Shielded Fortress (Ex): Grant evasion/improved evasion to your allies. Fighter Archetypes is tomorrow and probably solo, as there's a huge number of … Kevin has been playing tabletop games for almost as long as he can remember and currently edits for Jon Brazer Enterprises. Some of your abilities also expect that you wear light armor, which is dangerous since you can't use a shield. When considering an archetype, make sure that the archetype addresses on of those jobs. You're an armor master, so you should be wearing Full Plate. Unbreakable Mind (Ex): Wow. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). Two-handed fighters give up all pretence of being a tank in favor of hitting things with a really big weapon. E.g. It is a free action to switch from holding a weapon one handed to holding it two handed, and there is no limitation on how often your can do this in a turn. Fame (Ex): Only important in performance combat. Archetype. On top of that, it requires that you use a shield, which limits your options. In all seriousness, the Thunderstriker's key mechanic is to shield bash with a buckler, then use a free action to use their primary weapon two-handed, then return to holding their weapon one handed in order to use their buckler as a shield. This makes the Thunderstriker a perplexing fusion of two-handed and two-weapon fighting styles. Applying half of your dexterity to damage is nice, but it's hard to make it match up to the huge damage gap provided by using a composite bow with rapid shot. Some Close weapons are exotic, but they are generally not worth a feat. Essentially, the Crossbowmen depends on readied actions. One of the Fighter's biggest problems is that it tends to be pigeon-holed into one trick in combat because Fighters typically need to specialize in order to be effective at their one trick. | Starjammer SRD These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat). Bonus Feats: There aren't a lot of performance feats, but this gives you a little more versatility. These abilities also make Brawlers an incredible mage hunter. Brawlers specialize in uding the Close weapon group, which doesn't feature a lot of good options. Just looking at Fighter, and PFSRDS Paizo Fighter Archetype page, you'll notice a number of archetypes, such as the Aerial Assaaulter, are missing from the archetype table entirely. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Bravery, Weapon Training (1, 2). The 19-20 threat range with improvised weapons is nice, but isn't a game changer. However, you lack abilities which make you a good Defender, so your effectiveness depends heavily on your feat selection and your party's composition. Oh, and it stacks with adamantine, which can bring you up to 15/-. Relentless Steed (Ex): Full plate barding without losing speed, and you can reroll a ride check once per day. No Escape (Ex): Combined with Step Up, this ability is absolutely fantastic. Since most fighters prefer full attacking over charging, this class also doesn't offer anything exciting offensively either. Pathfinder: Kingmaker is no exception, with 11 out of the 16 classes having access to magic in some form or another. Overrun is a good combat maneuver to get through mobs of enemies, and Trample lets you do some damage as you go by, but this shouldn't be your go-to combat option. Proficiencies: Fighters are proficient with basically everything except exotic weapons. Leap from the Saddle (Ex): This is a weird ability. If they try to withdraw, make a trip attempt. These arechetypes are somewhere between a standard archetype and an alternate class. Shield Ally (Ex): Wasting a move action to protect your allies sucks, but the bonuses are sizeable if things are getting rough. Skills: The Cad add Acrobatics, Bluff, Escape Artist, Sleight of Hand, and Stealth to their skill list. Combined with Penetrating Shot, this might see a fair bit of action. Archetypes The Arcanist can fill any role that can be filled by a Sorcerer or Wizard. Bonus Feats: Skill focus isn't really important, but adding Teamwork feats to your feat options is fairly useful. Otherwise, the Gladiator is totally uninteresting. Tyler's Pathfinder Guides. Phalanx Soldiers get to use Tower Shields without penalties to attack, and they can use two-handed polearms in one hand. Hammer and Anvil (Ex): Effectively a +1 to attacking while using two-weapon fighting. It's a weird trade-off, and it's difficult to introduce this late in the game because of its implications for your build and tactics. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Compatible Archetypes: Martial Master, Tower Shield Specialist. Fighters have very few uses for a swift action, and this functionally gives you a +2 to attacks and a +2 to AC against one target. Replaced Features: Armor Mastery, Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). 219 2.0 There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren’t sufficient to fully realize your character. This means you can take the capstone feat for a monk style and skip the garbage pre-requisite feats. The following are class features of the fighter. When considering an archetype, make sure that the archetype addresses on of those jobs. The abilities are almost purely numerical bonuses, so the Two-Handed Fighter is essentially just a very scary ball of numbers. Many players may find this boring due to the lack of mechanical complexity, but it's hard to argue with this archetype's sheer damage output. It may be worth spending a feat on medium armor proficiency so that you can use mithral breastplate, but without Armor Training, you won't be able to move at full normal speed in medium and heavy armor. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Weapon Mastery, Weapon Training (1, 2, 3, 4). Tower Shield Specialist (Ex): Removes that pesky -2 attack penalty from your shield. Spear Training (Ex): Weapon training with the Spears group, and it gives you double the normal damage bonus. At higher levels, you're going to want that armor. You gain a 1st- or 2nd-level fighter feat. You gain 3 additional Hit Points for each fighter archetype class feat you have. I would reasonably assume that this also applies to the tower shield max dex, but check with your DM to be sure. Basically anything but this. 22 Whenever a particularly imposing intelligent weapon controls the mind of its wielder for long enough, spiritual echoes of this dominance can have strange resonances throughout that wielder’s bloodline for generations to come. However, this makes you dependent on all 6 ability scores, which is a recipe for disaster. Indestructible (Ex): Ummunity to critical hits is nice, and immunity to sneak attacks is occasionally useful. You give up one attack at your highest attack bonus, but you could run around with two weapons and attack everyone in the room if you felt the need to do so. Allowing you to do it as an immediate action is useful if you're low in initative order. Legal Information/Open Game License, Fan Labs So basically it's just the normal fighter class feature. Safe Shot (Ex): This lets you tank while still using a bow. The close weapon group has very few fantasic options, which is unfortunate. Weapon Training (Ex): Weapon training with monk weapon and natural weapons. Miraculous Recovery (Ex): At high levels, poison becomes more common on many monsters. Weapon and Armor Proficiency: Most people won't use tower shields, but losing heavy armor proficiency is annoying. Quick Sniper (Ex): The bonus to sniping is nice, but Stealth isn't a class skill for you, and the archetype doesn't add it. Devastating Blow (Ex): This ability is absolutely phenomenal. If you're using a one-handed weapon in your off hand, you don't get anything new. It has a couple of abilities which make you very marginally better at critical hits, but they don't come until very high level. Expert Archer (Ex): Identical to weapon training with the Bow weapon group. Evasive Archer (Ex): At this level, most enemies making ranged attacks won't be using actualy projectiles, and the dodge bonus to AC is helpful against rays and touch attacks. However, the archetype provides a lot of very interesting abilities to increase damage output, and a whole mess of tricks for forcing enemies to remain in melee. The extra Weapon Training damage with spears is nice, but none of the other class abilities are particularly useful or interesting. With no damage output, you must depend entirely on your feats to make you a meaningful threat. Enjoy that +4 to attacks on prone targets. The base idea behind the Thunderstriker is an abusive use of the rules. Make sure to take traits to get Acrobatics as a class skill, and take the Dodge and Mobility feats so that you can move around the battlefield safely. The fighter archetype grants access to great feats for characters focusing on any combat style, and it’s particularly helpful for characters looking to diversify their offensive abilities or … Steelbound Fighter Source Haunted Heroes Handbook pg. In 3.5, this was actually the best way to be a Monk since the Monk class was fairly horrible. I strongly recommend reading my Practical Guide to Vital Strike if you plan to play a Crossbowman. With your insane strength and Power Attack, that is a truly scary chunk of numbers. Combined with the Step Up and Disruptive feats, you are going to be very problematic for spellcasters. Replaced Features: Armor Training (3, 4), Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). Armored Defense (Ex): DR is pretty nice, but I don't know why they even bothered listing bonuses for light and medium armor. Stand Still: You should already have Combat Reflexes and Stand Still by now, so this is basically another combat feat. Doublestrike (Ex): This slightly alleviates your issue with movement, but still limits you to a single move. The uses per day seem low, but you likely won't need the ability more than that. Armor Master makes you very durable, but really the only meaningful contributions are the DR and Fortification. Prerequisites Strength 14, Dexterity 14 Special You cannot select another dedication feat until you have gained two other feats from the fighter archetype. Giving up all but light armor is dissappointing. Shield Buffet (Ex): The initial version of this ability is totally useless. Ranged Defense (Ex): The DR is highly situational, but the Snatch Arrows effect is highly abusable. Sucker Punch (Ex): More free dirty tricks! The combination of abilities makes the Tactician dependant on all 6 ability scores, which makes it very difficult to be good at anything. Character Sheets I support a limited subset of Pathfinder's rules content. If you’re not planning on focusing on … The portion of the wording which mentions freely alternating between your weapon and your shield on attacks is a trap: your shield is your weapon. Grab a level 1 commoner with a bow, have him shoot at you, and you get a free attack. Ready Pike (Ex): Preparing a Brace weapon is a rarely used tactic, since you typically want to be the first one to charge. The additional skill selections change the fighter from a big dumb brute into a cunning tactician, or potentially an officer. They are fairly difficult to play, but when paired with a decent striker the Cad is a brutally effective option. They have spent long years mastering the Aldori dueling sword, pitting themselves against other dueling swords and all manner of weaponry besides. With Quick Dirty Trick, you can make a single dirty trick attempt per turn in place of your attack with highest base attack bonus, a limitation which isn't placed on other combat maneuvers like Trip and Disarm. The Two-Weapon Warrior adds abilities which allow the Fighter to make additional attacks after moving, dramatically improving the Fighter's mobility. Careful Claw (Ex): There aren't a lot of enemies which this ability will cover. Phalanx Fighting (Ex): Use a polearm one-handed, and still use a shield. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way. Some take up arms for glory, wealth, or revenge. Not quite as flashy as Weapon Mastery, but certainly a nice buff. Keep in mind that Active Defense also requires a swift action to protect your allies, so you can't use both at once. Recent Changes Deadly Surprise: Level 7 is basically christmas. Weapon and Armor Proficiency: You were't going to use a tower shield anyway. Archery is a feat-intensive combat style, and Fighters have the feats to make it work. This means that the Fighter shines when his trick works ("Killing Stuff" is a good trick in a game like Pathfinder), but is completely useless when his trick doesn't apply. In addition, you're much better at using piecemeal armor. Armored Charger (Ex): Protecting yourself and your mount is a crucial part of fighting while mounted, but armor check penalties add up quickly. Treacherous Blow: Because you're limited to a single immediate action per round, this won't let you use Dirty Trick more often, it simply provides a way to use it when your target isn't denied their attack bonus. Energy drain is infuriaitng, and death effects are scary. Weapon Mastery (Ex): Critical hits aren't a priority, but this never hurts to have. Weapon and Armor Proficiency: You won't need Tower Shields. Be sure to look around for good feats to use, and keep a list handy so that you don't have to crack open a book every time you roll initiative. Archetypes Source Core Rulebook pg. Plus, if they're entangled they can't stand back up. Allowing your mount to wear medium barding without losing speed is also a great benefit, but your horse likely isn't proficient with medium armor, so you need to maker a concious trade between defense or offense. Fighter. Stand Firm (Ex): Bonuses to defend against some fairly rare combat maneuvers. However, it gives up armor training and a lot of durability in exchange for reliable charges. DR 3/- no and 12/- later. Mirror Move (Ex): The odds of enemies using your chosen weapon are laughable, especially if you use an interesting weapon. Since you're level 5, you have more feats to choose from than the Cavalier does at level 1. The Mobile Fighter fixes the issue of movement for fighters, who typically have to stand in place and make full attacks. You're likely better off using Spirited Charge to lance things to death. Payback: While certainly in keeping with the flavor of the archetype, this is strictly worse than Weapon Training. | d20HeroSRD Keep in mind that natural weapons count, so this isn't particularly useful against most monsters. | Here Be Monsters Vanilla fighter is strictly better in every way. Polearm Parry (Ex): Nice for protecting your allies, but not particularly exciting. Because of the timing of the Discoveries, you will have trouble getting Greater/Grand Mutagen at their earliest possible levels (12 and 16, respectively), so you may want to take Extra Discovery to get them early. As it stands, this is absolutely awful. Tactician (Ex): Tactician is a cool way to take advantage of a teamwork feat. Menacing Stance (Ex): This is the first signature ability for the brawler. Replaced Features: Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). This archetype does very little to focus on using a single weapon. 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