Advanced Weapon Training (Legendary Fighter)

Introduced in the *Weapon Master's Handbook*, advanced weapon training options allow a *Pathfinder Roleplaying Core Rulebook* fighter to replace the additional weapon groups of the weapon training class feature (at 9th, 13th, and 17th level) with more broadly useful features. A fighter can also gain access to these options via the Advanced Weapon Training feat; fighters can take this feat multiple times, but only once every 5 fighter levels. Because these are higher level fighter-only abilities with limits on how often they can be acquired, advanced weapon training options are designed to be more powerful than a typical feat and often allow the fighter to add his weapon training bonus in a variety of additional ways.

## Description

A fighter cannot select an option more than once unless otherwise noted.

*Armed Maneuver (Ex)*: The fighter chooses one of the following combat maneuvers: bull rush, dirty trick, grapple, overrun, or steal. He adds his weapon training bonus on all combat maneuver checks he makes with that maneuver. In addition, if the fighter has the Improved maneuver feat associated with that combat maneuver, he can make use of certain weapons to aid him when attempting such a maneuver. When wielding such a weapon he adds the weapon’s enhancement bonus to attack rolls on the maneuver check. The maneuvers and weapon types are listed in the table below:

 Dirty Trick
 Grapple
 Steal

The fighter can choose this option more than once, each time it applies to a new maneuver.

*Combat Maneuver Defender (Ex)*: A fighter’s weapon training bonus applies to his CMD against all combat maneuvers attempted against him, instead of just against disarm, steal, and sunder combat maneuvers.

*Critical Specialist (Ex)*: When the fighter deals a critical hit with a weapon he has selected with the Weapon Focus feat or that belong to a weapon group he possesses, the save DCs of any effects caused by the critical hit increase by the fighter’s weapon training bonus.

*Dazzling Intimidation (Ex)*: While wielding a weapon, the fighter applies his weapon training bonus on Intimidate checks and can attempt an Intimidate check to demoralize an opponent as a move action instead of a standard action. If he has the Dazzling Display feat, he can use it as a standard action instead of a full-round action. If the fighter succeeds at demoralizing a creature as part of successfully attacking it with a weapon, or using a free, immediate, or swift action triggered by a successful attack on a creature (such as the **Cornugon Smash** or **Enforcer** feats), then the demoralizing effect’s duration on that creature increases by a number of rounds equal to the fighter’s weapon training bonus.

*Defensive Weapon Training (Ex)*: While wielding a weapon with which he is proficient, the fighter gains a +1 shield bonus to his Armor Class and adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.

*Feint Training (Ex)*: The fighter adds his weapon training bonus on Bluff checks to feint and to the DCs of feint checks made against him. The fighter can use his base attack bonus in place of his ranks in Bluff on Bluff checks to feint, and if he does then for this purpose he counts as being trained in the Bluff skill and it being a class skill. In addition, if the fighter has the Improved Feint feat, he can feint in place of his first attack during a full attack.

*Focused Weapon (Ex)*: The fighter selects one weapon for which he has the Weapon Focus feat. The fighter can deal damage with this weapon based on his fighter level and not the weapon type. The fighter can decide to use the weapon’s base damage instead of the focused weapon damage—this must be declared before the attack roll is made. This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. The damage is listed in the table below:

 5th-9th
 10th-14th
 15th-19th
 20th

The fighter must have Weapon Focus with the selected weapon in order to choose this option. A fighter can choose this option more than once, each time choosing a different weapon that he has Weapon Focus with.

*Knockout Training (Ex)*: The fighter takes no penalties on attack rolls when attempting to deal nonlethal damage with a weapon he is proficient with that normally deals lethal damage. In addition, whenever the fighter deals nonlethal weapon damage, he doubles his weapon training bonus on the damage roll. This doesn’t stack with other advanced weapon training options that allow the fighter to double his weapon training bonus on damage rolls, such as trained finesse or trained throw.

*Responsive Training (Ex)*: When the fighter makes an attack of opportunity, he doubles his weapon training bonus on the attack roll. In addition, the fighter adds his weapon training bonus to the DC of Acrobatics checks made by opponents to move through a square that he threatens without provoking an attack of opportunity. The fighter can also make an additional number of attacks of opportunity per round equal to half his weapon training bonus (minimum 1 additional attack). If the fighter has the Stand Still feat, when he hits an adjacent foe with an attack of opportunity provoked by the foe attempting to move through a square the fighter threatens, he can also use Stand Still to make a combat maneuver check to prevent the foe from moving. In addition, the fighter adds double his weapon training bonus on all combat maneuver checks made with the Stand Still feat.

*Spell Parry (Su)*: As an immediate action while wielding a weapon, the fighter can expend a use of an attack of opportunity to add his weapon training bonus to his saving throw against a spell, spell-like ability, or supernatural ability that allows a Reflex save or that targets him. The fighter cannot use this option against ongoing magical effects he is already affected by, only on the initial saving throw against such an effect. The fighter must have the Disruptive feat to choose this option.

*Spell Smash (Su)*: The fighter can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the fighter must make a sunder combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the fighter must succeed at the check listed above or a sunder combat maneuver against the creature’s CMD +5 if this is higher, ignoring any miss chance caused by a spell or spell-like ability. If successful, the fighter suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled. The fighter can only use this ability once per minute. The fighter must have the Spellbreaker feat to choose this option.

*Trained Flanking (Ex)*: When flanking a creature, the fighter and any of his allies also flanking this creature gain a circumstance bonus on their attack rolls against the flanked creature equal to half the fighter’s weapon training bonus (minimum +1). When the fighter hits a creature he flanks, he deals additional precision damage equal to his weapon training bonus. This additional damage stacks with other advanced weapon training options that increase the fighter’s weapon damage, such as trained finesse, trained throw, or knockout training. This additional damage is precision damage, and isn’t multiplied on a critical hit. Any creature that is immune to sneak attacks is immune to this additional damage and any item or ability that protects a creature from critical hits also protects a creature from this additional damage. The fighter cannot deal this additional damage when attacking a creature that has total concealment relative to him.

The fighter has an effective rogue level equal to his fighter class level plus his weapon training bonus for the purpose of whether he can flank a character with improved uncanny dodge. For this purpose, these levels stack with any rogue levels the fighter has. If the fighter has the **Gang Up** feat and flanks a creature, then all allies who threaten this creature also count as flanking it, regardless of their positioning.

*Trained Grace (Ex)*: When the fighter makes a melee attack with a weapon he is proficient with using his Dexterity modifier on the attack roll in the place of his Strength modifier (such as using Weapon Finesse) and uses his Strength modifier on the damage roll, he doubles his weapon training bonus on the damage roll.

*Trained Initiative (Ex)*: The fighter applies his weapon training bonus to initiative checks. In addition, if the fighter has the Quick Draw feat, he can draw a weapon he could normally draw as free action with Quick Draw as part of making an initiative check.

*Trained Interference (Ex)*: The fighter adds his weapon training bonus to the DC of concentration checks made by enemies that he threatens and could execute an attack of opportunity against, even if the fighter has already used all of his available attacks of opportunity for this round. For example, a fighter who couldn’t make an attack of opportunity against a foe with cover or total concealment wouldn’t apply this DC increase. If the fighter has the Disruptive feat, the feat’s DC increase stacks with this option and now applies even if the fighter has used all of his available attacks of opportunity for this round.

*Trained Thrower (Ex)*: When the fighter makes a ranged attack with a thrown weapon he is proficient with and applies his Dexterity modifier on attack rolls and his Strength modifier on the damage roll, he doubles his weapon training bonus on the damage roll.

*Weapon Group (Ex)*: A fighter selects one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. A fighter also adds this bonus on any combat maneuver checks made with weapons from this group. Bonuses granted from overlapping groups do not stack. A fighter can choose this option more than once, choosing a different weapon group each time.

*Weapon Mastery*: The fighter gains a weapon mastery feat that he meets the prerequisites for as a bonus feat.

*Weapon Sacrifice (Ex)*: When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, as a swift or immediate action the fighter can instead direct the damage to a weapon that he is wielding. The original target takes no damage, but the weapon receives only half its normal hardness. The fighter can use this option a number of times per day equal to the fighter’s weapon training bonus. He cannot use this option with natural weapons or unarmed attacks.

## Implementation

Offering these new options as choices for any fighter is simple. Observant readers may notice that several advanced weapon training options seem to be missing, such as armed bravery and adaptable training. These have been reclassified into new fighter class feature types called perseverance options and prowess options (see below). The missing options should still be available as advanced weapon training options if the perseverance and prowess class features aren’t being used. One advanced weapon training option that may seem unusual is the weapon group option. This option only functions with the legendary fighter (see page 38) and is redundant for a standard fighter as described in the *Pathfinder Roleplaying Game Core Rulebook* fighter, although the updated list of weapon groups is a useful reference for any fighter.

## Weapon Mastery Feats

Weapon mastery feats are a type of feat which has the weapon training class feature as a prerequisite. This somewhat restricts them to fighters, but other classes can still take them by taking the Martial Focus feat (see below). In terms of power level, weapon mastery feats are somewhat stronger than a standard combat feat due to their significant prerequisites.

**Martial Focus (Combat)**

You have honed your skills with a group of related weapons.

**Prerequisite**: Base attack bonus +5.

**Benefit**: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls.

**Special**: The Martial Focus feat counts as the weapon training class feature for the purpose of weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats.

**Adaptive Counterstrike (Weapon Mastery)**

Your understanding of intricate combat tricks lets you rapidly adapt to foes’ unusual abilities.

**Prerequisites**: Base attack bonus +8, weapon training class feature with a melee weapon.

**Benefit**: Whenever a foe attempts a combat maneuver and uses a combat feat, special ability, or special attack to avoid provoking an attack of opportunity, then you can analyze this as an immediate action. For the next minute, if that foe attempts the analyzed maneuver against you then this provokes an attack of opportunity from you even if the feat, special ability, or special attack would normally prevent this. If the attack of opportunity hits, apply the amount of damage dealt as a penalty to any attack roll made by the foe to perform the combat maneuver. Examples of this include the barbarian’s knockback rage power, the Shield Slam feat, any of the ‘improved maneuver’ feats (such as Improved Trip), as well as the grab, push, pull, and trip universal monster abilities.

**Combat Trick**

When you hit with an attack of opportunity gained through this feat, you can spend up to 5 stamina points to increase your CMD against that combat maneuver by an amount equal to the number of stamina points you spent.

**Trade Blows (Weapon Mastery)**

You can react and exchange a series of blows with enemies when they strike at you.

**Prerequisites**: Base attack bonus +14, weapon training class feature with a melee weapon.

**Benefit**: As a full round action, you can ready a full attack. If your readied action interrupts another character’s turn, then when it triggers, you can take the first attack of your full attack, and then the character whose turn you interrupted can continue to act. During that character’s interrupted turn, each time that character takes a move or standard action or makes an attack, you can interrupt with the next attack in your full attack. If you still have attacks remaining from your full attack after the other character finishes acting, you can complete your full attack, but if you do so then your initiative result changes so that you act immediately after the character whose action triggered your readied action, rather than immediately ahead of that character.

**Normal**: You can only ready a standard action, a move action, a swift action, or a free action.

**Combat Trick**

After taking a readied full attack, you can spend 5 stamina points to act immediately ahead of the character whose action triggered your readied action, even if you made attacks after the other character finished acting.