Fighter/Unbreakable

The unbreakable is a warrior of indomitable will, unstoppable and implacable once he has set his mind upon a course of action. The unbreakable endures any trial to do what must be done, and when his mind is set toward a goal, nothing can stop him from achieving it, though many may try. He is a juggernaut and a zealot, supremely confident in his own abilities.

A half port of an archetype by the same name for FFd20, by Ask (Knight Dude)

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## Limit Breaks (Su)

*Visage of Doom (Su):* The Unbreakable’s tenacity and unflinching will at times is enough to lower their enemies’ morale. For a duration of 1 round + 1 round per four fighter levels after 1st, enemies within 30 ft from the Unbreakable take a -2 penalty to attack and damage rolls, as well as a -1 to saving throws, which increases by -2 and -1 respectively every four fighter levels thereafter. This limit break requires only a swift action.

*Glorious Death (Su):* Unlike other Limit Breaks, this limit break can only be activated while disabled or under the effects of the Diehard feat. This limit break allows them to attack an extra time on a Full-Round Action. On the first attack the unbreakable hits and deals damage each turn, they heal for a number of hit points equal to the damage dealt. This limit break lasts for a duration of 1 round + 1 round per four fighter levels after 1st. This limit break requires only a swift action.
This ability replaces the Fighter Limit Breaks.

## Victory or Death (Ex)

Unbreakables aren’t like normal warriors, they thrive when facing adversity and become invigorated to fight the closer they get to death. At 1st level, when the unbreakable is damaged from actions of an enemy to certain thresholds of HP (50%, 25% and under 0), the unbreakable gains a scaling bonus to their melee attack rolls. Based on which threshold they hit, they gain the following bonuses. At +2 at 50%, +3 at 25% and maxing at a +5 when under 0. At 5th and every 4 levels thereafter, the 50% and 25% go up by +1, and the under 0 bonus goes up by +2. When Victory or Death is active, they also gain the bonus for the 50% threshold to Fortitude and Will saves, this bonus does not go up as you hit the other thresholds. The bonuses from this ability ends when combat does, and the Unbreakable needs to be damaged under those thresholds again to gain the effects.

Starting at 5th level, when under the effects of Victory or Death, they gain Damage Resistance /- equal to their current Victory or Death bonus -2, this stacks with Damage Resistance  from feats and items.

This Ability replaces the Chosen Weapon and Weapon Guard features.

## Tough as Nails (Ex)

At 1st Level, an unbreakable gains Endurance and Diehard as bonus feats. Furthermore for the purposes of dying, they add thrice their fighter level to their Constitution score for the purposes of determining when they die.

At 6th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 6th (to a maximum of 4 times per day at 18th level.

At 10th level, an unbreakable gains the Heroic Defiance feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 10th (to a maximum of 3 times per day at 20th level).

This ability replaces Martial Flexibility.

## Undying Pool (Ex)

At 2nd level, the unbreakable gains a pool that signifies their ability to shrug off attacks. The Undying Pool is equal to half their fighter level + their Constitution modifier. This pool refreshes at the start of every day. The Unbreakable may use this pool in the following ways:

* As an immediate action, they can negate damage dealt to them at a rate of 5 points of damage per point from the pool spent. They may only use as many points as their fighter level whenever using this option.

* As an immediate action, they can use a point to turn all nonlethal damage dealt to them for the rest of the turn into lethal damage.

* At any time they could take an immediate action, they may spend 2 points from their pool  in order to regain one use of any feat that lists Diehard as one of it’s prerequisites.

This ability replaces the Fighter Talents gained at 2nd, 6th, 10th, 14th and 18th levels.

## Live to Die (Ex)

At 3rd level, for every 10 hp the Unbreakable is below max hit points, they gain a +1 bonus to their melee damage rolls. These bonuses don’t stack with similar effects.

This ability replaced the Overhand Chop..

## Do Not Go Gentle Into That Good Night (Ex)

Starting at 4th level, whenever an unbreakable gains a fighter talent or advanced talent, she can instead choose to gain a single rage power, as the beastmaster class feature. The effects for the Rage Powers activate when they are under the effects of Victory or Death as if it was Rage. They can’t take any Totem rage powers. They count their Fighter level as their Beastmaster level for all Rage Powers gained from this feature.

These abilities modifies fighter talents.

## Dead Man Walking (Ex)

Starting at 5th level whenever under the effects of Diehard or disabled, the Unbreakable is not staggered, though they still take 1 damage when taking a standard action. When taking Full Round Actions, they take 2 damage instead.

This ability replaces the Reliable Strike.

## One Foot into the Grave (Ex)

Starting at 7th level, the Unbreakable count their Con score as 1.5 times higher than its actual amount for the purposes of dying. This ability does not multiply bonuses from other effects (such as Tough as Nails), but otherwise stacks with it.

At 11th level, you instead treat it as twice it’s actual modifier, then at 19th level you instead treat it as 2.5 times their Constitution.

This ability replaces Backswing, Automatic Grasp and Assured Strike.

## Quick Recovery (Ex)

At 8th level, an unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition.

This ability replaces Secure Weaponry.

## Stalwart (Ex)

At 13th level, when an unbreakable succeeds on a Fortitude or Will save against a spell or spell-like ability that has a partial effect even on a successful save, he is completely unaffected by it.

This ability replaces Piledriver and Weapon Unity.

## Unlimited Endurance (Ex)

At 15th level, when an unbreakable is exhausted, he only suffers the effects of the fatigued condition instead, but does require 1 hour of rest to reduce this condition to the actual fatigued condition.

This ability replaces Unstoppable Strike.

## Miraculous Recovery (Ex)

At 17th level, when an unbreakable makes a saving throw to recover from an ongoing effect, he may roll twice and choose the better roll.

This ability replaces Devastating Blow.

## Refusing the Reaper (Ex)

At 20th level, The Unbreakable's will surpasses even the concept of death, even for just a short time. Once per week if the unbreakable would be killed, they may use this ability, leaving them alive and otherwise unaffected by the effect or attack that would have killed them, even against effects with no saving throw, but are left at 0 hp. This does not require an action, and works even if they are helpless or unconscious.

This ability replaces the Weapon Mastery.