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The foebreaker studies destruction and practices it as an art form. He knows every defense has a breaking point, and can shatter those defenses with carefully planned strikes.

The foebreaker is an archetype of the knight class.

Archetype Main Ability Scores:
The foebreaker mainly focuses on STR for martial combat and CON and CHA for their class features.

Archetype Feature Replacements:
1st – Defend Ally, Threat Control. 2ndKnight Talent, Stand Firm. 3rd – Shield Block. 4thKnight Talent, Bulwark, Active Defense. 5th – Deft Shield. 6thKnight Talent, Fortress of Defense. 7th – Shield Ally. 8thKnight Talent, Courtly Refinement. 9th – Fortification. 10thKnight Talent. 12thAdvanced Knight Talent. 14thAdvanced Knight Talent, Improved Shield Ally. 16thAdvanced Knight Talent. 18thAdvanced Knight Talent. 20thAdvanced Knight Talent.

Sunder Swordplay (Su)

This ability functions the same as the sword saint’s swordplay ability, except a foebreaker gains less swordskills (see below) and may only choose swordskills from Destroy Sword and Universal forms. In addition, he may use any swordskill he knows without needing to ready them. Each swordskill can still only be used once per encounter. The foebreaker’s focus weapon can be any axe or hammer from the axe or hammer weapon group.

LevelSwordskills Known
1st1
2nd2
3rd2
4th2
5th3
6th3
7th3
8th4
9th4
10th4
11th5
12th5
13th5
14th6
15th6
16th6
17th7
18th7
19th7
20th8

This ability replaces defend ally and active defense.

Improved Sunder

The foebreaker gains Improved Sunder at 1st level as a bonus feat, even if he does not automatically qualify for it.

This ability replaces threat control.

Stamina Pool (Ex)

At 2nd level, the foebreaker gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number of points equal to half his knight level + his Constitution modifier (minimum 1). The pool refreshes once per day when the foebreaker rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the foebreaker’s current and maximum stamina pool and most sustained modes stack.

Some talents are activated as a sustained mode. When activated, these talents both consume stamina and reduce the user’s maximum stamina by the listed amount. While active, they provide their listed bonuses until the user deactivates them as a free action, falls unconscious, or dies, at which point the reduction to the user’s maximum stamina is removed. Multiple sustained mode talents may be used at the same time as long as the user has enough stamina, though some talents may specify others that they cannot be used with.

By spending 1 stamina point as a swift action, the foebreaker can do one of the following:

  • Increase his speed by 10 feet for 1 round, or
  • Delay and suppress his fatigue or exhaustion for 1 round, or
  • Increase one saving throw by +1 for 1 round.

This ability replaces stand firm.

Talent Trees (Su)

The foebreaker gets access to the champion and foesmasher talent trees from below. At 2nd level and every two levels thereafter, the foebreaker may choose to learn one talent from the talent trees below. The foebreaker may pick up Extra Knight Talent feats to select these talents. Weapon Requirement: Any manufactured melee weapons.

Champion Specialization Talent Tree

  • Line in the Sand: As a swift action, the foebreaker may activate this talent as a sustained mode. While in this mode, the foebreaker gains the use of the Combat Reflexes feat and sets up a defensive perimeter around himself to defend his allies, increasing his threatened area by 5 ft. for every 5 knight levels he possesses. He may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. He may move as part of these attacks of opportunity, provided his total movement before his next turn does not exceed his speed (his movement provokes attacks of opportunity as normal). Additionally, while in this mode, the foebreaker adds his Charisma modifier plus his knight level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent him from getting attacks of opportunity against them. If the foebreaker is in Defensive Stance and have already moved half of his speed this round, he cannot take this movement. This mode uses up 2 stamina points of the foebreaker’s current and maximum stamina pool.
  • And No Further: Line in the Sand makes enemies treat the knight’s threatened spaces as difficult terrain. Enemies may still attempt to run or charge through the spaces, and get stopped before entering them, ending the run/charge. Additionally, when making attacks of opportunity, his movement doesn’t provoke attacks of opportunity. Prerequisite: Line in the Sand
  • Bulwark: At a cost of 1 stamina point, as a swift action, the foebreaker can boost himself with temporary hit points equal to his knight level + his Charisma modifier for a duration of 1 round per knight level.
  • Resilience: At a cost of 1 stamina point, as a swift or immediate action, the foebreaker can cause successful attacks on himself to stagger enemies. Until the foebreaker’s next turn, any successful melee attacks on the foebreaker causes the enemy to become staggered for one round unless they make a successful Fortitude save (DC 10 + half of the knight’s level + his Charisma modifier). Prerequisite: Line in the Sand
  • Counterstrike: At a cost of 1 stamina point, as a swift or immediate action, the foebreaker can counterattack against any foes that strike him. Until the foebreaker’s next turn, any successful melee attacks on the foebreaker allows him to make attacks of opportunity. A helpless foebreaker (such as one who is unconscious or paralyzed) does not gain the benefit of this talent, nor can he use this ability when flat-footed. Prerequisites: Line in the Sand, Resilience
  • Adamant: As long as the foebreaker has at least 1 stamina point in his stamina pool, he gains an enhancement bonus to saving throws equal to his Charisma modifier (to a maximum of his knight level). Prerequisites: Line in the Sand, Resilience, Knight 6
  • Unyielding: As long as the foebreaker has at least 1 stamina point in his stamina pool, once per round, if he would drop below 0 hit points, he is instead at 1 hit point, then healed for a number of hit points equal to half his knight level + his Charisma modifier. Prerequisites: Line in the Sand, Resilience, Adamant
  • Walking Fortress: At a cost of 3 stamina points, as a swift or immediate action, the foebreaker becomes immune to damage. Until the foebreaker’s next turn, he becomes immune to all damage, but is unable to take any actions. Prerequisites: Line in the Sand, Resilience, Adamant, Unyielding
  • To The Death: At a cost of 1 stamina point, as a swift action, the foebreaker taunts his enemy into a rage. The foebreaker chooses an adjacent target, who must make a Will save (DC 10 + half of the knight’s level + his Charisma modifier) or is inflicted with the berserk status effect and must attack the foebreaker for a number of rounds equal to the foebreaker’s Charisma modifier. In addition, while the target has the berserk status, the target takes additional damage from any successful melee attacks on him equal to 1d6 + the foebreaker’s Charisma modifier.
  • Who’s Next?: As long as the foebreaker has at least 1 stamina point in his stamina pool, if the target of To The Death falls unconscious or dies, he deals additional damage on any successful melee attacks equal to 1d6 + his Charisma modifier until the end of his next turn. Prerequisite: To The Death

Foesmasher Specialization Talent Tree

  • Wither: At the cost of 1 stamina point, as a standard action, the foebreaker can make an attack roll to lower a creature’s physical stature. Should he hit, he deals normal weapon damage and the target must make a Fortitude save (DC 10 + half the knight’s level + his Charisma modifier) or suffer 1 point of either Strength, Dexterity, or Constitution damage (foebreaker’s choice) for a number of rounds equal to his Charisma modifier. A successful save negates this effect. This ability damage does not stack with other forms of ability damage other than itself. If there is a different source of ability damage, simply take the highest unless the ability damage wither deals is higher.
  • Expose: Wither now deals 1d4 points of ability damage on a failed save. In addition, the targeted creature must make an additional Fortitude saving throw or have any damage reduction reduced by 2 for a number of rounds equal to the foebreaker’s Charisma modifier. A successful save negates this effect. Prerequisite: Wither
  • Wallop: At the cost of 1 stamina point, as a full round action, the foebreaker readies a hammering blow to a vital spot. The foebreaker makes an attack roll at a -2 penalty. Should he hit, he deals double weapon damage. In addition, if the foebreaker’s target is suffering from ability damage to any of its physical ability scores, it must make a Fortitude saving throw or be knocked back by 10 feet and knocked prone. Creatures one size category larger than the foebreaker get a +2 bonus to the save. Creatures two or more sizes larger than the foebreaker are immune to the knockback and prone effect. Prerequisites: Wither, Expose
  • Escalate: As the foebreaker gets more desperate, his attacks escalate in hindering his foes. As long as he has 1 point of stamina in his stamina pool, he deals double his Strength modifier on damage rolls if his health is at or below 50%. Prerequisite: Adrenaline
  • Addle: At the cost of 1 stamina point, as a standard action, the foebreaker can make an attack roll at a creature’s mental fortitude. Should he hit, he deals normal weapon damage and the target must make a Will save (DC 10 + half his knight’s level + his Charisma modifier) or suffer 1 point of either Intelligence, Wisdom, or Charisma damage (foebreaker’s choice) for a number of rounds equal to his Charisma modifier. This ability damage does not stack with other forms of ability damage other than itself. If there is a different source of ability damage, simply take the highest unless the ability damage addle deals is higher.
  • Shear: Addle now deal 1d4 points of points of ability damage on a failed save, In addition, the targeted creature must make an additional Will save or have their effective caster level for spells, spell-like, and supernatural abilities reduced by 1 for a number of rounds equal to his Charisma modifier. A successful save negates this effect. Prerequisite: Addle
  • Achilles: At the cost of 1 stamina point, as a full round action, the foebreaker renders his foe’s magical defenses useless. The foebreaker makes an attack roll at -2 penalty. Should he hit, he deals double weapon damage and the target must make a Will save (DC 10 + half his knight’s level + his Charisma modifier) or have any Elemental Resistance or Spell Resistance (foebreaker’s choice) reduced to 0 for 1 round. Prerequisites: Addle, Shear
  • Focus: At the cost of 2 stamina points, as a swift action, the foebreaker can designate one creature as his focus. The foebreaker gains a + 2 insight bonus to AC and treats the DCs of Wither and Addle’s effects as 2 higher against his focus. This lasts for 1 minute, until his focus is unconscious, the foebreaker is unconscious or rendered helpless, or if he breaks line of sight with his focus. Prerequisites: Expose, Addle
  • Adrenaline: As the foebreaker takes punishment, his physical prowess spikes! As a swift action, the foebreaker can activate this talent as a sustained mode. While in this sustained mode, he gains a +2 morale bonus to attack and damage rolls while his health is at or below 75%. This bonus doubles if his health is in Limit Break range (50%). This bonus increases by 1 for every four knight levels after 1st. This mode takes up 2 points of the foebreaker’s maximum and current stamina pool.
  • Rattle and Writhe: The foebreaker begins to live up to his namesake. If the foebreaker hits a creature that is suffering from ability damage, stagger, stun, disable, paralyzation, or has any numeric defenses reduced (such as damage reduction and elemental resistance). He can spend 3 stamina points as an immediate action to force the creature to make a Fortitude save. On a failure, the target suffers the effects of Enervation, as per spell. For the purposes of this effect, treat the foebreaker’s knight level as his caster level for the duration of this ability. A successful save negates this effect. Prerequisites: Wither, Expose, Wallop, Addle, Shear, Achilles.

These abilities replace knight talents.

Sunder Training (Ex)

At 3rd level, a foebreaker receives additional training in sunder combat maneuvers. He gains a +2 bonus when attempting a sunder combat maneuver checks and a +2 bonus to his CMD when defending against this maneuver. At 7th level, these bonuses increase by 1, and he gains a +2 bonus on disarm combat maneuver checks and a +2 bonus to his CMD when defending against a disarm maneuver. At 11th, 15th, and 19th levels, all of these bonuses increase by 1.

This ability replaces shield block.

Break and Bend (Ex)

At 4th level, whenever a foebreaker scores a critical hit against an opponent that is wielding a non-magical melee weapon, that opponent‘s weapon obtains the broken condition. The weapon can be repaired through any means that would allow an item to recover one hit point. If the opponent is wielding more than one weapon, the foebreaker may choose which one to affect.

This ability replaces bulwark.

Exploit Weakness (Ex)

At 5th level, as a swift action, a foebreaker can observe a creature or object to find its weak point by succeeding at a Charisma check, adding his knight level against a DC of 10 + the object’s hardness or the target’s CR. If it succeeds, the foebreaker gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness.

A foebreaker can instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saving throws, as well as a dodge bonus to AC against that opponent equal to half his knight level until the start of his next turn.

This ability replaces deft shield.

Scratch and Dent (Ex)

At 6th level, when a foebreaker hits an enemy who is wearing armor or a construct with natural armor, that enemy takes a -2 penalty to AC until the end of the foebreaker’s next turn. If that enemy is a construct, it also takes a -2 penalty to Fortitude saving throws until the end of foebreaker’s next turn. These penalties are not cumulative.

This ability replaces fortress of defense.

Practiced Skill (Ex)

When a foebreaker reaches 7th level, he has become so proficient in the basic skills that he can further his skill with that particular skill unlocking its true power, truly mastering his skills. He may select one basic sword skill he has learned and choose to gain its Practiced effect. The foebreaker may choose an additional swordskill at 12th level and 17th level.

This ability replaces shield ally.

Chink in the Armor (Ex)

At 8th level, when a foebreaker makes a successful sunder combat maneuver against an opponent, any successful attacks that he makes against that opponent until the start of his next turn deal additional precision damage equal to his knight level.

This ability replaces courtly refinement.

Mangle Mail (Su)

At 9th level, once per day, with a simple touch, a foebreaker eradicates the defenses of a single opponent. The foebreaker must succeed at a melee touch attack against one target to negate any bonus to that target’s AC due to armor for one round per knight level. If the target is a construct, the touch also negates natural armor and causes the construct to lose all elemental resistance for the duration of the effect. At 14th and 20th level, he gets another use per day.

This ability replaces fortification.

Perfected Skill (Ex)

When a foebreaker reaches 14th level, he has become so extraordinarily adept in the basic skills and has perfected his power. He may choose a single sword skill that he has chosen to have practiced and now gain its Perfected effect. The foebreaker may choose an additional swordskill at 20th level.

This ability replaces improved shield ally.

Foebreaker