Legendary Fighter Advanced Weapon Training

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: 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: 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,  as  noted  below. 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.

Advanced Weapon Training (Combat)
You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter  level  5th,  weapon  training  class feature.

Benefit:  Select   one   advanced   weapon   training   option.

Special: This feat can be taken more than once, but at most once per 5 fighter levels.