Switch Hitter Fighter Archetype - Please Review


Homebrew and House Rules


The Switch Hitter knows that each weapon has its strengths and weaknesses. Rather then specializing, the Switch Hitter asks, “Why not both?”

Versatility:
The Switch Hitter can stow his current weapon and draw another one as a free action. This can only be done with one-handed and light weapons. At 6th level, this can be done with two-handed weapons and non-ammunition ranged weapons (like the bow).

This replaces the bonus feat at 1st level.

Fast Swap:
At second level, the Switch Hitter receives a +1 dodge bonus to AC against Attacks of Opportunity when he stows or draws a weapon. This bonus increases by +1 for every four levels after second.

This replaces Bravery.

Unison Training:
At sixth level, the Switch Hitter selects two weapons to gain a +1 bonus to attack and damage rolls. This bonus increases by +1 for every four levels after fifth. In addition, any feats that designated a single weapon are treated like they affect both weapons.

Weapon Focus: X will also affect Weapon Y, and eventually Z.

In addition, one can also select an improvised weapon instead. This way, a polearm user can use the butt of his polearm, or an archer can use his weapon like a club. Still eats the -4 penalty for improv.

This replaces Weapon Training 1-4.

Improved Unison Training:

At 7th level, the Switch Hitter can select another weapon to gain the benefits of his Unison Training.

This replaces Armor Training 3-5.

Switch Mastery:

At 19th level, a Switch Hitter no longer provokes when swapping weapons. Also, he can change weapons as an intermediate action.

This replaces Armor Mastery.

Sum of Parts:

At 20th level, a Switch Hitter must select Weapons X, Y, and Z for his Weapon Masteries.

This was basically my attempt at an inverse of a typical archetype; rather than specializing, it spreads its focus out.


"Unison Training" seems stronger than the ability that it is replacing, as does "Sum of Parts".

As a matter of personal taste, I don't like abilities that are replace / rendered useless later on (see "Fast Swap" and "Switch Mastery").

Also, I'm not sure what an "intermediate action" is. Did you mean, "immediate action"?


Detect Magic wrote:

"Unison Training" seems stronger than the ability that it is replacing, as does "Sum of Parts".

As a matter of personal taste, I don't like abilities that are replace / rendered useless later on (see "Fast Swap" and "Switch Mastery").

Also, I'm not sure what an "intermediate action" is. Did you mean, "immediate action"?

Yup. I keep switching Intermediate with immediate by mistake. Silly me.

Well, of course its stronger than Weapon Training, other than it being a level late. In exchange, you give up all armor training other then medium.
Perhaps I should remove the Medium Armor Training?

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