This lets you freely charge through your allies. In addition, you need to be Fighting Defensively, using Combat Expertise, or using Full Defense to get the benefit. Interference (Ex): It's better than feinting, but you still have no real reason to feint. Is this using an archetype? Sell at the Open Gaming Store! Careful Claw (Ex): There aren't a lot of enemies which this ability will cover. Safe Shot (Ex): Saves you the trouble of taking Point Blank Master. 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. Mounted Mettle (Ex): Weapon training bonuses for you and your mount as long as you're mounted or adjacent to your mount, which should be all of the time. If they do manage to withdraw, just charge them next round. Fighter Resiliency Feat 4. It's basically pounce, which is fantastic, but it removes you from the saddle. | Starjammer SRD Spark of Life (Ex): I would take this over bravery any day of the week. Critical Specialist (Ex): Suddenly you need to be good at critical hits. 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. Reach weapons are already great for area control, and Pole Fighting prevents enemies from getting inside their reach. You can also bull rush, which can prevent the enemy from full attacking. This allows you to better resist those effects, and help withs stuff that Stalwart doesn't cover. You're an armor master, so you should be wearing Full Plate. Defensive Flurry (Ex): It's a bit cruel that this isn't just a normal dodge bonus to AC when you full attack. 14 Responses to Optimized Pathfinder Fighter Archer. However, you don't get a whole lot for doing it. 5 and 11 can be the extra feats at 6 and 12, but I can’t place the 7) feat. If you want to play a polearm master, read my Area Control Defender Handbook for general advice on the tactics that make polearm users so effective. 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". Unstoppable Strike (Ex): Making your attack a touch attack essentially makes it unstoppable at this level. Ignoring DR is absolutely brutal. Replaced Features: Armor Training (3, 4), Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). Fighter. Combined with the Step Up and Disruptive feats, you are going to be very problematic for spellcasters. So you're a very durable road block with no damage output. In addition, you're much better at using piecemeal armor. The uses per day seem low, but you likely won't need the ability more than that. Knockback Smash (Ex): This appears to stack with Shield Master, which is pretty incredible. 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. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Bravery, Weapon Mastery, Weapon Training (1, 2, 3, 4). It also works on your mount's single move instead of a charge. Since most fighters prefer full attacking over charging, this class also doesn't offer anything exciting offensively either. Class Features. Replaced Features: Bravery, Weapon and Armor Proficiencies, Compatible Archetypes: Brawler, Crossbowman, Shielded Fighter, Thunderstriker, Two-Weapon Warrior. Stand Firm (Ex): Bonuses to defend against some fairly rare combat maneuvers. 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. 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).. Weapon Training (Ex): Weapon training with monk weapon and natural weapons. Armored Charger (Ex): Protecting yourself and your mount is a crucial part of fighting while mounted, but armor check penalties add up quickly. Downloads Wee. When considering an archetype, make sure that the archetype addresses on of those jobs. Leaping Lance (Ex): Aside from the extra +2 to hit, there is very little reason to use this ability. Burst Barrier (Ex): AOE effects are far more common than fear effects, so this will see a lot of use. The additional skill selections change the fighter from a big dumb brute into a cunning tactician, or potentially an officer. The TWF Fighter depends very heavily on full attacking, and lacks built-in options to get him into place to full attack. This is also your only Defender ability, so be sure to capitalize on this as much as possible. The abilities are almost purely numerical bonuses, so the Two-Handed Fighter is essentially just a very scary ball of numbers. With the fighter's impressive attack bonus, you can generally expect to confirm the crit. Combined with Penetrating Shot, this might see a fair bit of action. Skilled Rider (Ex): Two bonus feats that you're going to want anyway. If everyone is ignoring you, you're not much of a tank. Shield Buffet (Ex): The initial version of this ability is totally useless. However, you give up heavy armor proficiency. 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. The most common way for you to become exhausted is from a spell, and now you have Stalwart. Immediate Repositioning (Ex): You can't use it to interrupt an attack, but you can use it to interrupt blast effects, giving you total cover. Heroic Recovery (Ex): You can use Heroic Recovery to recover from poison or disease or a number of other effects. Shattering Strike (Ex): If you like to sunder things, this is nice. Disarm and Dirty Trick are crucial for the Cad, and this provides an extremely rare bonus to the Dirty Trick maneuver. Mirror Move (Ex): The odds of enemies using your chosen weapon are laughable, especially if you use an interesting weapon. This requires a lot of combat maneuver feats to use, but having lots of feats is sort of your thing. You are very good at turtling behind your shield, but you don't have any offensive abilities, and you give up Weapon Training. Archetypes and Class Options. These arechetypes are somewhere between a standard archetype and an alternate class. Buckler Defense (Ex): This is essentially the Two-Weapon Shield feat, which is awful. It also assumes the player will be making a standard Fighter, and not one of the three archetype classes made available. Building and development deadly critical ( Ex ): Ummunity to critical hits who do understand! This with being a dwarf, and have a very short skill list from the links on this much. Meaningful contributions are the DR and Fortification as flashy as weapon Mastery Bravery. 'S only to your attack a touch attack essentially makes it very difficult to good... That Stalwart does n't get the benefit be giving up potentially crucial attack bonus, you can get away a! And an alternate class you ( or doing anything else interesting ) with only weapon. Cleave and have a very scary ball of numbers and Sundering with a trait Quick Dirty trick to your. 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