Aldori Defender

''' is an Archetype of the Fighter class in '. The Aldori Swordlords of Brevoy are among the deadliest and most feared fighters of the Inner Sea. They have spent long years mastering the Aldori dueling sword, pitting themselves against other dueling swords and all manner of weaponry besides. Their speed and reflexes weave a net of impenetrable steel around them, from which they strike and harry their unfortunate opponents. The most common form of Aldori dueling (and arguably the easiest of the techniques to master) focuses on avoiding damage and disarming foes; these swordlords prefer to wear light or no armor, trusting their skill for protection.

Gameplay
Alignment: Any

Hit Die: d10 (6 + Con modifier on level up)

Skill Ranks Per Level: 2 + Int modifier

Class Skills: Athletics, Knowledge (World), Lore (Nature), Persuasion

Base features
{| class="wikitable"
 * rowspan="2" |Fighter Proficiencies.png

Fighter Proficiencies
{| class="wikitable"
 * A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
 * }
 * }
 * rowspan="2" |Weapon Proficiency (Dueling Sword).png

Weapon Proficiency (Dueling Sword)
{| class="wikitable"
 * You become proficient with dueling swords and can use them as a weapon.
 * }
 * }
 * rowspan="2" |Bonus Combat Feat.png

Bonus Combat Feat

 * At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called "fighter bonus feats."
 * At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called "fighter bonus feats."

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. {| class="wikitable"
 * }
 * rowspan="2" |Bravery.png

Bravery
{| class="wikitable"
 * Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
 * }
 * }
 * rowspan="2" |Defensive Parry.png

Defensive Parry
{| class="wikitable"
 * At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after the 3rd.
 * }
 * }
 * rowspan="2" |Weapon Training.png

Weapon Training

 * Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
 * Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 6th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapons group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Advanced Weapon Training: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature. {| class="wikitable"
 * }
 * rowspan="2" |Disarming Strike.png

Disarming Strike
{| class="wikitable"
 * At 5th level, when a swordlord successfully disarms an opponent using a dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage.
 * }
 * }
 * rowspan="2" |Steel Net.png

Steel Net
{| class="wikitable"
 * At 8th level, a swordlord can throw up a blazing wall of steel to defend himself. When fighting defensively with a dueling sword, the swordlord's penalties on all attacks in a round are reduced by 2, and the dodge bonus to AC is increased by 2 for the same round.
 * }
 * }
 * rowspan="2" |Disarming Strike.png

Counterattack
{| class="wikitable"
 * At 11th level, a swordlord can make an attack of opportunity as an immediate action against an opponent who hits the swordlord with a melee attack, so long as the attacking creature is within the swordlord's reach.
 * }
 * }
 * rowspan="2" |Armor Mastery.png

Armor Mastery
{| class="wikitable"
 * At 19th level, a fighter gains damage reduction 5/- whenever he is wearing armor or using a shield.
 * }
 * }
 * rowspan="2" |Weapon Mastery.png

Weapon Mastery
<!-- Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
 * At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
 * }
 * }

This group includes bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe. Weapon Training (Axes)" Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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This group includes bows and longbows." Weapon Training (Bows)" Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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This group includes gauntlet, heavy shield, light shield, punching dagger, spiked shield, and unarmed strike." Weapon Training (Close)" Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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This group includes all crossbows." Weapon Training (Crossbows)" Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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This group includes orc double axe, dwarven urgrosh, quarterstaff, two-bladed sword, and gnome hooked hammer." Weapon Training (Double Weapons)" Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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This group includes club, earth breaker, greatclub, heavy mace, light hammer, light mace, flail, heavy flail, and warhammer." Weapon Training (Hammers, Maces, and Flails)" Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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This group includes chakram, dueling sword, bastard sword, elven curve blade, estoc, falcata, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword." Weapon Training (Heavy Blades)" Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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This group includes chakram, dagger, kukri, rapier, short sword, sickle, and starknife." Weapon Training (Light Blades)" Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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This group includes unarmed strike and all natural weapons." Weapon Training (Natural)" Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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This group includes bardiche, fauchard, and glaive." Weapon Training (Polearms)" Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Advanced Weapon Training: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature." Weapon Training" Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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This group includes javelin, longspear, shortspear, spear, and trident." Weapon Training (Spears)" -->
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