Choose one type of weapon (including unarmed strike) for which you possess the Weapon Specialization feat. All the classes are quite similar to the pen and paper version of Pathfinder, so if you've been rolling d20s with your friends for years you already know the basics of what to expect.. Every D&D player has probably, at some point, played a fighter. Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Take a penalty to hit for twice as much damage. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result. Deal +1d6 damage per melee hit if both you and an ally with this feat are. Last updated on October 22nd, 2018. The DC of this Fortitude save is equal to 10 + your base attack bonus. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. This includes any additional attacks you make this round. You become proficient with all simple weapons. Add +2 to the DC for all saving throws against your bombs. Benefit: You can rage for 6 additional rounds per day. You can only choose to use this feat when you declare that you are making an attack or a full attack with a melee weapon. Choose a school of magic. If that isn't an issue, then I'll say I have a gnome fighter going the improvised weapon mastery route and I enjoy it. This bonus stacks with the bonus from Elemental Focus. Its effects stack, granting you an increase to your arcane pool each time you take this feat. 1. Members of other classes can take combat feats provided that they meet the prerequisites. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. The AC bonus granted by any light armor that you equip increases by 1. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. Choose an energy type to which you have already applied the Elemental Focus feat. Weapon Specialization: +2 damage is always tempting, but unless you're two-weapon fighting you can often expect to get a better payoff from other feats. You must choose to use this feat before the attack roll, and its effects last until your next turn. You can use strength and agility to send foes crashing to the ground. This incurs standard penalties for two-weapon fighting if you have a weapon in your other hand. The effects do not stack. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Fighters excel in close quarter combat. You get a +2 bonus on all Persuasion and Perception skill checks. Your attacks with the chosen weapon are more devastating than normal. Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Weapon training gets you +2/+2. Blind-Fight (Combat) You are skilled at attacking opponents that you cannot clearly perceive. Each time you take the feat, it applies to a new type of weapon. If your ally is wielding a buckler or a light shield, this bonus increases by +1. Its effects do not stack. Benefit : In melee, every time you miss because of concealment (see Combat ), you can reroll your miss chance percentile roll one time to see if you actually hit. This effect doesn't stack with any other effect that expands the threat range of a weapon. Special: You can gain this feat multiple times. Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). When wielding your chosen weapon one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. Your number of sneak attack dice cannot exceed half your character level (rounded up). Additional hits instead add to the duration. This bonus stacks with the bonus granted by Trip. This damage is multiplied on a critical hit. Choose one type of weapon. This bonus damage stacks with other sources of precision damage, such as sneak attack. Some abilities are not tied to your race, class, or skill-things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. Select one spell. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1.5 times your Strength bonus on the other attacks. FEATURES • STORY RICH Hundreds of kingdoms have risen and fallen in these lands. Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. When the Fighters BAB reaches +4, the penalty increases by -1 to attack rolls, and increases +1 to dodge. You may sleep in light or medium armor without becoming fatigued. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round. With light weapon, elven curve blade, estoc, or rapier, use your, Gain angelic wings that grants +3 dodge bonus to. Explore and conquer the Stolen Lands and make them your kingdom! You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability. You get a +2 bonus on all Persuasion and Trickery skill checks. You must be aware of the attack and not flat-footed. Just in case, you're in the Pathfinder Society sub, so master craftsman isn't a legal feat. You get a +2 bonus on all Fortitude saving throws. Combat Expertise is a solid feat simply because it is a prerequisite for other Pathfinder: Kingmaker feats like Trip, Disarm, and Dirty Trick. You can make a Stunning Fist attempt as a full-round action. Benefit: When making a trip attack, add your Dexterity bonus to your CMB. Casting a quickened spell doesn't provoke an attack of opportunity. Enjoy a classic RPG experience inspired by games like Baldur’s Gate, Fallout 1 and 2 and Arcanum. Benefit: You get a +3 bonus on all checks involving the chosen skill. This bonus stacks with the bonus granted by Dirty Trick. Benefit: You receive a +2 bonus on checks made to trip a foe. Even 2 handed Fighter and Barbarian are different. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. You cast that spell with greater than normal power. Crafting costs gold (as well as any expensive material components required by the prerequisite spell(s)), and takes time. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery feat. The abilities of your animal companion are calculated as though your class were 4 levels higher, to a maximum effective level equal to your character level. This ability works only with unarmed strikes, no matter what other abilities you might possess. You can make a single attack that deals a large amount of damage. Weapon focus and weapon specialization get you +1/+2. Your sneak attack damage increases by 1d6. When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Fighter does better sustained damage has heavier armor, Barbarian can do bursts of damage for limited time and is far more faster on their feet but lack armor. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. If your attack is successful, the target takes a penalty. Benefit: Choose one type of ranged weapon. Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. Proficient with one exotic weapon of your choice. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. You can attempt to trip your opponent in place of a melee attack. This site is an SRD (System Reference Document) for the Paizo Pathfinder Roleplaying Game. Your skill with your favored weapon can frighten enemies. The invisible attacker's bonuses do still apply for ranged attacks, however. You get a +2 bonus on all Mobility and Stealth skill checks. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus. Be a wise ruler or a heavy-handed tyrant. Your allies cover you while you cast complicated spells. Orange: OK options, or useful options that only apply in rare circumstances 3. You can stab your enemies with your sword or another slashing weapon. Benefit: Whenever you use a full attack or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. All three of these are considered combat maneuvers. Even unarmed you are considered armed and deal 1d3 bludgeoning damage with unarmed attacks (1d2 if Small). You are considered to be armed even when unarmed — you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small). The DC of this Fortitude save is equal to 10 + your base attack bonus. All characters gain a Feat every three levels no matter the class or classes selected. You may still reroll a miss chance percentile roll as normal. If you would like help with Pathfinder player options not covered here, please email meand I am happy to provide additional assistance. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. Lvl 10 feature is welcome, but is not defining. Combat Maneuver Feats grant Combat Maneuver Abilities that the player can choose to use actively in fights. Your physical might is intimidating to others. You get a third attack with your off-hand weapon, albeit at a –10 penalty. You get a +4 bonus on initiative checks. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. A light shield deals 1d3 damage and is considered a light weapon. This condition lasts for 1 round. https://pathfinderkingmaker.fandom.com/wiki/Feats?oldid=8998, +2 competence bonus on level checks to overcome, Total all damage from weapon attacks in a round before applying, +2 bonus, or +4 if your foe is larger than you, to your, When adjacent to an ally who also has this feat, you gain a +2 competence bonus on all. Greater Penetrating Strike: Ignore even more DR. By this level, DR 10/* is very common. You know just where to strike to temporarily stun a foe. Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt. Dirty trick penalty lasts for 1d4 rounds +1 per 5 by which your attack exceeds the target, +2 bonus on sunder. These abilities are represented as feats. You cannot attack an individual foe more than once during this attack action. Tower Shield Specialists automatically receive these Feats: Armor Training : Reduced Armor Check penalty and increased Max Dex Bonus. For my money, the easiest to use of the bunch is the Sorcerer. Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. Treat your caster level as being two higher for all level-variable effects of the spell. Barbarian has more Hp but you need to weigh that against the armor. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result. You can easily move through a dangerous melee. Whenever you score a critical hit, your opponent is permanently blinded. For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional round. You deal extra damage when using this weapon. 1. Adds an additional +1 to hit with the chosen weapon. Each time you take the feat, it applies to a new school of magic. You receive a +2 bonus on checks made to attempt a sunder. Proficiencies: (Light & Heavy Shield Proficiency). Fighter is a class in Pathfinder: Kingmaker. Pathfinder Kingmaker – Definitive Edition is the ultimate single-player RPG experience based on the acclaimed Pathfinder series. You get a third attack with your off-hand at a -10 penalty. As long as you wield only a single dueling sword in one hand (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons), you gain a +2 shield bonus to your AC. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Your spells break through spell resistance much more easily than most. For newer players, if they want to focus on the destructive power of magic, this is probably their best choice when it comes to the right mix of spells, abilities, and feats. Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and exhaustion. Attempting to deflect a ranged attack doesn't count as an action. Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action. Pathfinder: Kingmaker is the first isometric party-based computer RPG set in the Pathfinder fantasy universe. Playing Strategy: Don’t be confused, this pathfinder optimized archer build is still a fighter first. You have mastered the impenetrable fighting style. Fighter is a class in Pathfinder: Kingmaker. As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword. As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. Explore and conquer with your party the Stolen Lands of Golarion, a world rich with history, mystery and conflict featuring real-time combat or optional turn-based fights. Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. You substitute various noises and gestures for the normal verbal and somatic components of a spell. Your mastery of the shield allows you to fight with it without hindrance. Weapon Focus: A +1 to hit is always nice. You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings. Benefit: Choose one energy type (acid, cold, electricity, or fire). Benefit: You can use your lay on hands ability two additional times per day. This mod adds the Pathfinder tabletop feats Scribe Scroll, Brew Potion, Craft Wand, Craft Rod, Craft Wondrous Items, Craft Arms and Armor and Forge Ring, allowing crafting of regular and custom magic items of those types. Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Spending a swift action each round, you can imbue your weapons with a fraction of your power. If your combat maneuver is successful, the target is knocked prone. Take a penalty to hit for twice as much bonus damage. This replaces the normal bonus from the dwarf's Hardy racial trait. When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). Spells as if they were a higher level. ) considered armed and deal 1d3 bludgeoning with! Spell Penetration heal, regenerate, remove blindness, or permanent is not multiplied a... 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