Balanced Bashing (Ex): Another +2 to attacks. So you take -5 to definitely deal x4 damage. This would be cool to delay the effects of Flesh to Stone or Hold Person, but it's not going to see a lot of use on anything really important. Tactical Awareness (Ex): Inititiative bonuses are always nice. Witches can pick up bonuses hexes with a feat. | Dungeon World SRD Martial Flexibility (Ex): The Martial Master gets exactly one ability, and it's fucking fantastic. The Mobile Fighter fixes the issue of movement for fighters, who typically have to stand in place and make full attacks. Beyond that basic concept, however, exists the potential for innumerable interpretations and refinements. Being able to use both at once can make you spectacularly durable. Since you're level 5, you have more feats to choose from than the Cavalier does at level 1. 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. All other class features of the base class that aren’t mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level, unless noted otherwise. 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. The following are class features of the fighter. | 3.5e SRD The fighter's biggest problem is that they are typically forced to specialize to remain effective, and tend to be pigeon-holed by their combat strategy. Acrobatics isn't a class skill, which is annoying, but you can fix that with a trait. Timely Tip (Ex): As a move action, you can partially disarm an enemies shield. Trick Shot (Ex): Disarming and Sundering with a ranged weapon is a pretty cool trick. Weapon Training (Ex): Weapon training with only one weapon. New Pages Buckler Defense (Ex): This is essentially the Two-Weapon Shield feat, which is awful. At higher level, Grapple them, then trip them, then hit them with a dirty trick. Once 10 minutes per level run out, the Mutation Warrior may have trouble keeping up with everyone else. Overhand Chop (Ex): Your strength bonus should be huge (20 at first level is a good starting point), so this makes your charges and single attacks a bit more powerful. Witches are full 9-level spellcasters even beyond their hex ability (and some witch archetypes, such as the white-haired witch, give up all hex ability and remain viable, powerful classes). Instead of falling on Rapid Shot to deal damage, the Crossbowman uses sniping and prepared actions to make single shots. Class Features. In theory, you could do this so many times that the friction of your repeated motion causes the atmosphere to combust. I recently did a guide for the Reincarnated Druid archetype. Deft Doublestrike (Ex): A free disarm, sunder, or trip attempt is nice, but you're probably not built for it. The Cad is the master of the Dirty Trick maneuver. About as useful as Bravery. At this point you should have all of the Dirty Trick feats, which is great because Deadly Surprise is probably the best thing that has ever happened to the Dirty Trick maneuver. And you should always be killing someone. Allowing you to do it as an immediate action is useful if you're low in initative order. When you get this ability, it nets +4 damage. Doublestrike (Ex): This slightly alleviates your issue with movement, but still limits you to a single move. You're likely better off using Spirited Charge to lance things to death. It's not meaningful enough to make you focus on critical hits, and it's not frequent enough to be helpful if you don't. Most enemies won't need flanking to be scary, but this can be great if you fight a lot of rogues. The scaling penalties keep this ability relevant into higher levels. Natural Savagery (Ex): Weapon training with natural weapons, and the bonus applies to CMB/CMD for grappling. Dirty trick is, by default, a Standard Action. In addition, the extra cost of arming and armoring your horse enough to be relevant is hugely expensive. Tower Shield Evasion (Ex): Evasion at level 16 isn't great since you probably should have evasion on a ring by then. Bonuses to your attacks and damage are nice since your normal strategy is to use Rapid Shot and Deadly Aim. Fighter Archetypes. Fighter Resiliency Feat 4. Downloads Payback: While certainly in keeping with the flavor of the archetype, this is strictly worse than Weapon Training. With the basic Fighter done, let’s take a look at the archetypes in Pathfinder: Kingmaker for a brief moment. At low levels, a warhorse's attacks are brutally effective. Therefore, if a character chooses to stay committed to one of these archetypes until it has achieved all 20 archetype merit badges, that character earns an additional capstone ability! Devastating Blow (Ex): This ability is absolutely phenomenal. Shattering Strike (Ex): If you like to sunder things, this is nice. The most common way for you to become exhausted is from a spell, and now you have Stalwart. DR 3/- no and 12/- later. Ultimate Payback: This is a great improvement on Payback, but isn't going to be particularly helpful unless your build focuses on critical hits. Energy drain is infuriaitng, and death effects are scary. Shielded Fortress (Ex): Grant evasion/improved evasion to your allies. If you're using a one-handed weapon in your off hand, you don't get anything new. Keep in mind that Active Defense also requires a swift action to protect your allies, so you can't use both at once. Replaced Features: Armor Training (2, 3, 4), Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). Allowing you to charge through your allies also makes charging much easier in crowded combats. | The Modern Path SRD The Mutation Warrior is a really fun concept, and the statistical bonuses provided by Mutagen are really fantastic for a martial class like the Fighter. Each alternate class feature presented in an archetype replaces a specific class feature from its parent class. Skills: Fighters get 2+ skills, and have a very short skill list. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). Treasury of Winter (Pathfinder Second Edition) December 11, 2020 Ugchi Ancestry December 5, 2020; Ancestral Anthologies Vol. Ignoring DR is absolutely brutal. Hammer and Anvil (Ex): Effectively a +1 to attacking while using two-weapon fighting. You need to get into combat quickly, so your movement speed is important. When considering an archetype, make sure that the archetype addresses on of those jobs. 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. | PF2 SRD. Beyond that basic concept, however, exists the potential for innumerable interpretations and refinements. Multiclass Archetypes are meant to make the painful downsides of multiclassing less painful, allowing you to fit a character to a concept without making that character inherently weak. Piledriver (Ex): Since you likely don't have Combat Expertise, this is a good way for you to trip things. Armor Master makes you very durable, but really the only meaningful contributions are the DR and Fortification. Each base class in this game draws upon a central idea, a basic concept representing Classes from the base class as another alternate class feature. The whole of the archetype works well together, and synergizes well with obvious feat choices like Step Up and Combat Reflexes. I support a limited subset of Pathfinder's rules content. Basically anything but this. A new fighter is a blank canvas, and can take nearly any form, but typically excels as a Defender or Striker. If you spend the feats, you can force the enemy to draw attacks of opportunity when you move them. You can also bull rush, which can prevent the enemy from full attacking. Improved Evasion at 20 is nice, but not very exciting. Crossbow Expert (Ex): Weapon training with crossbows. Weapon Mastery: Crits with lances are infrequent and lackluster. Also note that many colored items are also links to the Paizo SRD. Not quite as flashy as Weapon Mastery, but certainly a nice buff. You get 3 + 1/2 level uses per day, and the duration is only one minute, but that's likely 3 + 1/2 level fights per day if you do things right. 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. 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. By this point your Dexterity should be fairly impressive. Burst Barrier (Ex): AOE effects are far more common than fear effects, so this will see a lot of use. FAQ. The uses per day seem low, but you likely won't need the ability more than that. If an archetype replaces a class feature that's part of a series of improvements or additions to the base class's ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. Skilled Rider (Ex): Two bonus feats that you're going to want anyway. Their strategy is conceptually simple: Power Attack this thing until it dies, then find something else to kill. Craven Combatant: You're going to have Combat Expertise for your combat maneuver feats, and you will likely be using it to compensate for your lack of medium and heavy armor. Even then, you could simulate this effect by using Cleave and have the added benefit of dealing damage. This archetype converts Int bonus to AC, can enchant melee weapon for more AB, damage or crit and can use spells aswell. Removing the armor check penalty not only makes it easier for you to ride, but it increases your bonus for mounted combat, which makes you better able to protect your mount. | GumshoeSRD Weapon Mastery (Ex): crits with unarmed strikes are pretty boring. Unavoidable Onslaught (Ex): Charge lanes are critical to mounted characters, especially once you get Spirited Charge. Safe Shot (Ex): This lets you tank while still using a bow. This is a small damage boost for Deadshot. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Weapon Mastery, Weapon Training (1, 2, 3, 4). If you're only going to get one attack off of a prepared action, you had better hit with it. At this level, your chances of success with trip or disarm aren't great unless you're already built for it, and sunder isn't useful often enough to matter. Steal can be situationally useful, but I find that there are generally more important things to do in combat than pick people's pockets. Compatible Archetypes: Brawler, Crossbowman, Shielded Fighter, Thunderstriker, Two-Weapon Warrior. The Roughrider archetype is a weird idea. Phalanx Fighting (Ex): Use a polearm one-handed, and still use a shield. Quick Recovery (Ex): When are you ever fatigued? Improved Balance (Ex): If you're using a light weapon in your off hand, this is a +1 to your attacks. If you’re not planning on focusing on … Twin Blades (Ex): Basically weapon training when you full attack. Greater Deadshot (Ex): Finally. Combined with Penetrating Shot, this might see a fair bit of action. Shield Buffet (Ex): The initial version of this ability is totally useless. The Martial Master addresses this issue by allowing the Fighter to gain some new Feats on the fly, allowing some small amount of ability to adapt the Fighter's abilities to whatever challenges present themselves. You're very good at soaking spell effects, but since there isn't anything to make you scary, your enemies may just ignore you in favor of targets who are doing something more exciting. | d20 Anime SRD However, you give up heavy armor proficiency. 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. In 3.5, this was actually the best way to be a Monk since the Monk class was fairly horrible. The additional skill selections change the fighter from a big dumb brute into a cunning tactician, or potentially an officer. Active Defense (Ex): Dodge bonuses to AC are great, but they don't apply when you're flat-footed and you don't have a way to get Uncanny Dodge. Archery: These fighters, generally focusing on bows, dish out some of the highest raw damage in "Pathfinder." This archetype does very little to focus on using a single weapon. 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