Heroic Recovery (Ex): You can use Heroic Recovery to recover from poison or disease or a number of other effects. Tough Guy (Ex): The DR against non-lethal damage is irrelevant, but the DR against grapple damage is pretty fantastic. Disarm and Dirty Trick are crucial for the Cad, and this provides an extremely rare bonus to the Dirty Trick maneuver. | d20 Anime SRD Eye Gouge (Ex): Conveniently, you begin your turn grappled even if you started the grapple. However, be wary of the Mutagen's limited duration. Heroic Defiance (Ex): You can delay the effects of status effects for one round. Critical Specialist (Ex): Suddenly you need to be good at critical hits. Combined with Penetrating Shot, this might see a fair bit of action. Close Combatant (Ex): The bonus to attacks is basically the same as weapon training. This site may earn affiliate commissions from the links on this page. Knockback Smash (Ex): This appears to stack with Shield Master, which is pretty incredible. The Fighter Basics in Pathfinder: Kingmaker The classic Fighter in action. The fighter class, for example, might easily be sculpted into a dead-eye archer, a fleet-footed duelist, a stealthy jungle hunter, or countless other types of martial masters, all refined by a player's choice of details, class options, and specific rules. Phalanx Soldiers get to use Tower Shields without penalties to attack, and they can use two-handed polearms in one hand. 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. If you spend a feat to gain exotic weapon proficiency with the madu, this moves up into green territory. Your CMD should be insane by level 20, so being disarmed really shouldn't be a problem. 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. Otherwise, the Gladiator is totally uninteresting. This archetype does very little to focus on using a single weapon. Prerequisite(s) Fighter Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier. aaron says: November 21, 2013 at 1:36 pm. You are very good at turtling behind your shield, but you don't have any offensive abilities, and you give up Weapon Training. | d20PFSRD Pathfinder Fighter Optimization Guide. This is also your only Defender ability, so be sure to capitalize on this as much as possible. Razor-Sharp Chair Leg: Changing the damage type for your improvised weapons is cute, but rarely necessary. However, you give up heavy armor proficiency. If you don't want another Fighter Archetype, you would be a fool not to take this. Downloads Plus, if they're entangled they can't stand back up. Skills: Perform is cute, but it doesn't get you much. While this may seem like a fairly abusive tactic, it is technically allowed by the rules as written, and the Thunderstriker seems to actively embrace it. 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. Keep in mind that natural weapons count, so this isn't particularly useful against most monsters. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat). The combination of abilities makes the Tactician dependant on all 6 ability scores, which makes it very difficult to be good at anything. You're an armor master, so you should be wearing Full Plate. Weapon Mastery: Crits with lances are infrequent and lackluster. It's highly situational, and the bonus is pretty lackluster. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Weapon Training (1, 2, 3, 4). This means you can take the capstone feat for a monk style and skip the garbage pre-requisite feats. 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 makes you considerably more durable, and with some feats and a ring of evasuion you can become practically immune to spells and spell-like abilities. A -2 to attack for a +2 to AC is a good trade for fighting defensively, and reducing the Combat Expertise penalty by 1 is pretty good too. Piledriver (Ex): Since you likely don't have Combat Expertise, this is a good way for you to trip things. Since you're level 5, you have more feats to choose from than the Cavalier does at level 1. 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. Immunity to staggered is considerably better, but still situational. With some effort, you can use these skills to turn the fighter into the party's Face. The fighter gives you the all-important BAB and HP. Tough as Nails: Endurance is fairly useless, but Diehard is passable, and you get two feats for the price of 1. | Fudge SRD Polearm Training (Ex): Weapon training with the Polearm weapon group. If they try to withdraw, make a trip attempt. Archetypes The Arcanist can fill any role that can be filled by a Sorcerer or Wizard. With some careful feat selection, this might be a workable build, but you likely won't match the Archer archetype's damage output. 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. Enjoy that +4 to attacks on prone targets. Sell at the Open Gaming Store! | GumshoeSRD Complete information for all 22 Pathfinder 2 archetypes published to date including their descriptions and archetype feats. Check out our other SRD sites! Close Control (Ex): Bull Rush, Drag, and Reposition are only situationally useful, and all do effectively the same thing: move the enemy from point A to point B. In our full Pathfinder: Kingmaker class guide below, we break down each main class, as well as the three alternate class archetypes that swap out key features for more customization. Reliable Strike (Ex): Rerolling one roll with your weapon is pretty nice, but it's not game changing, and the uses are very limited. Proficiencies: Fighters are proficient with basically everything except exotic weapons. Archetype. Replaced Features: Bonus Feats (1st), Armor Training (2, 3, 4) Tower Shield Proficiency, Weapon Training. The following are class features of the fighter. Trying to recreate it at level 8, and I see an extra feat. Weapon Training (Ex): Weapon training with monk weapon and natural weapons. However, using armor spikes makes this ability redundant since you can continue to threaten the are inside your polearm reach without taking your hands off of your polearm. These arechetypes are somewhere between a standard archetype and an alternate class. Greater Deadshot (Ex): Finally. Wee. If you choose to use two one-handed weapons (excluding Sawtooth Sabres) this is a +2 to both of your attacks. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Compatible Archetypes: Martial Master, Tower Shield Specialist. 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. Quick Recovery (Ex): When are you ever fatigued? Whirlwind Blitz (Ex): Almost as good as pounce if you just want full attacks, and it makes Whirlwind Attack considerably better. Now, the Unarmed Fighter is a master of grappling, and gets to use the Dirty Trick maneuver for free several times at high levels. Skills: The Cad add Acrobatics, Bluff, Escape Artist, Sleight of Hand, and Stealth to their skill list. The Dragoon is really bad past a level 1 class dip. Careful Claw (Ex): There aren't a lot of enemies which this ability will cover. Flexible Flanker (Ex): Not terribly important for you, but your rogues will be very happy. Volley (Ex): This is really nice when facing multiple foes, and there isn't a limit on how many times you can use it. Stand Still: You should already have Combat Reflexes and Stand Still by now, so this is basically another combat feat. Bonuses to your attacks and damage are nice since your normal strategy is to use Rapid Shot and Deadly Aim. Tower Shield Training (Ex): The wording only mentions the maximum dexterity bonus on armor. At level 16, it nets +5. If you are using combat expertise, this effectively becomes Improved Uncanny Dodge. Hammer and Anvil (Ex): Effectively a +1 to attacking while using two-weapon fighting. Trick Shot (Ex): Disarming and Sundering with a ranged weapon is a pretty cool trick. When considering an archetype, make sure that the archetype addresses on of those jobs. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. The Cad is the master of the Dirty Trick maneuver. In addition, you need to be Fighting Defensively, using Combat Expertise, or using Full Defense to get the benefit. Sucker Punch (Ex): More free dirty tricks! Bonus Feats: Skill focus isn't really important, but adding Teamwork feats to your feat options is fairly useful. Weapon and Armor Proficiency: This allows you to use a much wider variety of weapons while still benefiting form the Performance quality. With some decent feat choices, you can really fill the fighter's key role as Tank and still have some reasonable damage output. List of Class Tiers (Ranked) Top Classes in Pathfinder Kingmaker Vivisectionist - Alchemist archetype.Grenadier - Alchemist archetype.Eldritch Scion - Magus archetype.Sword Saint - Magus archetype.Eldritch Archer - Magus More than half of the fighter archetypes are worse than base fighter. Sweeping Prank: At this point, you should be getting to use dirty trick frequently due to Deadly Surprise, which makes Sweeping Prank only useful on surprise rounds in which you start adjacent to two foes or in rounds in which you need to move. This lets you freely charge through your allies. | 3.5e SRD Feinting much less so. 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. Burst Barrier (Ex): AOE effects are far more common than fear effects, so this will see a lot of use. Improved Balance (Ex): If you're using a light weapon in your off hand, this is a +1 to your attacks. Crossbow Expert (Ex): Weapon training with crossbows. However, you don't have the Barbarian's hit points to fall back on when you drop your AC, so don't plan to spend all of your time charging. Cooperative Combatant (Ex): If you're using Aid Another, you're not doing something more helpful. This is particularly useful against NPC wizards/sorcerers who don't typically need weapons. Ignoring DR is absolutely brutal. Buff your strength and get swinging. If you actually want to disarm, you should have improved and greater disarm by now, so you can just disarm in place of an attack instead of using a move action. So you're a very durable road block with no damage output. With the Fighter's excellent attack bonuses and respectable damage, this can turn the Two-Weapon Warrior into an excellent Striker. In 3.5, this was actually the best way to be a Monk since the Monk class was fairly horrible. Spending a swift action to extend this bonus to your allies is occasionally nice, but shouldn't be a frequent decision. To capitalize on this, you may actually want to drop your AC, but dropping your AC may make you worse as a Defender. They have spent long years mastering the Aldori dueling sword, pitting themselves against other dueling swords and all manner of weaponry besides. Martial Flexibility (Ex): The Martial Master gets exactly one ability, and it's fucking fantastic. It's basically pounce, which is fantastic, but it removes you from the saddle. Essentially, the Crossbowmen depends on readied actions. 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. Shielded Fortress (Ex): Grant evasion/improved evasion to your allies. Keep in mind that you should never be using a tower shield because you can't shield bash with it. It's a neat idea, but using an animated shield so that you can use your polearm two-handed is a much better strategy. FAQ. Unstoppable Strike (Ex): Making your attack a touch attack essentially makes it unstoppable at this level. Still, most attacks against you will be melee attacks, and you will (hopefully) be full attacking most of the time. More than half of the fighter archetypes are worse than base fighter. Traveller SRD There are even those who mistake them for monks, but these fighters enter the fight without ki, and instead have a tough perseverance that few can rival. Miraculous Recovery (Ex): At high levels, poison becomes more common on many monsters. Once 10 minutes per level run out, the Mutation Warrior may have trouble keeping up with everyone else. Multiclass. This makes the Thunderstriker a perplexing fusion of two-handed and two-weapon fighting styles. When going fighter/rogue, I prefer fighter 14/rogue 6, but you are maybe happier the other way round or going 50:50. Safe Shot (Ex): This lets you tank while still using a bow. Fighter. The close weapon group has very few fantasic options, which is unfortunate. The 19-20 threat range with improvised weapons is nice, but isn't a game changer. It's a tank/bodyguard archetype which falls between the polearm master and the shielded figher, but it lacks any abilities which contribute to damage output. The whole of the archetype works well together, and synergizes well with obvious feat choices like Step Up and Combat Reflexes. Deft Doublestrike (Ex): A free disarm, sunder, or trip attempt is nice, but you're probably not built for it. Shield Ally (Ex): Wasting a move action to protect your allies sucks, but the bonuses are sizeable if things are getting rough. Deft Shield (Ex): A neat trick, but using an animated shield is still a better idea. You have feats listed at 5, 7 and 11. Use Quick Dirty Trick to blind your foe, then use Deadly Surprise to pile on other status effects. I support a limited subset of Pathfinder's rules content. 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. However, you give up full attacks to use it, so to do meaningful damage you need to find ways to add a ton of damage to single attacks. 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 … Character Sheets 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. Wholly immune to almost all will saves. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Bonus Feat (1st), Bravery, Weapon and Armor Proficiencies, Weapon Mastery, Weapon Training (1, 2, 3, 4). DR 3/- no and 12/- later. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Weapon Mastery, Weapon Training (1, 2, 3, 4). 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. Deadly Surprise is easily the defining feature of the Cad archetype, and the higher level features do little to improve your maneuvers further. 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. Still better than the dragoon though. 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. I support a limited subset of Pathfinder's rules content. Archetype. The extra Weapon Training damage with spears is nice, but none of the other class abilities are particularly useful or interesting. You need to get into combat quickly, so your movement speed is important. However, since you are moving around more, you sacrifice much of your ability to defend the party by standing in front of them. Balanced Bashing (Ex): Another +2 to attacks. Some take up arms for glory, wealth, or revenge. If you really want a mounted character, play a Cavalier. However, it prevents you from using things like Vital Strike, which might mean you sacrifice damage for reliability. So you take -5 to definitely deal x4 damage. 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. Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).. If you’re not planning on focusing on … This requires a lot of combat maneuver feats to use, but having lots of feats is sort of your thing. If everyone is ignoring you, you're not much of a tank. Posted by okcstephens. Takedown (Ex): Drag them, then trip them, then hit them with a dirty trick. Neither help you much, but they might help your allies. Leaping Lance (Ex): Aside from the extra +2 to hit, there is very little reason to use this ability. The Cad is good at locking down enemies and preventing them from attacking you (or doing anything else interesting). 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