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kylelopezwms
2015-04-20, 03:42 PM
Ok so, I have decided to take up the challenge of converting the generic classes from 3.5 to pathfinder, so I decided, I would post what I have, and see if you all can point out balancing issues.


Expert: While some adventurers have access to formal training, either by books, a trainer ect., an Expert is entirely self taught, and as such, are not restricted to a specific path, instead, choosing to use skills he makes up on the fly, or picks up on his travels.
Hit Die
d10.
Base Save Bonuses
Two good saves and one poor save.
Class Skills
Choose any twelve skills as class skills, plus Craft and Profession.
Skill Points
8 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency
All simple weapons, one martial weapon; light armor.
Bonus Feats
The expert gets one bonus feat at 1st level, another at 2nd level, one at every other level.
Specialization
The expert discovers a new skill, at level 1, 3 and every 2 levels after
Paragon
At level 20, the expert becomes so flexible in his powers that, he gains an insight in the trademarks of a master of another class, once per day, he can emulate a level 20 power from the ranger, rogue, swashbuckler, Gunslinger, Hunter, Investigator, or Slayer class for 30 minutes, this time need not be consecutive.


Table: The Expert


Level
BAB
Good saves
Poor save
Special


1
+0
+2
+0
Bonus feat, Specialization


2
+1
+3
+0
Bonus feat


3
+2
+3
+1
Specialization


4
+3
+4
+1
Bonus feat


5
+3
+4
+1
Specialization


6
+4
+5
+2
bonus feat


7
+5
+5
+2
Specialization


8
+6/+1
+6
+2
Bonus feat


9
+6/+1
+6
+3
Specialization


10
+7/+2
+7
+3
Bonus feat


11
+8/+3
+7
+3
Specialization


12
+9/+4
+8
+4
Bonus feat


13
+9/+4
+8
+4
Specialization


14
+10/+5
+9
+4
Bonus feat


15
+11/+6/1
+9
+5
Specialization


16
+12/+7/+2
+10
+5
bonus feat


17
+12/+7/+2
+10
+5
specialization


18
+13/+8/+3
+11
+6
bonus feat


19
+14/+9/+4
+11
+6
specialization


20
+15/+10/+5
+12
+6
bonus feat, paragon


Specialization
The Expert gains an understanding of how another class works, and gains that power for himself. At level one he may select two of the following class abilities permanently, and another two every other level.
Favored enemy+1: functions as the ranger ability of the same name, but does not gain power as you level.
Wild empathy: Functions as the ranger ability of the same name.
Sneak attack +1d6: functions as the rogue ability of the same name, but does not gain power as you level
Trapfinding: functions as the rogue ability of the same name but does not gain power as you level
Deeds (Gunslinger): Functions as the gunslinger ability of the same name, but if selected you do not gain another class ability, but are also granted the following. Gunsmith, Grit, as gunslinger abilities of the same name, but grit does not gain in power as you level
Animal companion: Functions as the hunter ability of the same name, but animal companion does not gain power as you level
Animal Focus:, as the hunter ability of the same name, but does not gain power as you level.
Studied target: as the slayer ability of the same name
Track: as the slayer ability of the same name
Deeds (Swashbuckler): functions as the swashbuckler ability of the same name
Panache: functions as the swashbuckler ability of the same name, but does not gain in power as you level
swashbuckler finesse: functions as the swashbuckler ability of the same name.

At level 3 the following become available.
rogue talent , functions as the rogue ability of the same name, but does not gain in power as you level
Sneak attack +2d6, as the rogue ability of the same name prerequisite: sneak attack +1d6
trap sense +1, functions as the rogue ability of the same name, but does not gain in power as you level
1st favored terrain, as the ranger ability of the same name, but does not gain power as you level
Nimble +1, as the gunslinger ability of the same name, but does not gain power as you level
Deeds (Gunslinger), new deeds become available as the gunslinger ability of the same name. prerequisite: Deeds (Gunslinger)
Poison Lore, as the investigator ability of the same name
poison resistance +2 as the investigator ability of the same name, but does not gain power as you level
Investigator talent, as the investigator ability of the same name, but does not gain power as you level
keen recollection, as the investigator ability of the same name
Animal companion, your level is now 3 for determining your animal companions power. Prerequisite: animal companion level 1
Precise companion, as the hunter ability of the same name, Prerequisite: Animal companion, or hunters bond
Slayer talent, as the slayer ability of the same name, but does not gain power as you level.
Charmed life 3/day, as the swashbuckler ability of the same name, but does not gain in power as you level
Deeds (Swashbuckler), new deeds become available as the swashbuckler ability of the same name, but does not gain power as you level. Prerequisite: Deeds (Swashbuckler)

At level 5, the following become available
Rogue talent, as the rogue ability of the same name, but does not gain in power as you level
uncanny dodge, as the rogue ability of the same name
Sneak attack +3d6, as the rogue ability of the same name Prerequisite: Sneak attack +2d6
Hunter's bond, as the ranger ability of the same name, if animal companion is chosen, your animal companion (If you have one) now levels with you (at -3 levels lower), if you gain a specialization that would level it above this, it will not level until you have gained levels over -3.
2nd favored enemy, as the ranger ability of the same name, Prerequisite: 1st favored enemy
Gun training 1, as the gunslinger ability of the same name, but does not gain power as you level. Prerequisite: Deeds (Gunslinger)
Studied combat, as the investigator ability of the same name
studied strike +1d6, as the investigator ability of the same name, but does not gain in power as you level
swift alchemy , as the investigator ability of the same name
Improved empathic link, as the hunter ability of the same name
Woodland Stride, as the hunter ability of the same name
Animal companion, your level is now 5 for determining your animal companions power Prerequisite: animal companion level 3
Slayer talent, gain another slayer talent as the slayer ability of the same name
Swashbuckler weapon training +1, as the swashbuckler ability of the same name, but does not gain power as you level

At level 7, the following become available
Rogue talent, gain an additional rogue talent, as the rogue ability of the same name.
Sneak attack +4d6, as the rogue ability of the same name, Prerequisite: Sneak attack +3d6
trap sense +2, as the rogue ability of the same name but does not gain in power as you level
Nimble +2, as the gunslinger ability of the same name Prerequisite: Nimble +1
Deeds (Gunslinger), new deeds become available as the gunslinger ability of the same name. prerequisite: Deeds (Gunslinger )
Studied strike +2d6, As the investigator ability of the same name Prerequisite: Studied strike +1d6
Investigator talent, gain a new investigator talent as the ability of the same name
Bonus trick, as the hunter ability of the same name, but does not gain power as you level
Animal companion, your level is now 8
Slayer talent, gain a new slayer talent, as the slayer ability of the same name
Stalker, as the slayer ability of the same name, Prerequisite: studied target
Charmed life 4/day, as the swashbuckler ability of the same name Prerequisite: charmed life 3/day
Deeds (Swashbuckler ), gain new deeds as the swashbuckler ability of the same name Prerequisite: Deeds (Swashbuckler )

At level 9, the following become available
Improved uncanny dodge, As the rogue ability of the same name Prerequisite: uncanny dodge
rogue talent, gain a new rogue talent, as the rogue ability of the same name.
Sneak attack +5d6, as the rogue ability of the same name Prerequisite: Sneak attack +4d6
trap sense +3, as the rogue ability of the same name Prerequisite: Trap sense +2
Swift tracker, as the ranger ability of the same name
2nd favored terrain, as the ranger ability of the same name Prerequisite: 1st favored terrain
Evasion, as the ranger ability of the same name
Gun training 2, as the gunslinger ability of the same name Prerequisite: Gun training 1
Poison resistance +6, as the investigator ability of the same name, prerequisite: poison resistance +4
studied strike +3d6, as the investigator ability of the same name, prerequisite: studied strike +2d6
Investigator talent, gain a new investigator talent as the investigator ability of the same name
Second animal focus, as the hunter ability of the same name, Prerequisite: first animal focous
swift tracker, as the hunter ability of the same name
Animal companion, your level is now 9 for determining your animal companions abilities.
Slayer talent, gain a new slayer talent as the slayer ability of the same name

At level 11, the following become available
Advanced talents/rogue talent, gain a rogue talent or advanced rogue talent as the rogue ability of the same name
Sneak attack +6d6, as the rogue ability of the same name Prerequisite: sneak attack +5d6
trap sense +3, as the rogue ability of the same name, prerequisite: Trap sense +2
3rd favored enemy, as the ranger ability of the same name, prerequisite: 2nd favored enemy
Quarry, as the ranger ability of the same name
Nimble +3, as the gunslinger ability of the same name, prerequisite: Nimble +2
Deeds (Gunslinger), new deeds become available as the gunslinger ability of the same name, prerequisite: Deeds (Gunslinger)
Studied strike +4d6, as the investigator ability of the same name, prerequisite studies strike +3d6
Investigator talent, gain an investigator talent as the investigator ability of the same name
poison immunity, as the investigator ability of the same name, prerequisite: poison resistance +6
Raise animal companion, as the hunter ability of the same name, prerequisite: hunters bond, or animal companion
Speak with master, as the hunter ability of the same name, prerequisite: Hunters bond, or animal companion
Animal companion, your level is now 11 for determining the abilities of your animal companion
3rd studied target, as the slayer ability of the same name, prerequisite: 2nd studied target
advanced talents/slayer talent, gain a slayer talent, or advanced slayer talent, as the slayer ability of the same name
Swashbuckler weapon training +2, as the swashbuckler ability of the same name, prerequisite: swashbuckler weapon training +1
Charmed life 5/day, as the swashbuckler ability of the same name, prerequisite: Charmed life 4/day


At level 13, the following become available
Sneak attack +7d6, as the rogue ability of the same name, prerequisite: Sneak attack +6d6
advanced talents/rogue talent, gain a rogue talent, or advanced rogue talent, as the slayer ability of the same name
trap sense +4, as the rogue ability of the same name, Prerequisite trap sense +3
Camouflage, as the ranger ability of the same name
3rd favored terrain, as the ranger ability of the same name, Prerequisite: 2nd favored terrain
Gun training 3, as the gunslinger ability of the same name, prerequisite: gun training 2
Studied strike +5d6, as the inquisitor ability of the same name, prerequisite: Studied strike +4d6
Bonus trick, as the hunter ability of the same name
Animal companion, your level is now 13 for determining your animal companions abilities, Prerequisite: hunters bond, or animal companion
Advanced talents/Slayer talent, gain a slayer talent as the slayer ability of the same name
Deeds (Swashbuckler), new deeds become avalible as the swashbuckler ability of the same name. Prerequisite: Deeds (Swashbuckler)

At level 15, the following become avalible
Sneak attack +8d6, as the rogue ability of the same name, prerequisite: Sneak attack +7d6
Trap sense +5, as the rogue ability of the same name, prerequsite: Trap sence +4
Advanced tallents/Rogue talent, gain a rogue talent, or advanced talent, as the rogue ability of the same name
4th favored enemy, as the ranger ability of the same name, Prerequisite: 4th favored enemy
Deeds (gunslinger), new deeds become avalible as the gunslinger ability of the same name
Nimble +4, as the gunslinger ability of the same name, Prerequisite: nimble +3
Investigator talent, gain a new investigator talent, as the investigator ability of the same name
Studied strike +6d6 , as the investigator ability of the same name, Prerequisite: +5d6
Greater empathic link, as the hunter ability of the same name, prerequisite: improved empathatic link
Animal companion, your level is now 15 for determining your animal companions abilities, Prerequisite: hunters bond, or animal companion
Advanced talent/slayer talent, gain slayer talent, or advanced talent, as the slayer ability of the same name
4th studied target, as the slayer ability of the same name, prerequisite: 3rd studied target
Charmed life 6/day, as the swashbuckler ability of the same name, Prerequisite: charmed life 5/day
Deeds (Swashbuckler), new deeds become avalible as the swashbuckler ability of the same name

At level 17, the following become availible
Sneak attack +9d6, as the rogue ability of the same name, prerequisite: Sneak attack +8d6
Trap sense +6, as the rogue ability of the same name, prerequisite: trape sense +5
Advanced tallents/Rogue talent, gain a rogue talent, or advanced talent, as the rogue ability of the same name
Improved evasion, as the ranger ability of the same name, Prerequisite: evasion
Hide in plain sight, as the ranger ability of the same name
Gun training 4, as the gunslinger ability of the same name, prerequisite: gun training 3
Investigator talent, gain an investigator talent as an investigator ability of the same name
Studied strike +7d6, as the investigator tallent of the same name, prerequisite: studied strike +6d6
One with the wild, as the hunter ability of the same name
Animal companion, your level is now 18 for determining your animal companions abilities, Prerequisite: hunters bond, or animal companion
Advanced talents/slayer talent, gain a slayer talent, or advanced talent, as the slayer ability of the same name
Swashbuckler weapon training +4, as the swashbuckler ability of the same name, prerequisite: swashbuckler weapon training +3

At level 19, the folowing become avalible
advanced talents/rogue talent, gain a rogue talent, or advanced rogue talent, as the slayer ability of the same name
trap sense +6, as the rogue ability of the same name, prerequisite: trap sense +5
4th favored terrain, as the ranger ability of the same name, Prerequisite: 3rd favored terrain
Improved quarry, as the ranger ability of the same name, prerequisite: Quarry
Nimble +5, as the gunslinger ability of the same name, prerequisite: nimble +4
Deeds (Gunslinger), new deeds become avalible as the gunslinger ability of the same name
Investigator talent, gain a new investigator talent as the investigator ability
Bonus trick, as the hunter ability of the same name
Animal companion, your level is now 19 for determining your animal companions abilities, Prerequisite: hunters bond, or animal companion
Advanced talent/slayer talent, as the slayer ability of the same name.
Charmed life 7/day, as the slayer ability of the same name, prerequisite: charmed life 6/day
Deeds (swashbuckler) gain new deeds as the swashbuckler ability of the same name.

Thealtruistorc
2015-04-20, 03:48 PM
Good to see this guy back. However, one change I would make is to buff his HD to d10 over d8. This fellow doesn't have any exceptional defensive abilities, after all.

kylelopezwms
2015-04-20, 03:53 PM
I sort of agree, but I was trying to use the conversion rules, for pathfinder, and as its essentially a rouge, giving it a d10 would make it (even if slightly) better then a class it is emulating already.

Thealtruistorc
2015-04-20, 04:05 PM
I sort of agree, but I was trying to use the conversion rules, for pathfinder, and as its essentially a rouge, giving it a d10 would make it (even if slightly) better then a class it is emulating already.

And that's a bad thing? Rogues are rather underpowered next to many of the other classes in pathfinder, and could afford a few more tools.

kylelopezwms
2015-04-20, 04:13 PM
That's a good point actually. fine than, d10s for all!

kylelopezwms
2015-04-23, 04:42 PM
Adept
An adept is a caster that is either self taught, or taught by many casters of other classes, and as such, is free from a lot of the prejudices of other casters, using the basics of what they learned, in ways others might not think of. She might cast a magic missile with divine might, or Speak with Animals using arcane incantations.
Hit Die
d8.
Base Save Bonuses
Two good saves and one poor save.
Class Skills
Choose any four skills as class skills, plus Craft, Knowledge (all), and Profession.
Skill Points
2 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency
One simple weapon; no armor.
Bonus Feats
The Adept gets one bonus feat at 1st level, one at 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on).
Casting Diversity, an adept, not having any formal training, or having many masters, may master the starting skills of their masters (if any) by a large amount, as they focus more on the basics then
Casting mastery, once per day, an adept may cast any spell, with an appropriate metamagic feat, without raising the level of your spell.
Multiclassing
A character can multiclass between arcane Adept and divine Adept



Table: The adept


Level
Bab
Good Saves
Bad Save
Special
Spells per day







1
2
3
4
5
6
7
8
9


1st
+0
+2
+0
Bonus feat, Casting diversity
2
-
-
-
-
-
-
-
-


2nd
+1
+3
+1
-
3
-
-
-
-
-
-
-
-


3rd
+1
+3
+1
-
4
-
-
-
-
-
-
-
-


4th
+2
+4
+1
-
5
2
-
-
-
-
-
-
-


5th
+2
+4
+1
Bonus feat
-
5
3
-
-
-
-
-
-


6th
+3
+5
+2
-
6
4
2
-
-
-
-
-
-


7th
+3
+5
+2
-
6
5
3
-
-
-
-
-
-


8th
+4
+6
+2
-
6
5
4
2
-
-
-
-
-


9th
+4
+7
+3
-
6
6
5
3
-
-
-
-
-


10th
+5
+7
+3
Bonus feat Casting Diversity
6
6
5
4
2
-
-
-
-


11th
+5
+7
+3
-
6
6
6
5
3
-
-
-
-


12th
+6/+1
+8
+4
-
6
6
6
5
4
2
-
-
-


13th
+6/+1
+8
+4
+4
-
6
6
6
6
5
3
-
-


14th
+7/+2
+9
+4
-
6
6
6
6
5
4
2
-
-


15th
+7/+2
+9
+5
Bonus Feat
6
6
6
6
6
5
3
-
-


16th
+8/+3
+10
+5
-
6
6
6
6
6
5
4
2
-


17th
+8/+3
+10
+5
-
6
6
6
6
6
6
5
3
-


18th
+9/+4
+11
+6
-
6
6
6
6
6
6
5
4
2


19th
+9/+4
+11
+6
-
6
6
6
6
6
6
6
5
3


20th
+10/+5
+12
+6
Bonus feat Casting Diversity Casting mastery
6
6
6
6
6
6
6
6
5


Adept
An adept learns and casts spells as a sorcerer. She may select her spells known from the Alchemist, Bard, Cleric/Oracle, Druid, Magus, Shaman, Sorcerer/Wizard, Summoner, or Witch spell list. An adept must choose at 1st level whether to be an arcane spellcaster or a divine spellcaster. This choice has no impact on the spells that she may learn, but affects what kinds of scrolls she can use and which ability score controls her spellcasting. An arcane adept may designate either Intelligence or Charisma as the ability score that determines the highest-level spell she can learn or cast, and the Difficulty Class of her spell's-saving throws. A divine adept must use Wisdom to determine the highest-level spell she can learn or cast, and the DC of her spell's saving throws.


Adept spells known












Level
0
1
2
3
4
5
6
7
8
9


1st
4
2
-
-
-
-
-
-
-
-


2nd
5
2
-
-
-
-
-
-
-
-


3rd
5
3
-
-
-
-
-
-
-
-


4th
6
3
1
-
-
-
-
-
-
-


5th
6
4
2









6th
7
4
2
1
-
-
-
-
-
-


7th
7
5
3
2
-
-
-
-
-
-


8th
8
5
3
2
1
-
-
-
-
-


9th
8
5
4
3
2
-
-
-
-
-


10th
9
5
4
3
2
1
-
-
-
-


11th
9
5
5
4
3
2
-
-
-
-


12th
9
5
5
4
3
2
1
-
-
-


13th
9
5
5
4
4
3
2
-
-
-


14th
9
5
5
4
4
3
2
1
-
-


15th
9
5
5
4
4
4
3
2
-
-


16th
9
5
5
4
4
4
3
2
1
-


17th
9
5
5
4
4
4
3
3
2
1


18th
9
5
5
4
4
4
3
3
2
1


19th
9
5
5
4
4
4
3
3
3
2


20th
9
5
5
4
4
4
3
3
3
3

Southern Cross
2015-04-24, 01:26 AM
You do realize that in the Expert section, you've misspelled "rogue" as "rouge"?

kylelopezwms
2015-04-24, 09:48 AM
*Cough cough*

Thealtruistorc
2015-04-24, 04:50 PM
By any chance, could you create a psionic and martial basic class as well? I'm curious as to what those would look like.

kylelopezwms
2015-04-24, 05:22 PM
This one is sort of a work in progress, no time to test balance yet. please make suggestions as seen fit.
Warrior
The warrior is the basic combatant of the trio of generic classes. He has the fighter's hit points, combat prowess, bonus feats, and weapon selection.
Unlike the fighter, the warrior can choose a different array of class skills, can designate any one of his saves as a good save, and can select his bonus feats from the entire list of feats available. Also, if he wants to be proficient in heavy armor, he must take the Armor Proficiency (heavy) feat.
Hit Die
d10.
Base Save Bonuses
Two good saves and one poor save.
Class Skills
Choose any six skills as class skills, plus Craft.
Skill Points
2 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency
All simple and martial weapons; light and medium armor; shields (but not tower shields).
Paths
Unlike many other martial classes, warriors chose a fiew skill sets and master them, mixing her tallents to preform feats he would not be able to do otherwise.
Combat training, you are considered a warrior of your level for taking feats


Table: Warrior






Level
Bab
Good Saves
Bad save
Special


1
+1
2
0
Path


2
+2
3
0
-


3
+3
3
1
-


4
+4
4
1
-


5
+5
4
1
Path


6
+6/1
5
2
-


7
+7/+2
5
2
-


8
+8/+3
6
2
-


9
+9/+4
6
3
-


10
+10/+5
7
3
Path


11
+11/+6/+1
7
3
-


12
+12/+7/+2
8
4
-


13
+13/+8/+3
8
4
-


14
+14/+9/+4
9
4
-


15
+15/+9/+5
9
5
Path


16
+16/+10/+6/+1
10
5
-


17
+17/+11/+7/+2
10
5
-


18
+18/+12/+8/+3
11
6
-


19
+19/+13/+9/+4
11
6
-


20
+20/+14/+10/+5
12
6
Path


Paths

Path of the Fist,
you gain feats/abilities at the following levels as a monk of the same level, even if you would not normally qualify for them.
You gain the following at level 1
stunning fist,
unarmed strike
Bleeding Attack
You gain the following at level 2
Brawler's Flurry
You gain the following at level 4
Knockout
You gain the following at level 12
Counterpunch

Path of the Mount
You gain the following feats and abilities as a cavalier of the same level, even if you would not normally qualify for them.
mount
Mounted Archery(Feat)
Mounted Combat(Feat)
Mounted Shield(Feat)
Level 3
Cavalier's charge
Level 5
Indomitable Mount (Feat)
Mounted Onslaught(FEAT)
Level 11
Mighty charge
Level 14
Mounted Skirmisher(FEAT)
Path of the Weapon master,
When you take the path of the weapon master, choose a weapon you are proficient in, the following apply to that weapon
Weapon Guard (Ex)
At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.
Weapon Training (Ex)
At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
Reliable Strike (Ex)
At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.
Mirror Move (Ex)
At 9th level, a weapon master gains his Weapon Training bonus as an insight bonus to AC when attacked by his chosen weapon.
Deadly Critical (Ex)
At 13th level, when a weapon master confirms a critical hit with his chosen weapon, he can increase the weapon’s damage multiplier by +1 as an immediate action. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th.
Critical Specialist (Ex)
At 17th level, the save DCs of any effects caused by a critical hit with a weapon master’s chosen weapon increase by +4.
Unstoppable Strike (Ex)
At 19th level, a weapon master can take a standard action to make one attack with his chosen weapon as a touch attack that ignores damage reduction (or hardness, if attacking an object).

Path of the Berserker
You gain the following abilities as a barbarian of the same level.
HD 12 (This is not retroactive)
At level one you gain the following
Fast movement,
Rage
At level two you gain the following
Rage power- you gain a rage power at level 2, and one every 2 levels afterwards.
Nimble – as the gunslinger
Path of the Bastion
You gain the following at level 1
Heavy armor proficiency
Weapon proficiency (Spiked armor)
Gain the following at level 2
Spiked Destroyer
Fortified Armor Training
Gain the following at level 4
Weapon Specialization (Spiked armor)
Gain the following at level 8
Critical, Improved (Spiked armor)
Gain the following at level 12
Weapon Specialization, Greater (Spiked armor)
Path of the Shield
Active Defense (Ex)
At 3rd level, a shielded fighter gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.
Shield Fighter (Ex)
At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full-attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.
Shield Buffet (Ex)
At 9th level, as a move action, a shielded fighter may make a combat maneuver check to use his shield to impede an adjacent enemy. If successful, the target suffers a –2 penalty on its attack rolls against the shielded fighter and a –2 penalty to AC on attacks made by the shielded fighter until the beginning of his next turn. At 13th level, a shielded fighter may use this ability as a swift action.
Shield Guard (Ex)
At 17th level, as a swift action, a shielded fighter may designate one square adjacent to him. He may designate two squares if using a heavy shield or three squares if using a tower shield, but these squares must be contiguous. Enemies in these squares cannot flank the shielded fighter and do not count for flanking with other creatures. This effect lasts until he moves from his position or uses another swift action to change the affected squares.
Shield Mastery (Ex)
At 19th level, a shielded fighter gains DR 5/— when wielding a shield.
Shield Ward (Ex)
At 20th level, a shielded fighter gains evasion (as a rogue) while wielding a shield, and adds his shield bonus to his AC (not including enhancement bonuses) on Reflex saves and to his touch AC. In addition, his shield cannot be disarmed or sundered.

Path of the Improvised
You gain the following feats, even if you would not normally qualify for them.
You gain the following at level 1
Close-Quarters Thrower (Improvised)
Distance Thrower
Throw Anything
Two-Handed Thrower
Catch Off-Guard
Gain the following at level 8
Improvised Weapon Mastery

At level 20, the following become available
Path of the chosen
You are a paragon of what a warrior should be, when this is chosen, pick either champion, guardian, hierophant, or marshal, you gain 1 higher mythic rank, (if this is your first rank in a “mythic class” you are now considered mythic)