Pathfinder 1e Archetype Fighter

Aerial Assaulter

Leaps to great heights to claim higher ground against foes, executing aerial dodges and devastating diving strikes.

Class
Fighter
Kind
Archetype
Granted Spells
Replaces
3 features

As staunch believers in the value of higher ground, the strix developed special fighting styles that capitalize on fighting from above. While many dismiss such techniques as a niche tactic, aerial assaulters leap to great heights and create higher ground where there is none.

Replaces

Armor MasteryBraveryWeapon Mastery

Archetype Features

Class Skills Level 1

An aerial assaulter gains Acrobatics and Fly as class skills. Knowledge (dungeoneering), Ride, and Swim are not class skills for an aerial assaulter. This alters the fighter's skills.

Aerial Expertise Level 2

At 2nd level, an aerial assaulter gains a +2 bonus on Fly checks. Additionally, whenever he is affected by a spell or ability that grants him a fly speed, he treats that spell or ability as though its caster level were 2 higher for the purposes of determining its effects. At 6th level and every 4 levels thereafter, this bonus on Fly checks increases by an additional 2, to a maximum of +10 at 18th level. This replaces bravery.

Take the High Ground Level 2

At 2nd level, an aerial assaulter can leap above his foes to gain an advantage in combat. As a move action, he can attempt an Acrobatics check with the DC equal to the CMD of an adjacent enemy. If he succeeds, the aerial assaulter is treated as if he had higher ground against that enemy until the beginning of his next turn. At 4th level and every 4 levels thereafter, an aerial assaulter increases his bonus from higher ground by 1, to a total of a +6 bonus at 20th level. At 12th level, an aerial assaulter can use this ability as a swift action. This replaces the bonus feats gained at 2nd and 12th level.

Aerial Dodge Level 19

At 19th level, an aerial assaulter can perform an aerial dodge that allows him to evade attacks while flying. As an immediate action, when an opponent attempts an attack against the aerial assaulter, he can attempt a Fly check with a DC equal to the result of the attacker's attack roll. If he succeeds, he can take a 5-foot step and gain a dodge bonus to his AC equal to his Dexterity modifier. This movement doesn't negate the attack if the aerial assaulter remains in range of the attacking enemy's reach at the end of the 5-foot step. If the Fly check fails, the aerial assaulter does not move, does not gain an AC bonus, and provokes an attack of opportunity from each creature that threatens him, including the initial attacker. The aerial assaulter must be flying to use this ability. This replaces armor mastery.

High Ground Mastery Level 20

At 20th level, whenever an aerial assaulter threatens a critical hit with an attack made from higher ground, he automatically confirms the critical hit, and the weapon's damage multiplier is increased by 1. In addition, all bull rush, dirty trick, drag, grapple, reposition, and trip combat maneuver checks against the aerial assaulter fail when attempted by opponents on lower ground than he is. This replaces weapon mastery.
Attribution

Rules content from Paizo Inc., reproduced by TheCrazyGM under the Open Game License v1.0a. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Blood of the Ancients · OGL-1.0a

Added to the library by eco_the_exploiter on Sept. 14, 2026.

Open Game Content reproduced from Blood of the Ancients by TheCrazyGM under the OGL-1.0a. Copyright in the reproduced material is held by its original publisher, named in this site's Section 15 notice. The core designation is TheCrazyGM's assertion that the material faithfully matches its cited source; that attestation was recorded by Blood of the Ancients on 2026-09-14.

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  • Based on class: Fighter (Class) — core content under OGL 1.0a

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