Pacifist (Fighter Archetype)

What is a fighter who doesn’t fight anymore? Some would say he is not a fighter at all. A pacifist is a warrior who has either forsaken the art of the sword or one who strives to achieve the impossible - fighting without fighting, hurting without injuring, and winning a fight without violence.

Code of Conduct (Ex): The pacifist must be of good alignment and suffers a -1 penalty on all Will saves and on all attack rolls if he ever willingly kills a creature capable of being reasoned with without attempting to come to a nonviolent solution first. At 4th level and every 4 levels thereafter this penalty increases by -1, this penalty persists until the pacifist is able to resolve a conflict non-lethally. The pacifist gains a +1 bonus on Diplomacy checks against creatures that have not taken lethal damage from the pacifist or his allies. At 4th level and every 4 levels thereafter this bonus increases by +1.

De-escalation Training (Ex): The pacifist gains Diplomacy in place of Intimate as a class skill. In addition, he no longer takes the usual -4 penalty on rolls to deal nonlethal damage and may deal nonlethal damage with any weapon he can wield. Finally, he gains a +1 bonus on attack and damage rolls made when dealing nonlethal damage. At 4th level and every 4 levels thereafter this bonus increases by +1.

This replaces the pacifist’s 1st level bonus feat.

Discipline (Ex): Starting at 2nd level, the pacifist gains a +1 bonus on saving throws against effects that would force him to take action (or inaction) against his will (such as a charm person or dominate person spell). This bonus increases by +1 for every four levels beyond 2nd. If subject to an ability that dictates his actions with no save he applies this bonus as a penalty to any d20 roll the creature must make to activate that ability (such as the Intimidate roll required to use the AntagonizeUC feat).

This ability replaces bravery.

Maneuver Mastery (Ex): At 5th level the pacifist no longer provokes attacks of opportunity when making combat maneuvers. If he possesses a feat that allows him to make a combat maneuver without provoking an attack of opportunity (such as Improved Disarm) then he gains a +2 bonus on all CMB checks and to his CMD with that maneuver. This bonus increases to +4 at 9th level, +6 at 13th level, and +8 at 17th level.

This ability replaces weapon training 1.

Guardian (Ex): At 9th level the pacifist may, as an immediate action, move up to half his speed towards an adjacent ally. If this was done in response to an attack and the pacifist successfully moves adjacent to that ally he may switch places with that ally and have the attack resolve against him.

This ability replaces weapon training 2.

Greater Discipline (Ex): At 13th level, if the pacifist is subject to an effect that forces him to take actions against his will and must take an action that would result in damaging a creature, he may make a Will save (DC 10 + ½ the HD of the creature using the effect + that creature’s Charisma modifier, or the effect’s orginal save DC, whichever is lower) applying the bonus from his discipline class feature twice on this save. If he succeeds then he does not take the action and the effect ends.

This ability replaces weapon training 3.

Knockout Master (Ex): At 17th level, when the pacifist confirms a critical hit he may elect to deal his normal damage, instead of his critical hit damage. If he does then the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 his level + the higher of the fighter’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round, on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. The target takes a penalty on this saving throw equal to the weapon’s critical multiplier.

This ability replaces weapon training 4.

Defeat Equals Friendship (Ex): At 20th level, when the pacifist confirms a critical hit he may elect not to deal damage and instead make a Diplomacy check with a bonus equal to his weapon’s critical multiplier (DC 30 + creature’s Charisma modifier). If successful then the creature’s attitude shifts to indifferent, or to friendly if the pacifist beats the DC by 5 or more.

This ability replaces weapon mastery.

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