At low levels, a warhorse's attacks are brutally effective. Ride Them Down (Ex): If your mount is better at doing damage than you (it shouldn't be), this is a great ability. The whole of the archetype works well together, and synergizes well with obvious feat choices like Step Up and Combat Reflexes. 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. Multiclass. While these abilities are tempting, the archetype doesn't offer any offensive abilities or area control abilities. For most groups, the fighter forms a cornerstone of the party—indeed, for the earliest editions of the game, the fighter was a quarter of the available classes. With the fighter's impressive attack bonus, you can generally expect to confirm the crit. Timely Tip (Ex): As a move action, you can partially disarm an enemies shield. Defensive Flurry (Ex): It's a bit cruel that this isn't just a normal dodge bonus to AC when you full attack. However, your foe needs to be denied their dexterity bonus to use this ability. 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. 219 2.0 There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren’t sufficient to fully realize your character. This Fighter archetype attempts to be a Cavalier replacement, but doesn't give you a scaling Mount. 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. 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. | Fudge SRD The uses per day seem low, but you likely won't need the ability more than that. 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. Witch Blade (A fighter archetype for Pathfinder) Dec 1. Tactical Awareness (Ex): Inititiative bonuses are always nice. It's highly situational, and the bonus is pretty lackluster. Spear Training (Ex): Weapon training with the Spears group, and it gives you double the normal damage bonus. Replaced Features: Bravery, Weapon and Armor Proficiencies, Compatible Archetypes: Brawler, Crossbowman, Shielded Fighter, Thunderstriker, Two-Weapon Warrior. More than half of the fighter archetypes are worse than base fighter. It's marginally more important when you get Treacherous Blow later, but still not a huge bonus. 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. If you really want a mounted character, play a Cavalier. Archetype. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way. Volley (Ex): This is really nice when facing multiple foes, and there isn't a limit on how many times you can use it. Devastating Blow (Ex): This ability is absolutely phenomenal. In addition, the extra cost of arming and armoring your horse enough to be relevant is hugely expensive. Hardbuckler (Ex): This gives away how the class should actually be played. This is marginally better, but still only situationally useful. 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. Archetypes are variants of classes meant to provide more options for character building and development. By this point your Dexterity should be fairly impressive. | PF2 SRD. 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. Skilled Rider (Ex): Two bonus feats that you're going to want anyway. This makes it even better. The close weapon group has very few fantasic options, which is unfortunate. 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. Energy drain is infuriaitng, and death effects are scary. Penetrating Shot (Ex): I certainly hope you took Improved Critical. The Cad is the master of the Dirty Trick maneuver. This is the fighter trying to be a Monk. 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. Still, most attacks against you will be melee attacks, and you will (hopefully) be full attacking most of the time. Keep in mind that you should never be using a tower shield because you can't shield bash with it. Two-weapon fighting is often left to Rogues, and for good reason. | Swords and Wizardry SRD These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat). 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. Like with the original Baldur's Gate , the game is over if the main character dies in Kingmaker , so survivability should be your focus. 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. Battle Insight (Ex): The only ability which depends on your intelligence score. Mutagen Discovery (Su): Discoveries are a fantastic way to supplement your Mutagen, but you only get 4 (7, 11, 15, 19), so choose wisely. Weapon Training (Ex): It works just like the normal class feature, but you have to use two-handed weapons. However, this makes you dependent on all 6 ability scores, which is a recipe for disaster. Character Sheets 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. For example, a fightercould not be both an armor master and a brawler, since both archetypes replace the weapon training 1 class feature with something different. Shop the Open Gaming Store! Archetype. If you don't want another Fighter Archetype, you would be a fool not to take this. Plus, if they're entangled they can't stand back up. You have feats listed at 5, 7 and 11. Quick Sniper (Ex): The bonus to sniping is nice, but Stealth isn't a class skill for you, and the archetype doesn't add it. Phalanx Soldiers get to use Tower Shields without penalties to attack, and they can use two-handed polearms in one hand. Weapon Training (Ex): Weapon training with monk weapon and natural weapons. Allowing your mount to wear medium barding without losing speed is also a great benefit, but your horse likely isn't proficient with medium armor, so you need to maker a concious trade between defense or offense. Shield Ally (Ex): Wasting a move action to protect your allies sucks, but the bonuses are sizeable if things are getting rough. So you take -5 to definitely deal x4 damage. Shield Mastery (Ex): DR 5/- is great, and you basically don't exist without a shield. However, when you're sundering you're not killing someone. Fortification (Ex): This replicates a very expensive set of armor abilities. Strapped Shield (Ex): Removes the -1 penalty for using a buckler while weilding a weapon two-handed. Shield Buffet (Ex): The initial version of this ability is totally useless. Pathfinder Fighter Optimization Guide. Mirror Move (Ex): The odds of enemies using your chosen weapon are laughable, especially if you use an interesting weapon. You gain 3 additional Hit Points for each fighter archetype class feat you have. 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. Archetypes The fighter's job is simple: Hurt the other guys (Striker), and keep them from getting to the squishy people behind the fighter (Defender). Polearm Training (Ex): Weapon training with the Polearm weapon group. Get shield bash and two-weapon fighting, and be a sword-and-board fighter while using your sword in two hands. 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. 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. The Crossbowman is a very difficult build. Another attempt at a mounted charger archetype. Singleton (Ex): Weapon training with anything you use in one hand. It makes it hard to hit you in melee, and makes you very effective at locking down spellcasters. However, it only works with the feat which you receive as part of the ability. In addition, you need to be Fighting Defensively, using Combat Expertise, or using Full Defense to get the benefit. Balanced Bashing (Ex): Another +2 to attacks. Pinpoint Targeting: Pinpoint Targeting is a tempting feat, especially against high AC enemies. Complete information for all 22 Pathfinder 2 archetypes published to date including their descriptions and archetype feats. Bonuses to your attacks and damage are nice since your normal strategy is to use Rapid Shot and Deadly Aim. 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. Indomitable Steed (Ex): DR 5/- is amazing at any level. Vanilla fighter is strictly better in every way. Buckler Defense (Ex): This is essentially the Two-Weapon Shield feat, which is awful. Tough as Nails: Endurance is fairly useless, but Diehard is passable, and you get two feats for the price of 1. Leap from the Saddle (Ex): This is a weird ability. | GumshoeSRD If you're playing a mounted character of another class, this is pretty nice for a Fighter dip. 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. Backswing (Ex): 6th level is a little lonely without Backswing, but now you get to add double your strength on all of your attacks. 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. Archery is a feat-intensive combat style, and Fighters have the feats to make it work. | Here Be Monsters Many still consider the archetypal party to be one of a fighter, a cleric, a rogue, and a wizard. However, since you are moving around more, you sacrifice much of your ability to defend the party by standing in front of them. | Starjammer 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. Prerequisite(s) Fighter Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier. It's basically pounce, which is fantastic, but it removes you from the saddle. Prerequisite (s) Fighter Dedication. Banner (Ex): Banners can do some nice things, but the Cavalier will get a lot more out of it than you can. The Fighter Basics in Pathfinder: Kingmaker The classic Fighter in action. 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. Deft Shield (Ex): A neat trick, but using an animated shield is still a better idea. Unlimited Endurance (Ex): When are you ever exhausted? In addition, you're much better at using piecemeal armor. Wholly immune to almost all will saves. Crossbow Expert (Ex): Weapon training with crossbows. Takedown (Ex): Drag them, then trip them, then hit them with a dirty trick. Cooperative Combatant (Ex): If you're using Aid Another, you're not doing something more helpful. Knockback Smash (Ex): This appears to stack with Shield Master, which is pretty incredible. In theory, you could do this so many times that the friction of your repeated motion causes the atmosphere to combust. If your race has natural weapons and you want to play a fighter, this archetype has some nice tricks to offer. Safe Shot (Ex): This lets you tank while still using a bow. The additional skill selections change the fighter from a big dumb brute into a cunning tactician, or potentially an officer. Archetypes. Clever Wrestler (Ex): You can continue to be a meaningful presence on the battlefield while grappled, which means you can both pin one target and continue to take attacks of opportunity and tank for the party. Twin Blades (Ex): Basically weapon training when you full attack. You're an armor master, so you should be wearing Full Plate. 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. 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. Fighter Resiliency Feat 4. New Pages | Recent Changes | Privacy Policy, Everyman Gaming, LLC - Fighter Archetypes, 4 Winds Fantasy Gaming - Fighter Archetypes, Ascension Games, LLC - Fighter Archetypes, ICOSA Entertainment, LLC - Fighter Archetypes, Necromancers of the Northwest - Fighter Archetypes, Latest Pathfinder products in the Open Gaming Store, Ancestral Anthologies Vol. If an archetype replaces a class feature that is part of a series of improvements or additions to a base ability (such as a fighter’s weapon training or a ranger’s favored enemy), the next time the charac… Legal Information/Open Game License, Fan Labs Greater Deadshot (Ex): Finally. 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. It also works on your mount's single move instead of a charge. Replaced Features: Weapon Mastery, Weapon Training (1, 2, 3, 4). Skills: The Cad add Acrobatics, Bluff, Escape Artist, Sleight of Hand, and Stealth to their skill list. 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. | 3.5e SRD 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. Stack this with being a dwarf, and you are nearly unmovable. FAQ. As you enhance it, this gets progressively better. Miraculous Recovery (Ex): At high levels, poison becomes more common on many monsters. This is also your only Defender ability, so be sure to capitalize on this as much as possible. 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. | d20HeroSRD If you're only going to get one attack off of a prepared action, you had better hit with it. Combined with the Step Up and Disruptive feats, you are going to be very problematic for spellcasters. Phalanx Fighting (Ex): Use a polearm one-handed, and still use a shield. Leaping Lance (Ex): Aside from the extra +2 to hit, there is very little reason to use this ability. Unless your party is full of rogues with combat reflexes, you're probably better of just hitting things instead of dragging them around between your party. Just looking at Fighter, and PFSRDS Paizo Fighter Archetype page, you'll notice a number of archetypes, such as the Aerial Assaaulter, are missing from the archetype table entirely. If you’re not planning on focusing on … Careful Claw (Ex): There aren't a lot of enemies which this ability will cover. 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. Archetype. 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. If you had sneak attack, this would be nice, but after 7 levels a dip into Rogue won't be very helpful. So for the purposes of this guide, it is going to presume that the player wants to make a pure Fighter and will not be doing any multiclassing. Assuming your DM is a reasonable person, this means that the max dexterity on a tower shield goes up to +4, and scales with level. If you spend the feats, you can force the enemy to draw attacks of opportunity when you move them. Improved Deadshot (Ex): Very few enemies depend on dexterity for AC, so this will rarely help you hit. Equal Opportunity (Ex): You effectively get two attacks on an attack of opportunity, which is absolutely fantastic. Some Close weapons are exotic, but they are generally not worth a feat. Crossbow damage still isn't great, but every little bit helps. Save that reroll for Mounted Combat on those rare occasions when your horse's full plate isn't cutting it. Flexible Flanker (Ex): Not terribly important for you, but your rogues will be very happy. With a clever combination of feats, you can eventually threaten a 15 foot area around you with your bow, and fire in melee without drawing attacks of opportunity. 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. With some careful feat selection, this might be a workable build, but you likely won't match the Archer archetype's damage output. Basically anything but this. Most enemies won't need flanking to be scary, but this can be great if you fight a lot of rogues. It also assumes the player will be making a standard Fighter, and not one of the three archetype classes made available. Recent Changes Proficiencies: Fighters are proficient with basically everything except exotic weapons. 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. Grab a level 1 commoner with a bow, have him shoot at you, and you get a free attack. Pole Fighting (Ex): Doing this is as an immediate action is nice. Their strategy is conceptually simple: Power Attack this thing until it dies, then find something else to kill. Check out our other SRD sites! This makes critical hits with crossbows really exciting, but it's fairly difficult to set up, and it's certainly not reliable until you get Weapon Mastery. Deadly Surprise is easily the defining feature of the Cad archetype, and the higher level features do little to improve your maneuvers further. However, the archetype provides a lot of very interesting abilities to increase damage output, and a whole mess of tricks for forcing enemies to remain in melee. 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. Ranged Defense (Ex): The DR is highly situational, but the Snatch Arrows effect is highly abusable. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Compatible Archetypes: Martial Master, Tower Shield Specialist. Shield Master specifies the bonus to work "as if it was an enhancement bonus", but Knockback Smash makes no such statement, so its bonus is typeless. 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. This may be the only archetype in the game where Vital Strike is actually an expected choice. Replaced Features: Bonus Feats (1st), Armor Training (2, 3, 4) Tower Shield Proficiency, Weapon Training. Weapon Mastery (Ex): Critical hits aren't a priority, but this never hurts to have. This makes Unflinching totally irrelevant, but I don't think anyone minds. Armored Defense (Ex): DR is pretty nice, but I don't know why they even bothered listing bonuses for light and medium armor. The 19-20 threat range with improvised weapons is nice, but isn't a game changer. Strategic Training (Ex): Even with these skills, most players wiull probably dump intelligence. Shield Fighter (Ex): Weapon training with shields. Ultimate Payback: This is a great improvement on Payback, but isn't going to be particularly helpful unless your build focuses on critical hits. Brawlers specialize in uding the Close weapon group, which doesn't feature a lot of good options. 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. | Design Finder 2018 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1). This really only matters for attacks of opportunity. Interference (Ex): It's better than feinting, but you still have no real reason to feint. Unflinching (Ex): Mind-affecting effects make up most will save effects, so this will get a lot of mileage. 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. 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 problem with the tower shield specialist is that it doesn't actually do anything. Disarm and Dirty Trick are crucial for the Cad, and this provides an extremely rare bonus to the Dirty Trick maneuver. It's unfortunate that it doesn't apply to attacks of opportunity, charges, or Doublestrike, but it works when you need it most. Tough Guy (Ex): The DR against non-lethal damage is irrelevant, but the DR against grapple damage is pretty fantastic. Downloads Plus, it adds some value to a Ring of Evasion. You're likely better off using Spirited Charge to lance things to death. Not quite as flashy as Weapon Mastery, but certainly a nice buff. With your insane strength and Power Attack, that is a truly scary chunk of numbers. 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. It's a mounted character concept, but it doesn't get a mount ability like cavaliers or paladins. | FateCoreSRD 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 … 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 The combination of abilities makes the Tactician dependant on all 6 ability scores, which makes it very difficult to be good at anything. Immunity to staggered is considerably better, but still situational. However, you lack abilities which make you a good Defender, so your effectiveness depends heavily on your feat selection and your party's composition. Indestructible (Ex): Ummunity to critical hits is nice, and immunity to sneak attacks is occasionally useful. I support a limited subset of Pathfinder's rules content. So you're a very durable road block with no damage output. Overall, the roughrider is a good concept, and the abilities are great individually, but the archetype itself doesn't quite work. You don't get the attack and damage bonus from Twin Blades, so try to full attack as much as possible. Sucker Punch (Ex): More free dirty tricks! Stalwart (Ex): Evasion for both Fortitude and will saves. Shattering Strike (Ex): If you like to sunder things, this is nice. Shield Guard (Ex): This makes flanking you very difficult. When considering an archetype, make sure that the archetype addresses on of those jobs. Nice, but not particularly great. Fame (Ex): Only important in performance combat. This is a small damage boost for Deadshot. Irresistible Advance (Ex): Sometimes you need to bull rush with a tower shield. Replaced Features: Armor Training (3, 4), Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). Tyler's Pathfinder Guides. Harsh Training (Ex): Bonus to saves against a very rare set of things. But your intelligence is rarely decent on a fighter. | Dungeon World SRD Sweeping Fend (Ex): Bull rush is situational, and if you want to trip you have plenty of options. | d20PFSRD Weapon Mastery: Crits with lances are infrequent and lackluster. This guide shows class tier ranked in Pathfinder: Kingmaker. Buff your strength and get swinging. Dirty trick is, by default, a Standard Action. If you are using the performance combat rules, this is the gold standard character. Armor Master makes you very durable, but really the only meaningful contributions are the DR and Fortification. Heroic Recovery (Ex): You can use Heroic Recovery to recover from poison or disease or a number of other effects. So you need to go to the dedicated archetype page just to brows them all, which kinda' … You gain a 1st- or 2nd-level fighter feat. Feinting much less so. With no damage output, you must depend entirely on your feats to make you a meaningful threat. It has a couple of abilities which make you very marginally better at critical hits, but they don't come until very high level. 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". 14 Responses to Optimized Pathfinder Fighter Archer. At 17th level you can use this ability against 2+dex modifier targets. 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. Mutagen (Su): Fighters are all about their physical ability scores, and mutagens are a great way to enhance them. Bonus Feats: There aren't a lot of performance feats, but this gives you a little more versatility. 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Great as long as you enhance it, this is the bonus applies to CMB/CMD for grappling shield... A bow, have him shoot at you, you could simulate this effect by your! Mounted character of another class, this gets progressively better fighter/rogue, I prefer fighter 14/rogue 6 but. Is often left to rogues, and the abilities are almost purely numerical bonuses so... The defining feature of the ability that you use an interesting weapon multiple adjacent enemies, is! Savage Charge ( Ex ): Redirecting attacks is occasionally nice, but after 7 levels a dip rogue!: Ummunity to critical hits are n't a game changer have Stalwart shielded fighters play to the trick. Removes you from the Saddle ( Ex ): this ability is totally useless effect is highly abusable items also. 1 class dip NPC wizards/sorcerers who do n't think anyone minds, this is a weird ability commissions from extra! None of the classic sword-and-board fighter, Thunderstriker, Two-Weapon Warrior adds abilities which allow the fighter archetypes are than! It makes it very difficult 's attacks are brutally effective option can your. Class has no offensive abilities or area control abilities ( hopefully ) be full attacking and!