Not all who live for battle do so to simply engage in wholesale slaughter, trading every other advantage they have for the sake of more damage. Numerous are those who would rather calculate what of their tools of war would be most effective and how to leverage them to best effect. With unparalleled mastery over a vast library of weapons and fighting styles, the fighter has a solution to nearly every wartime problem.

The fighter is an archetype of the warrior class.

Limit Breaks

At 1st level, the fighter gains use of the following limit break.

Ready for Anything (Ex): This limit break allows the fighter to tap into his desperation and with it empower his tactical acumen. For one minute + 1 round for every stack consumed, the fighter can freely use his martial flexibility ability at no cost to the ability's daily allotment of uses, and for every stack consumed, he may gain the benefits of one feat through martial flexibility as a free action once per round. For every 2 stacks consumed, he treats all of his ability scores as 1 point higher than they actually are for meeting the prerequisites to these feats, and for every 3 stacks consumed, he treats his class level and his base attack bonus as 1 higher for meeting feat prerequisites. Once the effects of this limit break wear off, so too do any benefits of feats the fighter has gained using martial flexibility; he must use the ability as normal to gain its benefits again.

This replaces the latent potential limit break.

Weapon Training (Ex)

The fighter adds the following weapon groups to the list of weapons they can choose from for this ability.

Bows: composite longbow, composite shortbow, longbow, orc hornbow, and shortbow.

Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light repeating crossbow, heavy repeating crossbow, dwarven heavy pelletbow, dwarven light pelletbow, tube arrow shooter, underwater heavy crossbow, and underwater light crossbow.

Firearms: all one-handed, two-handed, and siege firearms.

Siege Engines: ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines.

This modifies the weapon training ability.

Martial Flexibility (Ex)

At 1st level, the fighter can take a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The fighter must meet all the feat’s prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his fighter level (minimum 1).

The fighter can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 6th level, a fighter can use this ability 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 prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 10th level, a fighter can use this ability 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 individual feat selected counts toward his daily uses of this ability.

At 12th level, a fighter can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward his daily uses of this ability.

At 20th level, a fighter can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward his daily uses of this ability.

This replaces the advance ability.

Warrior Techniques

The following warrior talents are made available to the fighter:

Go with the Flow (Ex): When using the adaptive arsenal ability, the fighter reduces the waiting time between uses by 2 rounds (minimum 1). Prerequisites: Fighter 6

Efficient Adaptability (Ex): Once per encounter, when using the martial flexibility ability with a swift action or greater, he may also activate the adaptive arsenal ability with the same action. Doing so increases the waiting time between uses by 1d3+1 rounds. Prerequisites: Go with the Flow, Fighter 10

These replace the expanded weapon training warrior talent.

Weaponsmaster (Ex)

At 2nd level, a fighter can, with a bit of time and practice, adjust his prowess with one set of armaments to another. By taking 10 minutes to perform weapon drills and familiarize himself properly with a weapon, the fighter can freely retrain any feat he knows that applies to one weapon or weapon group chosen upon taking the feat, e.g. Weapon Focus (heavy blades), instead applying the feat to the new weapon or weapon group. He must have the weapon at hand that is called for in the feat, or the weapon group thereof, to be able to change the feat. For example, if the fighter wished to exchange Improved Critical (heavy blades) with Improved Critical (polearms), he would need to have a weapon of the polearm group available to practice with. All prerequisites must be met for the feat in question, and if changing the feat makes the fighter no longer meet prerequisites for another feat, he loses the benefits of the now illegal feat until he meets the prerequisites again, whether through retraining, use of this ability, or other means. The fighter may use this ability as many times per day as he wishes, so long as he has the time available to practice and the appropriate weapon to practice with.

This replaces the practiced movements ability.

Armor Training (Ex)

Starting at 3rd level, a fighter learns to use armor to its greatest defensive potential. Whenever he is wearing armor, he increases the armor bonus by 1 and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th and 19th), these bonuses increase by +1 each time, to a maximum of a +5 increase to his armor bonus and a +5 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

The benefits of this ability stack with Armor Focus. The benefits of this ability do not stack with agility training, leather body, or armored flexibility.

This replaces the leather body ability.

Armored Grace (Ex)

At 3rd level, a fighter can optimize his range of movements even while enduring the hindrance of bulky armor, so much so that he may well be wearing nothing at all. While wearing armor of any kind, the fighter reduces any armor check penalties it may impose by a number equal to the bonus granted by his weapon training ability. If he is equipped with multiple pieces of equipment that impose an armor check penalty (such as armor and a shield), he may divide the penalty reduction between them.

This replaces the second skin ability.

Lord of Arms (Ex)

At 5th level, a fighter is already so able to recognize the many subtleties about his weapons of choice that he can not only match his opponents’ movements, but outright put them to shame. When the fighter is attacked by a weapon belonging to a group to which his weapon training ability applies, he gains a +2 dodge bonus to his Armor Class against such attacks, and a +2 bonus to his CMD against combat maneuvers involving the weapon. As well, he gains a +2 bonus to attack rolls and combat maneuvers made against wielders of such weapons. If he too is using such a weapon, e.g. his chosen weapon group is spears, which both he and his opponent are using, the fighter increases this bonus to +4. At 12th level and 18th level, these bonuses increase by +1.

Upon reaching 11th level, the fighter can teach their opponents a lesson in humility; when an attack is made against the fighter with a weapon that applies to this ability and the attack fails, the fighter can make a free combat maneuver attempt of their choice against the one attacking them. This combat maneuver ignores any restrictions based on size, and the target loses any size bonuses to their CMD they may have against this attempt, but not size penalties, and does not provoke attacks of opportunity.

At 16th level, the fighter has mastered hurting far more than his enemy’s pride. When making a successful combat maneuver check against an opponent wielding a weapon in a group that he applies his weapon training ability’s benefits to, he inflicts the weapon’s damage dice upon the target as well. This damage ignores any damage reduction the target may have.

This replaces the warfare, improved warfare, and greater warfare abilities.

Adaptive Arsenal (Ex)

At 6th level, the fighter can make heavy shifts in his fighting style on the fly to best suit his foes. Once every 1d4+1 rounds, the fighter may change his chosen weapon group for the weapon training ability as a swift action. He may do this a number of times per encounter equal to his Intelligence modifier.

This replaces the secondary training ability.

Vortex of Arms (Ex)

At 8th level, the fighter can muster every last bit of skill he has and unleash it in a vicious avalanche of blades, bludgeons, and bolts. Once per encounter, when making a full attack, the fighter may sheathe and draw any weapons on his person as a free action as part of the full attack, at most once per attack, receiving a cumulative +1 bonus to attack and damage rolls with each different weapon used. Each attack also applies the full attack and damage bonus of his chosen weapon group, whether it would actually apply to that weapon or not. However, he loses all benefits of weapon training and any abilities pertaining to it for 1 round, and is fatigued for 5 rounds after using this ability. Under no circumstance does any attack made as part of the full attack provoke attacks of opportunity.

This replaces the soldier or savage ability.

Warrior’s Charge (Ex)

Rather than only being able to use this ability while advancing, the fighter can use it without advancing, but must wait 1d3 rounds to do it again. This ability otherwise functions the same.

This modifies the warrior’s charge ability.

Retaliation (Ex)

The fighter can make attacks of opportunity upon enemies who attack him while not advancing, but only up to a number equal to his Strength modifier, even if he has other abilities that would allow for more attacks of opportunity.

This modifies the retaliation ability.

Crown of Arms (Ex)

At 14th level, a fighter is able to devastate his foes with an unmatched flair. Once per day, when using the vortex of arms ability, he can do one of the following:

Increase the cumulative bonus to attacks and damage for each swapped weapon to +2 instead of +1
Add his Intelligence modifier to the first attack and damage roll
Make an additional attack with the first weapon, which imposes a -2 penalty on all attacks made as part of the full attack

Regardless of which one he chooses, he cannot use this ability more than once in a day, and is fatigued for 1 minute afterward, rather than 5 rounds.

At 17th level, he may use this ability twice per day, and at 20th level, he may use this ability three times per day. He may still only select one option when using this ability.

This replaces the improved soldier or savage ability.

Last Stand (Ex)

At 17th level, the fighter can use his sheer determination to continue to do battle, even when any other person would have perished long before. Once per encounter, as an immediate action, when the fighter would be brought to 0 hit points or less from damage, they can survive the blow that would have ended them, healing themselves from 0 hit points (even if the damage would have taken them below that) to a total equal to his Hit Dice + his Constitution modifier. This does not function against other causes of death, such as Constitution damage or drain, negative levels, or death effects. He may use this ability a number of times per day equal to his Constitution modifier.

This replaces the tireless advance ability.

Devastating Blow (Ex)

The fighter can use this ability without advancing, but must wait 1d3 rounds to use it again. This ability otherwise functions as normal.

This modifies the devastating blow ability.