However, it prevents you from using things like Vital Strike, which might mean you sacrifice damage for reliability. 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. Fortification (Ex): This replicates a very expensive set of armor abilities. If your race has natural weapons and you want to play a fighter, this archetype has some nice tricks to offer. Tactical Awareness (Ex): Inititiative bonuses are always nice. Each base class in the Pathfinder Roleplaying Game draws upon a central idea—a basic concept representing a commonly held understanding of what a character of a certain class should be—and is designed to be a foundation for a wide array of characters. Hardbuckler (Ex): This gives away how the class should actually be played. Class Features. 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. Archetype. Takedown (Ex): Drag them, then trip them, then hit them with a dirty trick. You get 3 + 1/2 level uses per day, and the duration is only one minute, but that's likely 3 + 1/2 level fights per day if you do things right. Steal can be situationally useful, but I find that there are generally more important things to do in combat than pick people's pockets. 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. Miraculous Recovery (Ex): At high levels, poison becomes more common on many monsters. Replaced Features: Armor Mastery, Armor Training (1, 2, 3, 4), Weapon Mastery, Weapon Training (1, 2, 3, 4). But your intelligence is rarely decent on a fighter. Nice, but not particularly great. Like with the original Baldur's Gate , the game is over if the main character dies in Kingmaker , so survivability should be your focus. Weapon Guard (Ex): Not a lot of enemies are going to use disarm or sunder against you. Immunity to staggered is considerably better, but still situational. Unarmed Fighter (Archetype) Not all fighters need weapons to make their mark on the world. Armored Defense (Ex): DR is pretty nice, but I don't know why they even bothered listing bonuses for light and medium armor. Combined with Penetrating Shot, this might see a fair bit of action. 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. Vanilla fighter is strictly better in every way. The Cad is good at locking down enemies and preventing them from attacking you (or doing anything else interesting). The most common way for you to become exhausted is from a spell, and now you have Stalwart. They have spent long years mastering the Aldori dueling sword, pitting themselves against other dueling swords and all manner of weaponry besides. Phalanx Fighting is the archetype's signature trick, but an animated shield makes much of the archetype pointless. Crossbow damage still isn't great, but every little bit helps. On top of that, it requires that you use a shield, which limits your options. 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. Trick Shot (Ex): Disarming and Sundering with a ranged weapon is a pretty cool trick. Singleton (Ex): Weapon training with anything you use in one hand. Even then, it's probably not worth it. Shielded fighters play to the modern interpretation of the classic sword-and-board fighter, which is essentially "board-and-board". 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