid level equal to his fighter level.
  • Personal Armory(Ex): The fighter can choose a number of weapons that he is proficient with equal to 1 + his Intelligence bonus (minimum 1). He may add the chosen weapons to each of his chosen weapon groups (the weapon group he chooses with the weapon training class feature, plus any weapon groups he chooses with the expanded weapon training advanced weapon training option). The fighter can choose this option multiple times. Each time he chooses this option, he must choose different weapons to apply it to.
  • Rapid Martial Spontaneity(Ex): The fighter can use martial spontaneity to gain the benefit of one combat feat as an immediate action. Each time he uses martial spontaneity to gain the benefit of a feat or replace a previously selected feat, the fighter must spend 2 stamina points per feat selected. The fighter must be at least 13th level and have the martial spontaneity ability, the greater martial spontaneity advanced weapon training, and the true martial spontaneity advanced weapon training to select this option.
  • Resolve(Ex): A number of times per day equal to his highest weapon training bonus, the fighter can endure even the most devastating wounds through sheer force of will. This option functions as the samurai class ability of the same name, using his fighter level as his effective samurai level. A fighter must be at least 9th level to select this option.
  • Size Up(Ex): The fighter’s excellent sense of intuition enables him to determine the strength of his foes. The fighter can attempt to size up one opponent that he can see as a standard action by attempting a Sense Motive check opposed by his opponent’s Bluff check. If the fighter succeeds, he can immediately attempt a Knowledge skill to identify his opponent’s abilities and weaknesses, and he learns one piece of information about his opponent from the following list, plus one additional piece of information for every 5 points by which your Sense Motive check exceeds the opponents Bluff: age*, alignment, class†, feats, gender†, race or ethnicity†, or training in a Craft, Perform, or Profession skill. For items marked with an asterisk (*), the fighter can only learn this feature if his Knowledge check was successful. For items marked with a cross (†), if the opponent has more than one of these features, each one the fighter discovers counts as a piece of information. Whether or not the fighter succeeds on his Sense Motive check, that opponent cannot be the target of this ability again for 1 day. The fighter must be at least 4th level to select this option.
  • Stalwart(Ex): The fighter can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless fighter does not gain the benefit of the stalwart ability. The fighter must be at least 14th level and have the fighter’s tenacity fighter training option to select this option.
  • Structural Know How(Ex): The fighter can use his understanding of engineering in order to destroy obstacles. The fighter can make Knowledge (engineering) checks in place of Disable Device checks to open locks or similar mechanical devices. In addition, the fighter adds his Intelligence modifier on Strength checks to break, lift, or open objects. For every 3 ranks in Knowledge (engineering) that the fighter possesses, he adds an additional +1 bonus on such Strength checks. This option functions even while the fighter is not wielding a weapon from a chosen weapon group. A fighter must have at least 5 ranks in Knowledge (engineering) to select this option.
  • True Martial Spontaneity(Ex): The fighter can use martial spontaneity to gain the benefit of three combat feats at the same time. He may select one feat as a free action, two feats as a swift action, or three feats as a move action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each time he uses martial spontaneity to gain the benefit of a feat or replace a previously selected feat, the fighter must spend 2 stamina points per feat selected. The fighter must be at least 13th level and have the martial spontaneity ability and the greater martial spontaneity fighter training option to select this option.
  • True Determination(Ex): The fighter adds panicked and petrified to the list of conditions that he can suppress using the determination advanced weapon training option. Additionally, he can use this ability to suppress any spells or effects that possess or exercise mental control over him (including enchantment [charm] and enchantment [compulsion] effects, such as charm person, command, and dominate person). The fighter must be at least 13th level and have the determination and greater determination fighter training options to select this option.
  • 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 military. 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.
  • Versatile Athletics(Ex): The fighter chooses one of the following skills: Acrobatics, Climb, or Swim. He can use his bonus in that skill in place of his bonus in the remaining two skills. When substituting in this way, the fighter uses his total skill bonus, including class skill bonus, in place of his skill bonus in the remaining skills, whether or not he has ranks in that skill or if it is a class skill.
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