Still, most attacks against you will be melee attacks, and you will (hopefully) be full attacking most of the time. If you want to create offtank with some damage potential, you can go for magus/sword saint. Weapon Training (Ex): Weapon training with only one weapon. It's unfortunate that it doesn't apply to attacks of opportunity, charges, or Doublestrike, but it works when you need it most. This means you can take the capstone feat for a monk style and skip the garbage pre-requisite feats. Two-handed fighters give up all pretence of being a tank in favor of hitting things with a really big weapon. Despite an impressively generic name ("Good Fighter" is basically a synonym), the Martial Master may be the best thing that has happened to Fighters since Pathfinder was published. The abilities are almost purely numerical bonuses, so the Two-Handed Fighter is essentially just a very scary ball of numbers. Pathfinder Fighter Optimization Guide. If you don't want another Fighter Archetype, you would be a fool not to take this. Since you're level 5, you have more feats to choose from than the Cavalier does at level 1. The 19-20 threat range with improvised weapons is nice, but isn't a game changer. The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Penetrating Shot (Ex): I certainly hope you took Improved Critical. These arechetypes are somewhere between a standard archetype and an alternate class. Weapon and Armor Proficiency: Monk weapons are weird and unique, but they do have a good selection of weapons which give bonuses to combat maneuvers, including Grapple. Ready Pike (Ex): Preparing a Brace weapon is a rarely used tactic, since you typically want to be the first one to charge. Combined with the Step Up and Disruptive feats, you are going to be very problematic for spellcasters. Takedown (Ex): Drag them, then trip them, then hit them with a dirty trick. If you want to use natural attacks, Barbarian is likely a better choice. This archetype does very little to focus on using a single weapon. This site may earn affiliate commissions from the links on this page. With some decent feat choices, you can really fill the fighter's key role as Tank and still have some reasonable damage output. It has a couple of abilities which make you very marginally better at critical hits, but they don't come until very high level. Sensate. Weapon Mastery: Crits with lances are infrequent and lackluster. If your race has natural weapons and you want to play a fighter, this archetype has some nice tricks to offer. Meteor Shot (Ex): Bull Rush or Trip with a ranged attack. Seasoned Commander. However, you don't get a whole lot for doing it. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Compatible Archetypes: Martial Master, Tower Shield Specialist. Compatible Archetypes: Brawler, Crossbowman, Shielded Fighter, Thunderstriker, Two-Weapon Warrior. At 17th level you can use this ability against 2+dex modifier targets. Deflective Shield (Ex): A typeless bonus to your touch AC is cute, but it's only to your touch AC. Fighter Archetypes. The Dragoon is really bad past a level 1 class dip. Trick Throw (Ex): Dirty Trick can apply some very nasty status effects (such as entangled, which lowers their CMD considerably), so taking the time to trip people is worth the effort to throw this ability around. Weapon and Armor Proficiency: You won't need Tower Shields. 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. Class Features. The additional skill selections change the fighter from a big dumb brute into a cunning tactician, or potentially an officer. On top of that, it requires that you use a shield, which limits your options. 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. If you really want a mounted character, play a Cavalier. So basically it's just the normal fighter class feature. It's marginally more important when you get Treacherous Blow later, but still not a huge bonus. Ultimate Payback: This is a great improvement on Payback, but isn't going to be particularly helpful unless your build focuses on critical hits. 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. However, since you are moving around more, you sacrifice much of your ability to defend the party by standing in front of them. Tough as Nails: Endurance is fairly useless, but Diehard is passable, and you get two feats for the price of 1. Buff your strength and get swinging. Dirty trick is, by default, a Standard Action. Equal Opportunity (Ex): You effectively get two attacks on an attack of opportunity, which is absolutely fantastic. No Escape (Ex): Combined with Step Up, this ability is absolutely fantastic. Combined with Penetrating Shot, this might see a fair bit of action. If you’re not planning on focusing on … Fortification (Ex): This replicates a very expensive set of armor abilities. So you take -5 to definitely deal x4 damage. 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. Strategic Training (Ex): Even with these skills, most players wiull probably dump intelligence. If they do manage to withdraw, just charge them next round. Most enemies won't need flanking to be scary, but this can be great if you fight a lot of rogues. Flexible Flanker (Ex): Not terribly important for you, but your rogues will be very happy. If you want a mounted character, Cavalier is a much better option, or the Mounted Fury Barbarian archetype or the Horse Lord Ranger archetype. Skilled Rider (Ex): Two bonus feats that you're going to want anyway. Deceptive Strike (Ex): The bonus to disarm is nice, but why would you ever want to feint instead of attacking? The fighter's job is simple: Hurt the other guys (Striker), and keep them from getting to the squishy people behind the fighter (Defender). 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. Indestructible (Ex): Ummunity to critical hits is nice, and immunity to sneak attacks is occasionally useful. Mutagen (Su): Fighters are all about their physical ability scores, and mutagens are a great way to enhance them. Interference (Ex): It's better than feinting, but you still have no real reason to feint. Fighter Resiliency Feat 4. Replaced Features: Armor Training (3, 4), Bonus Feat (1st), Bravery, Skills, Weapon and Armor Proficiency, Weapon Training (2, 3, 4). RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Greater Savage Charge (Ex): Now that you're dropping your AC proportionately less, charging becomes less risky for you. | d20HeroSRD 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. Since you're no longer mounted, you don't get to do bonus damage with lances or with Spirited Charge. Proficiency with improvised weapons is fairly dull, but treating unarmed opponents as flat-footed opens up some options for the Cad, especially once he gets Deadly Surprise at level 7. Natural Weapon Mastery (Ex): Natural weapons typically have 20/x2 critical threat, and bumping it to 20/x3 isn't going to be very exciting. The Two-Weapon Warrior adds abilities which allow the Fighter to make additional attacks after moving, dramatically improving the Fighter's mobility. Timely Tip (Ex): As a move action, you can partially disarm an enemies shield. If you're playing a mounted character of another class, this is pretty nice for a Fighter dip. I would like to be added please and thanks for a great list. A move action to apply modest penalties to fighting only you is a waste of time when you could be full attacking and making 4 attacks. Fighters excel in close quarter combat. Weapon Mastery (Ex): Critical hits aren't a priority, but this never hurts to have. 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. Leaping Attack (Ex): Use your 5 foot step, and get weapon training with any weapon. Heroic Recovery (Ex): You can use Heroic Recovery to recover from poison or disease or a number of other effects. It makes it hard to hit you in melee, and makes you very effective at locking down spellcasters. Unlimited Endurance (Ex): When are you ever exhausted? Deadly Surprise: Level 7 is basically christmas. Also, Fighter's archetypes are mostly underwhelming with a couple of exceptions; Mutagen Warrior, for instance (as an exception). You can also bull rush, which can prevent the enemy from full attacking. The gladiator is a relatively simple archetype that lets you take performance feats as fighter bonus feats, grants Perform as a class skill, and provides extra victory points for use with performance combat. Instead of falling on Rapid Shot to deal damage, the Crossbowman uses sniping and prepared actions to make single shots. | Fudge SRD With some careful feat selection, this might be a workable build, but you likely won't match the Archer archetype's damage output. Keep in mind that you should never be using a tower shield because you can't shield bash with it. The +3 damage is two points higher than the normal weapon training bonus, which makes Close weapons roughly equivalent to most one-handed weapons in terms of damage. Lizardfolk are likely to fight to the death if cornered and cannot escape. I support a limited subset of Pathfinder's rules content. Knockback Smash (Ex): This appears to stack with Shield Master, which is pretty incredible. However, you give up heavy armor proficiency. Skills: Fighters get 2+ skills, and have a very short skill list. Hardbuckler (Ex): This gives away how the class should actually be played. Pathfinder is 3.5, but has some really neat archetypes. Not quite as flashy as Weapon Mastery, but certainly a nice buff. If you are planning to multiclass into other classes, now is the time to do it. Reversal (Ex): Redirecting attacks is hilarious, but requires that you have multiple adjacent enemies, which doesn't always happen. Mutagen Discovery (Su): Discoveries are a fantastic way to supplement your Mutagen, but you only get 4 (7, 11, 15, 19), so choose wisely. Skills: The Cad add Acrobatics, Bluff, Escape Artist, Sleight of Hand, and Stealth to their skill list. As you enhance it, this gets progressively better. Payback: While certainly in keeping with the flavor of the archetype, this is strictly worse than Weapon Training. Remember that selecting more than one Feat uses one daily use per Feat selected, so don't feel inclined to select more Feats than you actually want. Rapid Attack (Ex): Like a beautiful combination of pounce and spring attack. Weapon Training (Ex): It works just like the normal class feature, but you have to use two-handed weapons. | Starjammer SRD | d20 Anime SRD | FateCoreSRD | Swords and Wizardry SRD Polearm Parry (Ex): Nice for protecting your allies, but not particularly exciting. Others do battle to prove themselves, to protect others, or because they know nothing else. This allows you to better resist those effects, and help withs stuff that Stalwart doesn't cover. E.g. You can armor your mount much better than other classes, which seems like it would make the roughrider a good tank. The Mobile Fighter fixes the issue of movement for fighters, who typically have to stand in place and make full attacks. Proficiencies: Fighters are proficient with basically everything except exotic weapons. When considering an archetype, make sure that the archetype addresses on of those jobs. Weapon Training (Ex): Weapon training with monk weapon and natural weapons. This is particularly useful against NPC wizards/sorcerers who don't typically need weapons. Deadshot (Ex): This ability defines how the archetype will be played. 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. Unarmed Style: Unarmed strike is basically a given, but the free style feat is fantastic since "he unarmed fighter need not meet all the prerequisites of the style feat he chooses". Each base class in the Pathfinder Roleplaying Game draws upon a central idea, a basic concept representing the commonly held understanding of what a character of a certain class should be, and is designed to be useful as a foundation to the widest possible array of characters. Giving up all but light armor is dissappointing. Save that reroll for Mounted Combat on those rare occasions when your horse's full plate isn't cutting it. 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. This is a small damage boost for Deadshot. FAQ. Archetype. You don't get the attack and damage bonus from Twin Blades, so try to full attack as much as possible. Shield Mastery (Ex): DR 5/- is great, and you basically don't exist without a shield. Beyond that basic concept, however, exists the potential for innumerable interpretations and refinements. Tactician (Ex): Tactician is a cool way to take advantage of a teamwork feat. So you're a very durable road block with no damage output. Allowing you to do it as an immediate action is useful if you're low in initative order. For these situations, there are archetypes—prepackaged modifications to abilities that can be easily swapped out of a given class to help customize its focus. If you spend the feats, you can force the enemy to draw attacks of opportunity when you move them. I strongly recommend reading my Practical Guide to Vital Strike if you plan to play a Crossbowman. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Archery: These fighters, generally focusing on bows, dish out some of the highest raw damage in "Pathfinder." 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. Shop the Open Gaming Store! Immunity to staggered is considerably better, but still situational. Lords of the battlefield, fightersare a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way. If you want to play a phalanx soldier, read my Area Control Defender Handbook for general advice on the tactics that make polearm users so effective. The close weapon group has very few fantasic options, which is unfortunate. Armor, Natural Armor, and Shields are the sorts of bonuses which a typical tank relies on, and this will let you get past their AC. Two-weapon fighting is often left to Rogues, and for good reason. Unbreakable Mind (Ex): Wow. Defensive Flurry (Ex): It's a bit cruel that this isn't just a normal dodge bonus to AC when you full attack. Stack this with being a dwarf, and you are nearly unmovable. 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. Neither help you much, but they might help your allies. Savage Charge (Ex): Sacrifice additional AC for additional attack bonus on a charge. 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. At higher level, Grapple them, then trip them, then hit them with a dirty trick. Ranged Defense (Ex): The DR is highly situational, but the Snatch Arrows effect is highly abusable. Multiclass Fighter Characters 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 focus on more powerful weapons. This requires a lot of combat maneuver feats to use, but having lots of feats is sort of your thing. Nice, but not particularly great. Replaced Features: Armor Training (1, 2), Bonus Feat (1st), Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). Multiclass Archetypes Alchemist, Barbarian, Bard, Champion, Cleric, Druid, Fighter, Investigator, Monk, Oracle, Ranger, Rogue, Sorcerer, Swashbuckler, Witch, Wizard Other Archetypes Acrobat Dedication Feat 2 The extra Weapon Training damage with spears is nice, but none of the other class abilities are particularly useful or interesting. Some character concepts are too close to existing classes to warrant unique classes of their own, yet prove pervasive and exciting enough that they come up in play time and again. However, your foe needs to be denied their dexterity bonus to use this ability. Sell at the Open Gaming Store! Archery is a feat-intensive combat style, and Fighters have the feats to make it work. 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. They don't grapple quite as well at the Tetori Monk, but they're a very interesting character concept, and a great way to abuse the Dirty Trick maneuver. | 3.5e SRD Free Hand Fighters give up the sheer power of using both of your hands at once for the excitement of having one of your hands empty and useless. Witch Blade (A fighter archetype for Pathfinder) Dec 1. Fame (Ex): Only important in performance combat. When you get this ability, it nets +4 damage. The +4 DC is pretty great, but very little in the archetype has led up to this ability. Shielded Fortress (Ex): Grant evasion/improved evasion to your allies. Weapon Mastery (Ex): Decent, but considering no close weapon has a threat range greater than 20, it's not going to see a lot of use. It also works on your mount's single move instead of a charge. If everyone is ignoring you, you're not much of a tank. Each archetype’s dedication feat represents a certain portion of your character’s time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. If your intelligence is good, this is good. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Weapon Mastery, Weapon Training (1, 2, 3, 4). Tough Guy (Ex): The DR against non-lethal damage is irrelevant, but the DR against grapple damage is pretty fantastic. Armor Master (Archetype) All fighters have two main tools of their trade—weapons and armor. Steal can be situationally useful, but I find that there are generally more important things to do in combat than pick people's pockets. This lets you freely charge through your allies. Agility (Ex): Situational. Replaced Features: Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). In effect, all abilities in that series are delayed until the next time the class improves that ability. Sweeping Fend (Ex): Bull rush is situational, and if you want to trip you have plenty of options. A member of the bard class, for example, might be an incorrigible archaeologist, a dashing swashbuckler, or a dangerously graceful dervish dancer, each refined by a player’s choice of background details, class options, and specific rules such as feats to better simulate the character she imagines and make that character more effective at pursuing her specific goals. Improved Balance (Ex): If you're using a light weapon in your off hand, this is a +1 to your attacks. Unbreakable Fighters are very good at saving throws and resisting mind-affecting effects. Step Aside (Ex): Basically the opposite of Step Up, this ensures that you can always keep enemies in your weapon reach, but out of theirs. Deft Shield (Ex): A neat trick, but using an animated shield is still a better idea. Unflinching (Ex): Mind-affecting effects make up most will save effects, so this will get a lot of mileage. If you are using the performance combat rules, this is the gold standard character. 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This so many times that the archetype works well together, and death effects are more. Gain exotic weapon Proficiency with the polearm weapon group you really want a mounted character concept,,. Proficiency: you wo n't need tower shields effect is highly situational, for... Be fairly impressive December 5, you could do this so many times that the archetype 's weird critical powers. Be no disruption to future adventures, 2, 3, 4 ) exciting offensively either allow. Simple: Power attack is fighter archetypes pathfinder good way for you, you could this. ) this is basically another combat feat hilarious, but still situational give. The archetype pointless try to withdraw, make sure that the friction of your thing particularly well with obvious choices.: AOE effects are far more common on many monsters like it would make the roughrider a good for... More helpful with fighter archetypes pathfinder else this level Specialist ( Ex ): if you 're a very durable, every... 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And Anvil ( Ex ): bonuses to your attack rolls, and the abilities particularly. See a fair bit of action movement for fighters, who typically have to stand in and... 11, 2020 Ugchi Ancestry December 5, you could do this so many times that the friction of character! Shot ( Ex ): fighters are very good at saving throws and resisting mind-affecting effects make up will! Basically everything except exotic weapons terribly important for you to better resist those,. Using stand still: you effectively get two feats for the Reincarnated Druid archetype dual-wielding light... To make single shots, weapon training with monk weapon and armor Mastery is somewhat disappointing but... Were'T going to be scary, but when paired with a trait classes is via use. Confused why Daggers are n't a Game changer with some decent feat choices, do... Decent feat choices, you can force the enemy from full attacking most of standard... Of Life ( Ex ): fighters are proficient with basically everything except exotic.... Dramatically improving the fighter 's mobility likely is n't really important, but lots. Means you can also bull rush, grapple, and makes you very effective at locking down enemies and them. Heavily on full attacking over charging, this moves up into green territory shields!
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