Two-weapon fighting is often left to Rogues, and for good reason. Dirty trick is, by default, a Standard Action. Their strategy is conceptually simple: Power Attack this thing until it dies, then find something else to kill. 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. Reach weapons are already great for area control, and Pole Fighting prevents enemies from getting inside their reach. Combined with the Step Up and Disruptive feats, you are going to be very problematic for spellcasters. However, you give up heavy armor proficiency. | Swords and Wizardry SRD | OGN Articles Careful Claw (Ex): There aren't a lot of enemies which this ability will cover. Is this using an archetype? 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. 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. Arcanist Archetypes provide some interesting options to borrow flavor or mechanics from other classes, or to supplement and expand the Arcanist's existing abilities by emphasizing one mechanic. Shield Ward (Ex): This is a really lackluster capstone. You have feats listed at 5, 7 and 11. Also note that many colored items are also links to the Paizo SRD. Pole Fighting (Ex): Doing this is as an immediate action is nice. Each base class in the Pathfinder Roleplaying Game draws upon a central idea—a basic concept representing a commonly held understanding of what a character of a certain class should be—and is designed to be a foundation for a wide array of characters. Mutagen Discovery (Su): Discoveries are a fantastic way to supplement your Mutagen, but you only get 4 (7, 11, 15, 19), so choose wisely. Shattering Strike (Ex): If you like to sunder things, this is nice. | 3.5e SRD 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. This means you can take the capstone feat for a monk style and skip the garbage pre-requisite feats. 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. 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. Ultimate Payback: This is a great improvement on Payback, but isn't going to be particularly helpful unless your build focuses on critical hits. 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. In addition, the extra cost of arming and armoring your horse enough to be relevant is hugely expensive. Greater Deadshot (Ex): Finally. However, this makes you dependent on all 6 ability scores, which is a recipe for disaster. When you get this ability, it nets +4 damage. Immunity to staggered is considerably better, but still situational. It also assumes the player will be making a standard Fighter, and not one of the three archetype classes made available. However, it prevents you from using things like Vital Strike, which might mean you sacrifice damage for reliability. 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. | d20HeroSRD Eye Gouge (Ex): Conveniently, you begin your turn grappled even if you started the grapple. Most enemies won't need flanking to be scary, but this can be great if you fight a lot of rogues. You give up all of the weapon training abilities, which means your class has no offensive abilities. Armor Master makes you very durable, but really the only meaningful contributions are the DR and Fortification. Ranged Defense (Ex): The DR is highly situational, but the Snatch Arrows effect is highly abusable. Singleton (Ex): Weapon training with anything you use in one hand. The base idea behind the Thunderstriker is an abusive use of the rules. This is the fighter trying to be a Monk. I'm still confused why Daggers aren't a Close weapon. Then at level 20 you get Weapon Mastery and auto-confirm crits with the selected weapon. Overall, the roughrider is a good concept, and the abilities are great individually, but the archetype itself doesn't quite work. I support a limited subset of Pathfinder's rules content. Replaced Features: Armor Training (1, 2, 3, 4), Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). Prerequisite (s) Fighter Dedication. Weapon Mastery (Ex): Auto-confirming crits won't come into play much with a 20/x4 crit, but when it happens it will feel very good. Feinting much less so. If they do manage to withdraw, just charge them next round. In theory, you could do this so many times that the friction of your repeated motion causes the atmosphere to combust. The abilities are almost purely numerical bonuses, so the Two-Handed Fighter is essentially just a very scary ball of numbers. 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. At higher levels you get bull rush, grapple, and trip. If you spend the feats, you can force the enemy to draw attacks of opportunity when you move them. You're likely better off using Spirited Charge to lance things to death. Weapon Mastery (Ex): Critical hits aren't a priority, but this never hurts to have. Versatility is good, but because most fighters will use one weapon for their whole career this ability functionally identical to weapon training. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Another attempt at a mounted charger archetype. The close weapon group has very few fantasic options, which is unfortunate. Neither help you much, but they might help your allies. If you're using a one-handed weapon in your off hand, you don't get anything new. You gain 3 additional Hit Points for each fighter archetype … 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. Feinting is for Rogues. Harsh Training (Ex): Bonus to saves against a very rare set of things. Tower Shield Training (Ex): The wording only mentions the maximum dexterity bonus on armor. The Crossbowman is a very difficult build. This is also your only Defender ability, so be sure to capitalize on this as much as possible. Flexible Flanker (Ex): Not terribly important for you, but your rogues will be very happy. 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. Stalwart (Ex): Evasion for both Fortitude and will saves. | d20PFSRD The Cad is the master of the Dirty Trick maneuver. Stack this with being a dwarf, and you are nearly unmovable. Use Quick Dirty Trick to blind your foe, then use Deadly Surprise to pile on other status effects. 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. Allowing you to do it as an immediate action is useful if you're low in initative order. 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 … Piledriver (Ex): Since you likely don't have Combat Expertise, this is a good way for you to trip things. The most common way for you to become exhausted is from a spell, and now you have Stalwart. Knockback Smash (Ex): This appears to stack with Shield Master, which is pretty incredible. A poor attempt at making the fighter into a thinking man. Replaced Features: Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). Your CMD should be insane by level 20, so being disarmed really shouldn't be a problem. The 10 minutes/level duration is annoying for Fighters who can usually spend all day fighting as long as their hit points stick around, but since most of your party members will likely also need to take breaks between encounters you should have time to prepare additional mutagens periodically throughout the day. 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. Perfect Balance (Ex): If you're using a light weapon in your off hand or using a double weapon, you no longer have two-weapon fighting penalties. Deadly Critical (Ex): I don't understand why this isn't just a static bonus. Prerequisite (s) Fighter Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier. Legendary Games - Fighter Archetypes; Rogue Genius Games - Fighter Archetypes; Everyman Gaming, LLC - Fighter Archetypes; Samurai Sheepdog - Fighter Archetypes; 4 Winds Fantasy Gaming - Fighter Archetypes; Ascension Games, LLC - Fighter Archetypes; Dreamscarred Press - Fighter Archetypes; Drop Dead Studios - Fighter Archetypes By this point most fighters will have evasion on a ring, and with your high BAB and physical stats, your CMD will be high enough that you don't need to worry about disarming or sundering. Skilled Rider (Ex): Two bonus feats that you're going to want anyway. The fighter's job is simple: Hurt the other guys (Striker), and keep them from getting to the squishy people behind the fighter (Defender). The combination of abilities makes the Tactician dependant on all 6 ability scores, which makes it very difficult to be good at anything. Defensive Flurry (Ex): It's a bit cruel that this isn't just a normal dodge bonus to AC when you full attack. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Compatible Archetypes: Martial Master, Tower Shield Specialist. If they try to withdraw, make a trip attempt. Shield Guard (Ex): This makes flanking you very difficult. If you spend a feat to gain exotic weapon proficiency with the madu, this moves up into green territory. It also works on your mount's single move instead of a charge. Deadly Defense (Ex): I hope you brought combat expertise. To capitalize on this, you may actually want to drop your AC, but dropping your AC may make you worse as a Defender. When going fighter/rogue, I prefer fighter 14/rogue 6, but you are maybe happier the other way round or going 50:50. Banner (Ex): Banners can do some nice things, but the Cavalier will get a lot more out of it than you can. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Weapon Mastery, Weapon Training (1, 2, 3, 4). You don't get the attack and damage bonus from Twin Blades, so try to full attack as much as possible. At higher levels, you're going to want that armor. Weapon and Armor Proficiency: You won't need Tower Shields. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Weapon Training (1, 2, 3, 4). Stand Still: You should already have Combat Reflexes and Stand Still by now, so this is basically another combat feat. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Bravery, Weapon Training (1, 2). With the Fighter's excellent attack bonuses and respectable damage, this can turn the Two-Weapon Warrior into an excellent Striker. Weapon and Armor Proficiency: This allows you to use a much wider variety of weapons while still benefiting form the Performance quality. Steelbound Fighter Source Haunted Heroes Handbook pg. 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. The use of magic is a popular mechanical choice in the Pathfinder RPG. 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. 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. Legal Information/Open Game License, Fan Labs Save that reroll for Mounted Combat on those rare occasions when your horse's full plate isn't cutting it. Indestructible (Ex): Ummunity to critical hits is nice, and immunity to sneak attacks is occasionally useful. Two-handed fighters give up all pretence of being a tank in favor of hitting things with a really big weapon. Reliable Strike (Ex): Rerolling one roll with your weapon is pretty nice, but it's not game changing, and the uses are very limited. Weapon Guard (Ex): Not a lot of enemies are going to use disarm or sunder against you. The Cad is good at locking down enemies and preventing them from attacking you (or doing anything else interesting). Shield Fighter (Ex): Weapon training with shields. Timely Tip (Ex): As a move action, you can partially disarm an enemies shield. Archetypes The Arcanist can fill any role that can be filled by a Sorcerer or Wizard. Skills: The Cad add Acrobatics, Bluff, Escape Artist, Sleight of Hand, and Stealth to their skill list. Oh, and it stacks with adamantine, which can bring you up to 15/-. Unarmed Fighter (Archetype) Not all fighters need weapons to make their mark on the world. Hammer and Anvil (Ex): Effectively a +1 to attacking while using two-weapon fighting. Wholly immune to almost all will saves. Tactician (Ex): Tactician is a cool way to take advantage of a teamwork feat. However, your foe needs to be denied their dexterity bonus to use this ability. If your race has natural weapons and you want to play a fighter, this archetype has some nice tricks to offer. If you want to use natural attacks, Barbarian is likely a better choice. This allows you to better resist those effects, and help withs stuff that Stalwart doesn't cover. 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 … Miraculous Recovery (Ex): At high levels, poison becomes more common on many monsters. Steal can be situationally useful, but I find that there are generally more important things to do in combat than pick people's pockets. Agility (Ex): Situational. The Two-Weapon Warrior adds abilities which allow the Fighter to make additional attacks after moving, dramatically improving the Fighter's mobility. The 13th level version allows you to do this as a swift action, which is considerably better in one-on-one fights. Relentless Steed (Ex): Full plate barding without losing speed, and you can reroll a ride check once per day. At 17th level you can use this ability against 2+dex modifier targets. Alchemist - Chiurgeon, Grenadier, Vivisectionist Barbarian - Armored Hulk, Mad Dog, Invulnerable Rager Bard - Archaeologist, Flame Dancer, Thunder Caller Cleric - Herald Caller, Ecclesitheurge, Crusader Druid - Blight Druid, Defender of the True World, Feyspeaker Fighter - Aldori … Heroic Defiance (Ex): You can delay the effects of status effects for one round. ... Elghinn Lightbringer's Stonehelm Emporium > Races > Core Races > Elves > Racial Archetypes > High Guard (Elf, Fighter Archetype) Elves are most renowned for their skill with magic and forest lore. Fighter. Your AC will be great as long as you're not flat-footed, but you'll be giving up potentially crucial attack bonus. So you need to go to the dedicated archetype page just to brows them all, which kinda' … The real benefit here is the bonus on combat maneuver checks when using Stand Still. Once 10 minutes per level run out, the Mutation Warrior may have trouble keeping up with everyone else. Replaced Features: Bravery, Weapon and Armor Proficiencies, Compatible Archetypes: Brawler, Crossbowman, Shielded Fighter, Thunderstriker, Two-Weapon Warrior. The scaling penalties keep this ability relevant into higher levels. Reversal (Ex): Redirecting attacks is hilarious, but requires that you have multiple adjacent enemies, which doesn't always happen. 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