Free Hand archetype remake


Homebrew and House Rules


I would like some help in hammering out this archetype remake (yes I know about the Ultimate Combat one, it’s a bit of a letdown), and I know its likely overpowered (in one direction or another). I see issues in wording and use and would like any help anyone can offer in balancing it out to a reasonable level.

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Free Hand Fighter archetype

Weapon and Armor Proficiency
A free hand fighter is not proficient with medium armor, heavy armor, or shields.

Strategic Evasion
At 1st level, a free hand fighter in light or no armor and unencumbered, adds their Intelligence bonus (if any) to his AC and his CMD. These bonuses to AC and CMD apply even against touch attacks or when the free hand fighter is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor over light, when he carries a shield, when he attacks with a weapon in his oft-hand, or when he carries a medium or heavy load.

Maneuver Professional
At 1st level a free hand fighter chooses one of the following options:
*Combat Expertise and one of the following feats: Improved Dirty Fighting, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal, Improved Trip.

*Power Attack and one of the following feats: Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder.

A free hand fighter need not have any of the prerequisites normally required for these feats to be selected, and can ignore the Ability Score prerequisite of feat with them as prerequisites. This ability replaces the fighter’s 1st level bonus feat.

Maneuver Mastery (Ex)
At 2nd level, a free hand fighter gains a +2 bonus on all CMB checks and to his CMD. These bonuses increases by +2 at level 6 and every four levels thereafter. This ability replaces Bravery.

Elusive (Ex)
A free hand fighter in light or no armor gains a +1 Dodge bonus to AC and CMD at 3rd level and every four levels thereafter, up to the maximum of +5 at level 19. At level 7 and again at level 15 the free hand fighter gains a +5 bonus to speed when in light or no armor and when not carrying a medium or heavy load; this bonus to speed is considered Extraordinary.
This ability replaces Armor Training 1 and 3.

Singleton (Ex)
At 5th level, a free hand fighter gains a +1 bonus on attack and a +1 Deflection bonus to AC when wielding a melee weapon in one hand and leaving his other hand free. This bonus increases by +1 per six levels after 5th.
This ability replaces Weapon Training 1 and 4.

Uncanny Dodge (Ex)
Starting at 7th level, a free hand fighter can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A free hand fighter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a free hand fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. This ability replaces Armor Training 2.

Smooth Maneuver’s (Ex)
At 9th level a free hand fighter can choose to ‘Take 10’ with his combat maneuvers treating the result of a combat maneuver as his CMB+10.
This ability replaces Weapon Training 2.

Lightning Fast Blows (Ex)
At a level 13th free hand fighter fighting with a one-handed weapon or lighter in one hand and leaving the other hand free can make more attacks than normal. As a full-attack action a free hand fighter gains two extra attacks at their highest attack bonus at a -2 penalty on the first attack and all attacks thereafter (until the beginning of his next turn). Any time a free hand fighter would normally be only allowed a single attack, such as when charging or using the Vital Strike feat, he can choose to make an additional attack using the same modifiers as the first with an additional -2 penalty to attack rolls.
This ability replaces Weapon Training 3.

Improved Uncanny Dodge (Ex)
At 15th level and higher, a free hand fighter can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has fighter levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
This ability replaces Armor Training 4

King of Battle Field (Ex)
At 19th level, a free hand fighter has pushed his mastery of combat maneuvers to its maximum potential, when wearing light or no armor the free hand fighter gains the following abilities:
*If not already possessing it, the free hand fighter counts as having the Improved Combat Maneuver feat for every combat maneuver.
*If not already possessing it, the free hand fighter counts as having the Greater Combat Maneuver feat for every combat maneuver that he has the Improved version of.
*If the free hand fighter already has the Greater version of a combat maneuver feat, they gain a +4 bonus to CMB with that maneuver and the following special effect:
-Disarm/Feint/Sunder: The target is considered flat-footed until the beginning of their next turn.
-Trip/Bull Rush/Overrun: The target is Dazed for 1d4 rounds.
-Drag/Reposition: You can perform these maneuver’s as move equivalent actions.
-Grapple: You can perform and maintain a grapple with one hand without penalty. You can also grapple multiple target (if both hands are empty) without any additional penalty.
-Steal: A target gets no bonus to CMD for ‘fastened’ items.
-Dirt Trick: The maneuver lasts 4 rounds plus 1 for every 5 point that you beat the target’s CMD, and require a full-round action, that provokes an attack of opportunity, to undo

This ability replaces Armor Mastery.

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