Combat Focus: Equipment Master

Although every fighter is reliant on his gear for combat, fighter who focus on getting the most from their weapons and armor often become equipment masters.

Combat Focus I, II, III, IV, V

Each time you gain the combat focus ability, you gain one of the Combat Equipment Training options from the list below. You cannot select the same equipment training more than once, unless otherwise specified. In addition, each time you gain a fighter bonus feat (but not a feat gained from any other source), you can choose to gain one additional equipment training option in place of that feat.

Some training options scale with the number of times you gain the Combat Focus after gaining the training. This only counts new instances of Combat Focus, not all instances. So, if you gain Armor Expertise at Combat Focus I and Armored Juggernaut at Combat Focus II, when you reach Combat Focus III, you would have +3 AC from Armor Expertise but only +2 Damage Reduction from Armored Juggernaut.

All equipment training options are extraordinary abilities unless otherwise specified.

Combat Equipment Training

Armor Training

These combat equipment training options function only when you are wearing the appropriate armor or using a shield, unless otherwise specified.

Armor Expertise

Select one specific type of armor with which you are proficient, such as chain shirts or scale mail.

While wearing armor of the chosen type, you add +1 to the armor’s bonus to AC. Each time you gain a new Combat Focus after gaining this training, the armor’s bonus to AC increases by an additional +1 to a maximum of double it normal armor bonus (you need not select this training again to gain this increase). This bonus stacks with the benefit of the Armor Mastery ability, and neither ability counts against the maximum limit of the other.

You may learn this training multiple times, choosing a different type of armor each time.

Armored Juggernaut

The damage reduction granted by your armor increases by 1. Each time you gain a new Combat Focus after gaining this training, the armor’s damage reduction increases by an additional 1 to a maximum of double it normal damage reduction (you need not select this training again to gain this increase). This increase stacks with the benefit of the Armor Mastery ability, and neither ability counts against the maximum limit of the other.

Armored Sacrifice

When an attack or effect would cause the hit points of you or an adjacent ally to drop below 0, you can spend an immediate action to redirect the damage to a suit of armor that you are wearing or a shield you wield. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness.

You can use this ability a number of times per day equal to the total number of times you’ve gained the Combat Focus ability.

Critical Deflection

You gain a +2 bonus to your AC against attack rolls made to confirm a critical hit, and your armor’s damage reduction increases by 2 against damage dealt by a confirmed critical hit. Each time you gain a new Combat Focus after gaining this training, this bonus to AC and damage reduction increases by an additional +1 (you need not select this training again to gain this increase).

Improved Armor Mastery

Your armor mastery bonus increases by +1. You must have the Armor Mastery class feature to select this training.

Master Armorer

You can use your Base Attack Bonus in place of your ranks in Profession (armorer) skill. You still add your usual ability score modifier and other bonuses and penalties as normal. You need not be wearing armor or wielding a shield to use this training.

Additionally, you are treated as having the Craft Magic Arms and Armor and Master Craftsman feats for the purpose of crafting magic armor (but not any other magic item). You need not meet the prerequisites of these feats.

Steel Headbutt

While wearing medium or heavy armor, you can deliver a headbutt with your helm as part of a full-attack action. This headbutt is in addition to your normal attacks and is made at your full attack bonus -5.

A steel headbutt deals 1d4 bludgeoning damage (1d3 if Small) plus half your Strength modifier. Treat this headbutt as a manufactured weapon with the same special material type (if any) as the armor.

In addition, your helmet can be enchanted as a separate weapon.

Unburdened

You treat any suit of armor that you don properly as one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. In addition, spell failure chance for your armor is decreased by 10%. The benefits of this training do not stack with the effects of mithral armor.

Unmovable

Select one combat maneuver (except sunder). You train to use your armor to better defend, gaining a bonus to your CMD against the chosen maneuver. This bonus is +1 if you are wearing light armor, +2 while wearing medium armor, and +3 for heavy armor. This bonus increases by +1 when wielding a shield.

Each time you gain a new Combat Focus after gaining this training, this bonus to CMD increases by an additional +1 (you need not select this training again to gain this increase).

Weapon Training

You must select one Weapon Group you are with which you are proficient when selecting a weapon training option. The weapon training functions only when you are wielding the appropriate weapon, unless otherwise specified.

Combat Competence

When you voluntarily use one or more actions or feats that apply penalties to attack rolls with your weapons (such as fighting defensively or using the Powre Attack feat), the total penalty is reduced by 1, to a minimum of 0. Only penalties incurred by the voluntary use of feats or abilities are reduced by this training.

Each time you gain a new Combat Focus after gaining this training, the penalty is reduced by an additional 1, to a minimum of 0 (you need not select this training again to gain this increase).

You can gain this training multiple times, each time you do, it applies to a different weapon group.

Combat Defense

You gain a +1 shield bonus to AC and to CMD while wielding the appropriate weapon. (This shield bonus stacks with the bonus granted by an actual shield as well as the Two-Weapon Fighting feat.) You can gain this training multiple times, each time you do, it applies to a different weapon group.

Deadly Weaponry

You increase the damage dealt by any weapon your wield by two steps on Table: Increasing Weapon Damage. You can gain this training multiple times, each time you do, it applies to a different weapon group.

Effortless Dual-Wielding

You treat one-handed weapons as though they were light weapons when determining the penalties on attack rolls for fighting with two weapons. You can gain this training multiple times, each time you do, it applies to a different weapon group.

Fighter’s Finesse

You gain the benefit of the Weapon Finesse feat with all weapons of the chosen weapon group, even if they cannot normally be used with Weapon Finesse. You must have the Weapon Finesse feat to learn this training. You can gain this training multiple times, each time you do, it applies to a different weapon group.

Improved Weapon Focus

Select a weapon group for which you have the Weapon Focus feat. You must have Weapon Focus to learn this training. You gain an additional +1 bonus to attack and damage rolls with the chosen weapon group.

In addition, you may add the number of times you’ve gained Combat Focus to your Base Attack Bonus for the purpose of qualifying for feats that have Weapon Focus as a prerequisite (thus a Fighter 3 who learns this training would be considered to have a +4 base attack bonus for meeting prerequisites and could select the Weapon Specialization feat.

You can gain this training multiple times, each time you do, it applies to a different weapon group.

Initiative Training

While wielding a drawn weapon of the chosen weapon group, you gain a +1 bonus to initiative checks. If you have the Quick Draw feat, you can draw a weapon belonging to the chosen weapon group as part of rolling initiative and still gain this bonus. Each time you gain a new Combat Focus after gaining this training, this bonus to initiative increases by an additional +1 (you need not select this training again to gain this increase). You can gain this training multiple times, each time you do, it applies to a different weapon group.

General Training

The following training options are available to you regardless of what armor you wear or what weapon your wield. Bu you must be wearing some form of armor or wielding a weapon or shield to use them.

Adaptable Training

Select one skill from the following list: Acrobatics, Athletics, Deception, Engineering, Intimidate. Once a skill has been selected, it cannot be changed.

You may use your Base Attack Bonus in place of your ranks in the chosen skill. You still add your usual ability score modifier and other bonuses and penalties as normal. You may learn this training multiple times, choosing a different skill each time.

Combat Awareness

You gain a +1 bonus on Reflex and Will saves. This counts as and stacks with the bonus from Situational Awareness.