It's marginally more important when you get Treacherous Blow later, but still not a huge bonus. Sweeping Fend (Ex): Bull rush is situational, and if you want to trip you have plenty of options. Replaced Features: Armor Training (3, 4), Bonus Feat (1st), Bravery, Skills, Weapon and Armor Proficiency, Weapon Training (2, 3, 4). Allowing you to charge through your allies also makes charging much easier in crowded combats. By using your feats, you can get away with a wide range of fighting styles. Classes > Core Classes > Fighter > Archetypes > Paizo - Fighter Archetypes > Martial Master There are those who learn the fighting arts though countless hours of repetition and training, while others seem to pick up new stances and forms as if they were born to them. Two-handed fighters give up all pretence of being a tank in favor of hitting things with a really big weapon. The real benefit here is the bonus on combat maneuver checks when using Stand Still. It also assumes the player will be making a standard Fighter, and not one of the three archetype classes made available. If you want to use natural attacks, Barbarian is likely a better choice. Weapon and Armor Proficiency: This allows you to use a much wider variety of weapons while still benefiting form the Performance quality. With the Fighter's excellent attack bonuses and respectable damage, this can turn the Two-Weapon Warrior into an excellent Striker. 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. You're an armor master, so you should be wearing Full Plate. A poor attempt at making the fighter into a thinking man. So basically, you take a -5 to your attack rolls, and most likely do x4 damage. Steadfast Mount (Ex): Since you don't get an actual mount ability, it's important to keep your mount alive. The ability to return fire is situationally useful, but it also unloads your crossbow so that you can't take your prepared action shot unless you're using a repeating crossbow or have Rapid Reload. Stand Firm (Ex): Bonuses to defend against some fairly rare combat maneuvers. If you had sneak attack, this would be nice, but after 7 levels a dip into Rogue won't be very helpful. This is marginally better, but still only situationally useful. Sheer Toughness (Ex): Immunity to fatigue, exhaustion, and subdual damage won't see a lot of use, especially at this level. | FateCoreSRD Archery is a feat-intensive combat style, and Fighters have the feats to make it work. 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. Eye Gouge (Ex): Conveniently, you begin your turn grappled even if you started the grapple. Unstoppable Strike (Ex): Making your attack a touch attack essentially makes it unstoppable at this level. Deadly Surprise is easily the defining feature of the Cad archetype, and the higher level features do little to improve your maneuvers further. You're likely better off using Spirited Charge to lance things to death. Archetypes The Arcanist can fill any role that can be filled by a Sorcerer or Wizard. Tough Guy (Ex): The DR against non-lethal damage is irrelevant, but the DR against grapple damage is pretty fantastic. Phalanx Fighting (Ex): Use a polearm one-handed, and still use a shield. Keep in mind that you should never be using a tower shield because you can't shield bash with it. The following are class features of the fighter. If you spend a feat to gain exotic weapon proficiency with the madu, this moves up into green territory. Archetypes are variants of classes meant to provide more options for character building and development. aaron says: November 21, 2013 at 1:36 pm. As you enhance it, this gets progressively better. In addition, you're much better at using piecemeal armor. However, you don't get a whole lot for doing it. Legal Information/Open Game License, Fan Labs Deadly Surprise: Level 7 is basically christmas. 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. 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. Weapon and Armor Proficiency: Most people won't use tower shields, but losing heavy armor proficiency is annoying. Weapon Training (Ex): Weapon training with monk weapon and natural weapons. Skills: Fighters get 2+ skills, and have a very short skill list. 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. Your AC is going to be stellar, but since you don't do any damage, no one is going to try to kill you. Ranged Defense (Ex): The DR is highly situational, but the Snatch Arrows effect is highly abusable. Combined with Penetrating Shot, this might see a fair bit of action. | d20HeroSRD Expert Archer (Ex): Identical to weapon training with the Bow weapon group. | OGN Articles If you ever have enough allies situated to benefit from this, your party is either too far gone to benefit, or positioned too well to need this. Hawkeye (Ex): The bonus on perception checks is nice since Perception is so important, but the range increment bonus doesn't matter much since bows already have extremely good range. Unbreakable Fighters are very good at saving throws and resisting mind-affecting effects. Harsh Training (Ex): Bonus to saves against a very rare set of things. Replaced Features: Weapon Mastery, Weapon Training (1, 2, 3, 4). Razor-Sharp Chair Leg: Changing the damage type for your improvised weapons is cute, but rarely necessary. The base idea behind the Thunderstriker is an abusive use of the rules. If they do manage to withdraw, just charge them next round. By this point your Dexterity should be fairly impressive. You gain 3 additional Hit Points for each fighter archetype class feat you have. Skilled Rider (Ex): Two bonus feats that you're going to want anyway. Equal Opportunity (Ex): You effectively get two attacks on an attack of opportunity, which is absolutely fantastic. Replaced Features: Bonus Feats (1st), Armor Training (2, 3, 4) Tower Shield Proficiency, Weapon Training. I support a limited subset of Pathfinder's rules content. Races of Pathfinder: An Optimization Guide. No Escape (Ex): Combined with Step Up, this ability is absolutely fantastic. 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. I never thought I would ever want to use a scythe until I saw this. Reversal (Ex): Redirecting attacks is hilarious, but requires that you have multiple adjacent enemies, which doesn't always happen. 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 Armored Defense (Ex): DR is pretty nice, but I don't know why they even bothered listing bonuses for light and medium armor. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Bravery, Weapon Training (1, 2, 3, 4). 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