
Olivier Rayé-Lalonde RPG Superstar 2015 Top 32 |

Hey guys,
My DM plays with what can be found on the PRD, excluding add-ons like inner sea, pathfinder society, and 3pp. So we've basically got access to Core player's, Advanced Player's, Ultimate Combat & Magic, Advanced Class Guide, Ultimate Campaign and Advanced Race Guide.
I'm looking for the best Fighter (or full BAB class) variant in order to make someone be a maneuver-master. Someone who has bonuses to his CMB, high enough that as a medium sized human he will be able to trip and sunder large, huge, maybe even bigger creatures like gargantuans without help from the party's spellcasters.
Any idea on which are the best classes (from the list of availabilities above) to do this?
For now, I've got:
-The new Brawler with its maneuver training and high BAB
-The maneuver master monk
If you've any other ideas and tips (feat, class, archetype choices) for a human maneuver master, let me know!
Cheers.

Dasrak |

Just to be clear, when you say "CORE" it generally means Core Rulebook only, possibly with traits allowed. No archetype is core. With that pedantry aside, the Mutation Warrior is the best Fighter archetype from those books.
Mutation Warrior trades off armor training and armor mastery for mutagen and a reduced list of alchemist discoveries. Most notably you can get access to flight. It's compatible with many other archetypes because it gives up so little. Its only downside is that it's so good it risks being banned by your GM :-P

Olivier Rayé-Lalonde RPG Superstar 2015 Top 32 |

Just to be clear, when you say "CORE" it generally means Core Rulebook only, possibly with traits allowed. No archetype is core. With that pedantry aside, the Mutation Warrior is the best Fighter archetype from those books.
There are no Core Rulebook Archetypes.
Edit: Ninja got me!
In my eyes, Core meant what's on the PRD. I also listed the actual sources we have, because I had already noticed the AMAZING PFS Lore Warden which is not allowed by our DM: its static bonus to maneuvers really caught my eye but unfortunately it can't be played.
Thanks for that mention of the mutation warrior. Obviously since both the weapon training and armor training are two "chains" of class abilities that can be switched, it indeed stands to reason that you can take two archetypes that affect one and the other.

lemeres |

Eldritch guardian is also an interesting choice.
This is because it gives you a familiar that shares in all your combat feats.
Grab a mauler familiar (an archetype for familiars themselves), and you get an animal that is medium sized and gets fairly decent scaling strength bonuses (a fox, for example, can have 16 str at level 3 when it turns medium- and it has 24 strength at level 19). Combined with the fact that it shares your maneuvers (as well as your CMB, which is a boon over animal companions), it can give you 2 characters double teaming enemies using maneuvers.
A dirty trick build can be downright frightening, allowing you to apply a wide number of conditions at once (And with dirty trick master, you can nauseate in 1 round- that prevent the opponent from taking the standard action to end your maneuver, which basically means they are out of the fight for 1d4 round)
And some teamwork feats also qualify for all this. Coordinated charge can work as a 'ghetto pounce', allowing you to follow your familiar's charge as an immediate...leaving you right next to the enemy when your next turn comes up.

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Eldritch guardian is also an interesting choice.
This is because it gives you a familiar that shares in all your combat feats.
Grab a mauler familiar (an archetype for familiars themselves), and you get an animal that is medium sized and gets fairly decent scaling strength bonuses (a fox, for example, can have 16 str at level 3 when it turns medium- and it has 24 strength at level 19). Combined with the fact that it shares your maneuvers (as well as your CMB, which is a boon over animal companions), it can give you 2 characters double teaming enemies using maneuvers.
A dirty trick build can be downright frightening, allowing you to apply a wide number of conditions at once (And with dirty trick master, you can nauseate in 1 round- that prevent the opponent from taking the standard action to end your maneuver, which basically means they are out of the fight for 1d4 round)
And some teamwork feats also qualify for all this. Coordinated charge can work as a 'ghetto pounce', allowing you to follow your familiar's charge as an immediate...leaving you right next to the enemy when your next turn comes up.
Eldritch Guardian is from the Familiar Folio and not on the PRD.