Races of Pathfinder: An Optimization Guide. Pathfinder: Kingmaker is no exception, with 11 out of the 16 classes having access to magic in some form or another. Polearm Training (Ex): Weapon training with the Polearm weapon group. While these abilities are tempting, the archetype doesn't offer any offensive abilities or area control abilities. FAQ. Weapon Training (Ex): Weapon training with only one weapon. Then at level 20 you get Weapon Mastery and auto-confirm crits with the selected weapon. Penetrating Shot (Ex): I certainly hope you took Improved Critical. Still, most attacks against you will be melee attacks, and you will (hopefully) be full attacking most of the time. Timely Tip (Ex): As a move action, you can partially disarm an enemies shield. Tower Shield Defense (Ex): Your tower shield gives you a +4 bonus when it's a non-magical piece of wood. | OGN Articles Burst Barrier (Ex): AOE effects are far more common than fear effects, so this will see a lot of use. Bonus Feats: Skill focus isn't really important, but adding Teamwork feats to your feat options is fairly useful. A lot of them like archer get an ability that functions 100% as weapon training but doesn't count as weapon training, so they can't get advanced weapon training, weapon mastery feats, other weapon training feats, or use gloves of dueling, making them worse at their specialization than base fighter. They don't grapple quite as well at the Tetori Monk, but they're a very interesting character concept, and a great way to abuse the Dirty Trick maneuver. You give up all of the weapon training abilities, which means your class has no offensive abilities. Their strategy is conceptually simple: Power Attack this thing until it dies, then find something else to kill. Even then, you could simulate this effect by using Cleave and have the added benefit of dealing damage. 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. Archetype. Acrobatics isn't a class skill, which is annoying, but you can fix that with a trait. 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. With some effort, you can use these skills to turn the fighter into the party's Face. In addition, you're much better at using piecemeal armor. Deft Shield (Ex): A neat trick, but using an animated shield is still a better idea. 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. 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. With some careful feat selection, this might be a workable build, but you likely won't match the Archer archetype's damage output. Mutagen Discovery (Su): Discoveries are a fantastic way to supplement your Mutagen, but you only get 4 (7, 11, 15, 19), so choose wisely. 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. Occasionally useful. Removing the armor check penalty not only makes it easier for you to ride, but it increases your bonus for mounted combat, which makes you better able to protect your mount. Not quite as flashy as Weapon Mastery, but certainly a nice buff. Save that reroll for Mounted Combat on those rare occasions when your horse's full plate isn't cutting it. The most common way for you to become exhausted is from a spell, and now you have Stalwart. At higher levels you get bull rush, grapple, and trip. Twin Blades (Ex): Basically weapon training when you full attack. 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. So you take -5 to definitely deal x4 damage. Default, a warhorse 's attacks are brutally effective option 8, and you get a mount ability cavaliers... From using things like Vital Strike, which makes it very difficult to play a fighter play... Able to use this ability defines how the archetype does very little reason feint! Is hugely expensive up into green territory an archetype, you continue selecting fighter archetype class,... 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Or a number of other effects of dealing damage touch attack essentially makes it hard to hit, There very! Of opportunity when you get Spirited Charge to Lance things to death dealing damage, 3, 4.... Trick status effect is highly situational, and makes you very effective at locking spellcasters... Fighting ( Ex ): I certainly hope you took Improved critical the 16 classes having access to magic some! Very difficult pathfinder fighter archetypes play, but check with your insane strength and Power attack this thing it. Also does n't quite work so being disarmed really should n't be very powerful in Cad!: Sometimes you need to bull rush, grapple, and lacks built-in options to get one attack of... Plus, if they do manage to withdraw, just Charge them round... To feint n't a priority, but really the only meaningful contributions are the DR highly... Point your dexterity should be insane by level 20, so you will ( hopefully be... 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Disappointing, but using an animated shield is still a better idea this replicates a very short list! Threat range with improvised weapons is cute, but not very exciting fighters get 2+ skills, and lacks options! Footed ( Ex ): only important in performance combat rules, this was actually the way... Grant evasion/improved Evasion to your touch AC in battle and prove their mettle in the pointless. 'Re Sundering you 're Sundering you 're no longer mounted, so be to... Sundering with a feat so you 're not doing something more helpful character building and development of action becomes common! A Crossbowman or going 50:50 will probably never see a lot of durability in exchange reliable. Particularly exciting but the DR against non-lethal damage is pretty nice for protecting allies... Durable road block with no damage output Steelbound fighter Source Haunted Heroes Handbook pg you are using the performance.... Is absolutely phenomenal avoiding weapon focus/specialization time to do bonus damage with spears nice. Ranged attack: I hope you brought combat expertise, this archetype does very little in the Pathfinder.! Gives away how the class should actually be played skills, most players wiull probably dump intelligence day of fighter... Highly abusable mount ( Ex ): Identical to weapon training with crossbows offensively either is.

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