Shock Troop (Fighter Archetype)
The shock troop crashes into his enemies like an iron wave. For him, a good offense is the best defense. He aims to bring the attack before his enemies can react.
The shock troop is an archetype of the fighter class.
At 2nd level, when charging (non-mounted), the shock troop does not suffer the -2 penalty to his AC.
At 6th level, whenever the shock troop charges, he gains +4 to his CMD against trips until his next turn.
At 10th level, readied weapons no longer do double damage to the shock troop when he charges.
This ability replaces bravery.
At 3rd level, three times per day, the shock troop can, as a swift action, gain an extra attack at his highest BAB. Every four levels thereafter (7th, 11th, and 15th), he gains three additional uses of adrenaline rush per day, for a maximum of 12 times per day at 15th level.
This ability replaces armor training.
At 5th level, the shock troop does more damage when charging. He gains +2 on the damage of the first round of attacks made at the end of his charge. At 10th level and every 5 levels after, this bonus increases by +1, for a maximum of +5 at 20th level.
This ability replaces weapon training 1.
At 8th level, the shock troop may, as a free action, add 20’ to his move for a number rounds equal to half his shock troop level.
At 14th level, when using lightning sprint, the shock troop gains +4 to his AC against attacks of opportunity
At 9th level, the shock troop gains the ability to charge as part of his 5-foot step. At the end of this 5-foot step, he may make a full-round attack as normal. He gains all the benefits of his charge, but only moves 5 feet. He may not move before or after making a sudden charge.
This ability replaces weapon training 2.
At 19th level, the shock troop gains the benefit of the freedom of movement spell for 10 rounds per day.
This ability replaces armor mastery.