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Kitsuneymg
2014-08-18, 07:28 PM
Hi guys!
I've been gone from the d20 scene for a long, long time. I've jumped back in recently and have been reveling in the options Paizo has managed to create with all their new base classes. I'm especially fond of how they've embraced pool mechanics to give classes extra flavor and power. But my oldest love is the humble fighter. I've read a bit about how they still suffer from a lack of options and all the other reasons they still suck, but foremost in my mind is that they seem to be very static classes. They have a fixed set of bonuses and can't really do different things under different circumstances.

Anyway, here's my attempt to make an archetype that gives a fighter both a bit of power and some much needed variability. What's more, it ought to be mixable with most other archetypes out there as it trades away a number of bonus feats (static abilities) in order to gain its pool mechanic. .

Bruiser (Fighter Archetype)

At 1st level, the bruiser gains a reservoir of inner strength that he can draw upon to fuel acts of great endurance. This pool has a number of points equal to 1/2 his bruiser level (minimum 1) + his constitution modifier. This pool refreshes once per day. A bruiser must spend 10 minutes stretching and exercising after at least 4 hours of rest in order to regain these points.

At 1st level, a bruiser can expends 1 point from his stamina pool as a swift action to either make an attack or to add an extra attack to a full attack action (similar to extra attack granted by Haste, Rapid Shot, or Flurry of Blows). In either case, this attack is made at his highest base attack bonus.

At 11th level, a bruiser may add an additional attack by spending an additional point of stamina.

This ability replaces the fighter's bonus feats at 1st level.

As he gains in levels, a bruiser learns to push his body beyond what other combatants are capable of. Starting at 3rd level, a bruiser gains one combat trick. He gains an additional combat trick for every three levels of bruiser attained after 3rd level. Unless specifically noted in the trick description, a bruiser cannot select a particular combat trick more than once.

Eagle Eye (Ex) When making a full attack, a bruiser may spend 1 point from his stamina pool to make all damage dealt this round count as a single attack for the purposes of overcoming damage reduction.

Frenzied Attack (Ex) As long as he has at least 1 point of stamina, a bruiser may choose to gain +2 to hit and -2 to AC. Once chosen, this effect lasts until the beginning of your next turn.

Hasted Assault (Su) The bruiser can expend 1 point from his stamina pool as a swift action to move more quickly. This functions as haste, but only targets the bruiser and lasts for a number of rounds equal to the bruiser's Constitution bonus. The bruiser must be at least 9th level before selecting this combat trick.

Horse Stance (Ex) The bruiser can expend 1 point from his stamina pool as an immediate action whenever he must make a fortitude save to gain a +4 bonus to that save. Additionally, if the effect saved against has a partial effect on a successful save, it instead has no effect.

Incredible Dodge (Ex) As an immediate action after being hit, but before damage is assigned, the bruiser may spend a point of stamina to retro-actively gain a +5 Dodge bonus to his AC. This may cause the attack that would have hit to miss now. This bonus applies only to a single attack.

Instant Action (Ex) The bruiser gains +2 initiative as long as he has at least one stamina point. As a free action, he may spend a point to gain a +6 to initiative. He may use this ability even when flatfooted.

Martial Flexibility (Ex) As a swift action, a bruiser may spend a point of stamina to gain the use of a combat feat for one minute. He must be able to qualify for the feat as normal. He may only have one such feat in effect at any given time. If he uses this ability again before the previous duration has expired, it ends immediately.

Meathead (Ex) As an immediate action, a bruiser may substitute a fortitude save for a will save. This requires him to spend a point from his stamina pool and to be aware of the effect that is requiring the will save.

Pounce of the Tiger (Ex) The bruiser may spend a point of stamina when making a charge attack to make all of his iterative attacks instead of a single attack. Bonuses the dependent on movement only affect the first attack he makes and all attacks must be against the same opponent. This ability otherwise functions as pounce. A bruiser may not take this ability until 11th level.

Powerful Strike (Ex) As a free action whenever a bruiser successfully deals damage, he may spend 1 point to deal an extra 2d6 damage. This damage is multiplied on a critical. This damage increases by 1d6 damage for every three levels after 1st (4th, 7th, etc).

Shattering Strike (Ex) The bruiser may spend 1 point from his stamina pool as a free action to treat all items' hardness as 20 lower for 1 round.

Stand Firm (Ex) The bruiser can expend 1 point from his stamina pool as a swift action to heal himself. He heals 1d6 damage + 1d6 for every 3 levels beyond first.

Strike True (Ex) As a swift action, you may spend a point of stamina to gain a +5 to all of your attacks until the beginning of your next turn.

Surge of the Heart (Su) As a standard action, a bruiser may select one spell, effect, or other conditional affecting him and with a duration of 1 or more rounds. That effects ends if he is the sole target or ceases to affect him if he is not.

Vicious Attack (Ex) The bruiser may spend 1 point of stamina to force any opponent he attacks with a melee weapon this round to make a will save DC 10 + 1/2 bruiser level + strength modifier. If the save is failed, that opponent is shaken.

Warrior's Body (Su) As a swift action, a bruiser may spend 1 point from his stamina pool to gain +2 strength and +2 constitution for 1 minute. At 6th level, this increases to +4 strength and constitution. At 13th level, +6 to strength and constitution.

Wind Form (Su) As a swift action, a bruiser may spend 1 point from his stamina pool to gain +2 Dex and +5 feet speed for 1 minutes. At 6th level this increases to +4 Dex + 10 speed. At 13th, +6 Dex and +20 speed.

This ability replaces the fighter's bonus feats at 2nd, 6th, 10th, 14th, and 18th level.



Sorry about the terrible ability names, I've never been very good with that and welcome name suggestions and/or new combat tricks to include.

Thanks for reading!