TEXT: Secondary 
  Archetypes Vol I
  Variant Multiclassing 
  archeytpes
  #105
  
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  15 COPYRIGHT NOTICE
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
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  Gygax and Dave Arneson.
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  original material by Ian Livingstone and Mark Barnes.
  Player Paraphernalia #105 Secondary Archetypes Vol I, Variant Multiclassing 
  archeytpes © 2017, The Knotty-Works; Author: John Buckley.
  “[Histoire de la Révolution Française.]”, “Single Works”, Jules Michelet, 
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  1
  Player Paraphernalia #105
  By The Knotty-Works
  Welcome to issue one hundred and five of  the Player 
  Paraphernalia series, short supplements designed 
  to offer players new options for use with the 
  Pathfinder RolePlaying Game (©Paizo, Inc.).   This 
  issue introduces Variant Multiclassing secondary 
  classes built upon traditional class archetypes.  
  Using the system introduced in Paizo’s Pathfinder 
  UnchainedTM, feats gained at 3rd level and every 
  four levels thereafter are replaced with class features 
  attributed to the class archetypes presented below.
  Variant Multiclassing archetypes
  Pathfinder UnchainedTM introduced a variant 
  option for handling multiclassing, either as an 
  addition or alternate means of dealing with 
  the loss of high level class features when a 
  character chooses to take more than one 
  type of character class.  While the core 
  and base classes were covered within the 
  Pathfinder UnchainedTM, class archetypes 
  offer an expanded specialty that would be 
  beneficial when this option is used.  
  While it may be possible to compare 
  the variant class features granted to the 
  character based on the class presented in the 
  rules and just swap out the aforementioned 
  options with the archetype feature, many 
  features are not so easily worked in such a 
  fashion.
  So below are several variant multiclassing 
  archetypes that attempt to completely 
  work out such issues to make the 
  variant classes useful when employing an 
  archetype version.  The following class 
  features replace the character feat normally 
  gained at the level listed.
  As with the rules for variant multiclassing, 
  a character cannot take both the actual 
  archetype 
  class 
  and 
  the 
  secondary 
  archetype class.  A few of the secondary 
  archetypes below are built from the same 
  archetype (Archer and Trick Shot Archer, 
  Crossbow Deadshot and Crossbow Expert) 
  and the same applied to either secondary 
  archetypes and the parent archetype.
  Given that archetypes are built from a 
  core, base, hybrid, or alternate class, it may 
  be argued that the class from which the 
  secondary archetype is related should also 
  be restricted.  However, generally secondary 
  archetypes are generally weaker than the 
  archetype from which they are built and 
  the argument could be made that such 
  combinations should be allowed.  But there 
  is a potential to create an overly powerful 
  class combination and caution should be 
  used with advantages and disadvantages 
  carefully considered by both the GM and 
  the player.
  Archer
  An archetype of the fighter, the archer 
  as a secondary class focuses on at least 
  one type of bow and becomes a 
  master both in firing and avoiding 
  
  2
  arrows.  A character that chooses archer 
  as his secondary class gains the following 
  secondary class features.
  Bow Proficiency (Ex)
  At 1st level, the archer gains proficiency 
  with at least one type of bow if he does not 
  already have proficiency.
  Sharpeye (Ex)
  At 3rd level, the archer gains a +1 bonus 
  on perception checks, and the range 
  increment for any bow used increases by 
  5 ft.  The perception and range increment 
  bonuses increase by +1/5 ft. for every four 
  levels beyond 3rd.
  Archery Expert (Ex)
  At 7th level, the archer gains a +1 bonus on 
  attack and damage rolls with any bow.  
  This bonus increases by +1 every four levels 
  beyond 7th.
  Safe Shot (Ex)
  At 11th level, the archer does not provoke 
  attacks of opportunity while making ranged 
  attacks with the bow.
  Twist in the Wind (Ex)
  At 15th level, the archer gains a +2 dodge 
  bonus to his AC against ranged attacks, this 
  bonus increases to +4 at 19th level.
  Arrow Master (Ex)
  At 19th level, the archer gains DR 5/- against 
  any type of ranged attack.  He may also 
  attempt to catch an arrow fired at him as an 
  immediate action and fire it at any chosen 
  target as if he has the Snatch Arrows feat.
  Trick Shot Archer
  Built upon the archer archetype of the 
  fighter, the trick shot archer as a secondary 
  class focuses on performing several types 
  of special maneuvers with his arrows.  A 
  character that chooses trick shot archer as 
  his secondary class gains the following 
  secondary class features.
  Bow Proficiency (Ex)
  At 1st level, the trick shot archer gains 
  proficiency with at least one type of bow if 
  he does not already have proficiency.
  Sharpeye (Ex)
  At 3rd level, the trick shot archer gains a +1 
  bonus on perception checks, and the range 
  increment for any bow used increases by 
  5 ft.  The perception and range increment 
  bonuses increase by +1/5 ft. for every four 
  levels beyond 3rd.
  Disarming Shot (Ex)
  At 7th level, the trick shot archer may attempt 
  to disarm an opponent with a shot from his 
  bow as long as the target is within 30 ft.  The 
  trick shot archer uses his CMB with a -4 penalty 
  and does not provoke attacks of opportunity 
  for the disarm attempt, but will provoke if he 
  is currently being threatened while firing the 
  bow.  At 11th level he no longer provokes 
  attacks of opportunity while firing a bow to 
  perform this maneuver.
  Feinting Shot (Ex)
  At 11th level, the trick shot archer may 
  attempt to feint an opponent while 
  
  3
  shooting his bow as long as the target is within 
  30 ft.  The trick shot archer uses his CMB with 
  a -4 penalty and does not provoke attacks 
  of opportunity while firing the bow for this 
  maneuver.
  Tripping Shot (Ex)
  At 15th level, the trick shot archer may attempt 
  to trip an opponent while shooting his bow 
  as long as the target is within 30 ft.  The trick 
  shot archer uses his CMB with a -4 penalty 
  and does not provoke attacks of opportunity 
  while firing the bow for this maneuver.
  Rushing Shot (Ex)
  At 19th level, the trick shot archer may attempt 
  to bull rush an opponent while shooting his 
  bow as long as the target is within 30 ft.  The 
  trick shot archer uses his CMB with a -4 penalty 
  and does not provoke attacks of opportunity 
  while firing the bow for this maneuver.
  Armor Master
  Built upon the armor master archetype for 
  the fighter, the armor master specializes 
  in optimizing his armor to provide the most 
  advantageous protection.  A character that 
  chooses the armor master as his secondary 
  class gains the following class features.
  Light Armor Proficiency (Ex)
  At 1st level, the armor master gains proficiency 
  with light armor as well as shields (except 
  tower shields).  If the armor master casts 
  arcane spells, the normal chance of arcane 
  spell failure apply when casting spells with a 
  somatic component.
  Covered in Armor (Ex)
  At 3rd level, the armor master gains proficiency 
  with medium armor as well as tower shields, 
  though the normal chance of arcane spell 
  failure apply for arcane spell casters as with 
  the Light Armor Proficiency.  
  If the armor master is defending with a 
  shield, he gains a +1 bonus to his touch AC, 
  increasing by an additional +1 every four 
  levels thereafter, but this bonus 
  cannot exceed the total shield bonus based 
  on size, type, and enhancement bonuses.
  Defensive Posturing (Ex)
  At 7th level, the armor master gains DR 1/– 
  when wearing light armor and DR 2/– when 
  wearing medium armor.  This damage 
  reduction does not stack with other forms of 
  damage reduction other than that provided 
  by adamantine armor.  Damage reduction 
  does not apply if the armor master is helpless, 
  stunned, or unconscious.
  The armor master also gains proficiency 
  with heavy armor, though the same rules 
  apply regarding casting arcane spells with a 
  somatic component.
  Light Fortification (Ex)
  At 11th level, the armor master treats his 
  armor as if it had the light fortification special 
  ability.  This effect does not stack with any 
  other fortification special effects.
  Greater Defensive Posturing (Ex)
  At 15th level, the armor master’s damage 
  reduction while wearing armor increases.  
  Light armor grants DR 3/–, medium armor 
  grants DR 6/–, and heavy armor grants DR 
  9/–.  As with Defensive Posturing, this damage 
  reduction only stacks with adamantine 
  armor, but no other damage reduction 
  effects.
  Moderate Fortification (Ex)
  At 19th level, the armor master treats his armor 
  as if it had the moderate fortification special 
  ability.  This effect does not stack with any 
  other fortification special effects.
  Crossbow Deadshot
  Built 
  upon 
  the 
  fighter 
  crossbowman 
  archetype, this variant multi-class option 
  focuses on the deadly precision of the 
  crossbow.  A character that chooses the 
  crossbow deadshot as his secondary class 
  gains the following class features.
  
  4
  Crossbow Proficiency (Ex)
  At 1st level, the crossbow deadshot is 
  proficient with at least one type of crossbow 
  (hand, light, or heavy).
  Deadshot (Ex)
  At 3rd level, if the crossbow deadshot attacks 
  with the crossbow as a readied action, he 
  may add ½ his Dexterity modifier (minimum 
  of +1) to the damage caused by a successful 
  strike.  This damage is not multiplied by a 
  critical hit.
  The crossbow deadshot is treated as having 
  the Precise Shot feat, but only while using a 
  crossbow.
  Improved Deadshot (Ex)
  At 7th level, the crossbow deadshot may 
  deny his target its Dexterity modifier to its AC 
  while firing the crossbow as a readied action.
  Greater Deadshot (Ex)
  At 11th level, the crossbow deadshot adds 
  his entire Dexterity modifier (minimum of +1) 
  to the damage of any successful crossbow 
  strikes from a readied action.  Like Deadshot, 
  this damage is not multiplied by a critical hit.
  The crossbow deadshot is treated as having 
  the Improved Precise Shot feat, but only 
  while using a crossbow.
  Pin Point Shot (Ex)
  At 15th level, the crossbow deadshot gains 
  the effects of the Pinpoint Targeting feat, but 
  only when he is using a crossbow.
  Penetrating Shot (Ex)
  At 19th level, the crossbow deadshot’s shot 
  may pierce a second target behind the first 
  target when he confirms critical hit with the 
  crossbow.  The shot must be able to trace a 
  line of shot passing through both targets to 
  make this additional attack.  The crossbow 
  deadshot makes another attack roll with a -4 
  penalty (and any other additional penalties 
  for range).  This effect stacks with each 
  successful critical hit, but so do the penalties.
  Crossbow Expert
  Another 
  crossbowman 
  archetype 
  built 
  from the fighter, this variant multi-class 
  option focuses on overall skill and use of 
  the crossbow.  A character that choose the 
  crossbow expert as his secondary class gains 
  the following class features.
  Crossbow Proficiency (Ex)
  At 1st level, the crossbow expert is proficient 
  with at least one type of crossbow (hand, 
  light, or heavy).
  Crossbow Expert (Ex)
  At 3rd level, the crossbow expert gains Rapid 
  Reload as a bonus feat.
  Crossbow Adept (Ex)
  At 7th level, the crossbow expert gains a +1 
  bonus on attack and damage rolls when 
  using a crossbow.  This bonus increases by 
  every four levels thereafter.
  Crossbow Specialist (Ex)
  At 11th level, the crossbow expert does not 
  provoke attacks of opportunity when making 
  ranged attacks with the crossbow.
  Power of the Crossbow (Ex)
  At 15th level, the crossbow may make a 
  standard attack with a crossbow with a 
  -4 penalty.  If successful, the target is also 
  subject to either a bull rush or trip maneuver, 
  using the attack roll as the CMB to determine 
  its effectiveness.  The crossbow expert mush 
  choose which maneuver is being used before 
  making the shot.
  Crossbow Mastery (Ex)
  At 19th level, the crossbow expert gains the 
  Crossbow Mastery feat as a bonus feat.  He 
  does not need to meet the prerequisites for 
  the feat.
  
  5
  Free Hand Fighter
  Built upon the free hand fighter archetype for 
  the fighter, the free hand fighter specializes 
  in attacking with a light or one handed 
  weapon and leaving the other hand free 
  for distraction or special maneuvers.  A 
  character that chooses the free hand fighter 
  as his secondary class gains the following 
  class features.
  Elusively Deceptive(Ex)
  At 3rd level, the free hand 
  fighter gains a +1 dodge 
  bonus to his AC as long as he 
  has one free hand and wearing 
  nothing heavier than light armor.  
  He also gains a +1 bonus on Bluff 
  check to feint or create a diversion for 
  concealment.  This bonus increases by +1 
  every four levels thereafter.
  Free Hand Adept (Ex)
  At 7th level, the free hand fighter gains 
  a +1 bonus to attack and damage rolls 
  while attacking with a light or one-handed 
  melee weapon while leaving his other hand 
  free.  This bonus increases every four levels 
  thereafter.
  Shieldless (Ex)
  AT 11th level, the free hand fighter may 
  attempt to push aside a target’s shield by 
  making a disarm combat maneuver as a 
  move action without provoking an attack of 
  opportunity.  If successful, the target loses its 
  shield bonus to its AC against the free hand 
  fighter’s next attack.
  Distraction (Ex)
  At 15th level, the free hand fighter may attempt 
  to push his opponent off balance by making 
  a distractive maneuver as a move action. 
  This is treated as a trip maneuver, but instead 
  of falling prone, the opponent becomes flat-
  footed until it takes damage from a physical 
  attack or until the beginning of the free hand 
  fighter’s next turn, whichever comes first.
  Redirection (Ex)
  At 19th level, the free hand fighter may 
  attempt to redirect a melee attack targeting 
  him to another adjacent target in the free 
  hand fighter’s threat range.  When an 
  opponent attempts to strike the free hand 
  fighter with a melee weapon, the free hand 
  fighter may make a disarm maneuver as 
  an immediate action before the opponent 
  rolls to hit the free hand fighter.  If successful, 
  the opponent rolls to strike normally, but the 
  attack is directed to the 
  individual chosen by 
  the free hand fighter 
  instead of the free 
  hand fighter.
  Phalanx Soldier
  This fighter archetype specializes in group 
  defensive 
  tactics, 
  creating 
  a 
  moving 
  impregnable wall with his allies.  A character 
  that chooses the phalanx soldier as his 
  secondary class gains the following class 
  features.
  Shield Proficiency (Ex)
  At 1st level, the phalanx soldier is proficient with 
  light and heavy shields.  If the phalanx soldier 
  casts arcane spells, he suffers the normal 
  chance of arcane spell failure when trying to 
  a cast spell with a somatic component while 
  hefting a shield.
  Stand Firm (Ex)
  At 3rd level, the phalanx soldier gains 
  a +1 bonus to his CMD against bull 
  
  6
  rush, drag, overrun, and trip maneuvers as 
  well as saving throws versus trample attacks.  
  This bonus increases by +1 every four levels 
  thereafter.
  Pike Wielder (Ex)
  At 7th level, the phalanx soldier may wield 
  a polearm or spear with one hand while 
  carrying a shield in the other.  
  Once per day, he may ready the polearm 
  or spear with the brace property (even if 
  the weapon normally doesn’t have that 
  property) as an immediate action, gaining 
  a +1 bonus to attack and damage rolls.  He 
  gains an additional user per day every four 
  levels thereafter.  The phalanx soldier may 
  not use this ability while flat-footed.
  Shield Hand (Ex)
  At 11th level, the phalanx soldier gains 
  proficiency with the tower shield (though 
  the chance for arcane spell failure apply for 
  those that cast arcane spells with somatic 
  components).
  In addition, armor check penalties for skills 
  or attack rolls while using a shield offensively 
  or defensively are reduced by -1.  Arcane 
  casting phalanx fighters also reduce the 
  chance of arcane spell failure by 5%.  At 17th 
  level, the penalty is reduced by another -1 
  (minimum of 0) and the chance of arcane 
  spell failure by another 5% (minimum of 0%).
  Shield Ally (Ex)
  At 15th level, the phalanx soldier may use his 
  shield to provide partial cover for himself and 
  all adjacent allies until the beginning of his 
  next turn as long as he is using a heavy or 
  tower shield.  The cover grants a +2 bonus to 
  AC and a +1 bonus on Reflex saves.
  Greater Shield Ally (Ex)
  At 19th level, the phalanx soldier may provide 
  normal cover to himself and one adjacent 
  ally until the beginning of his next turn as 
  long as he is using a heavy or tower shield.  
  Both the phalanx solider and ally are treated 
  as having the rogue’s Evasion class 
  feature.  The cover grants +4 to the phalanx 
  and ally’s AC and +2 to Reflex  saves, but it 
  does not provide sufficient cover for Stealth 
  checks.
  Polearm Master
  Built upon the polearm master fighter 
  archetype, the polearm master becomes 
  a master at keeping enemies at a distance 
  while chopping them down or stabbing 
  them through.  A character that chooses the 
  polearm master as his secondary class gains 
  the following class features.
  Polearm Proficiency (Ex)
  At 1st level, the polearm master is proficient 
  with at least one type of pole based reach 
  weapon (any weapon listed in the fighter’s 
  plearms weapon group as well as the long 
  spear).
  Short Haft (Ex)
  At 3rd level, the polearm master may shorten 
  his grip on the weapon as an immediate 
  action.  This allows the polearm master the 
  ability to attack adjacent targets, though at 
  a -4 penalty on the attack roll.  This penalty 
  is reduced by -1 every four levels thereafter 
  (maximum of +0 at 19th level).
  The polearm master may change his position 
  back to normal with another immediate 
  action.
  Polearm Training (Ex)
  At 7th level, the polearm master gains a +1 
  bonus to attack and damage rolls with long 
  spears and polearms.    If the polearm master 
  uses the spear or polearm for a readied 
  action or attack of opportunity, the bonus 
  to hit is doubled. This bonus increases by +1 
  every fourth level thereafter.
  Flexible Flanker (Ex)
  At 11th level, the polearm master may choose 
  any adjacent 5 ft. space and treat it as his 
  location in regards to flanking an opponent.  
  The area may be occupied or empty, or 
  even a solid barrier.
  
  7
  Polearm Maneuvery (Ex)
  At 15th level, the polearm master may treat 
  his polearm or spear as if it had the brace, 
  disarm, or trip special weapon features, even 
  if it normally doesn’t grant it.  The polearm 
  master may also use the spear or polearm 
  to perform a bull rush maneuver without 
  provoking an attack of opportunity, though 
  with a -4 penalty to his CMB.
  Polearm Parry (Ex)
  At 19th level, the polearm master may use 
  his spear or polearm to protect an ally or 
  himself from an opponent he threatens with 
  the extended reach of his weapon.  As an 
  immediate action, the polearm master may 
  grant his ally a +2 shield bonus to the ally’s 
  AC and a DR 5/– against a single attack 
  from the target opponent.  The polearm 
  master may only grant this bonus to himself 
  if the attacking creature is not adjacent to 
  polearm master.
  Shielded Fighter
  Built upon the fighter’s shielded fighter 
  archetype, specializing in use of the shield for 
  both offence and defense.  A character that 
  chooses the shielded fighter as his secondary 
  class gains the following class features.
  Shield Proficiency (Ex)
  At 1st level, the shielded fighter is proficient 
  with all types of shields (including tower 
  shields).  If he casts arcane spells, he still 
  suffers the normal chance of arcane spell 
  failure while casting spells with a somatic 
  component.
  Active Shield (Ex)
  At 3rd level, the shielded fighter gains a 
  +1 dodge bonus to AC while fighting 
  defensively, using total defense, or using 
  Combat Expertise as long as he is wielding 
  a shield.  This bonus increases by +1 for every 
  four levels thereafter.
  As a swift action, the shield fighter may grant 
  the same bonus to an adjacent ally 
  until the beginning of his next turn 
  as long as the ally does not move out of the  
  shielded fighter’s reach.
  Once the shielded fighter gains a +2 bonus, 
  he may choose to grant half of his dodge 
  bonus to all of his allies that are adjacent 
  to him rather than a single ally, as long as 
  they do not move out of his reach until the 
  beginning of his next turn.
  Shield Basher (Ex)
  At 7th level, the shielded fighter gains a +1 
  bonus on attack and damage rolls when 
  making a shield bash, increasing by +1 every 
  four levels thereafter.  If the shielded fighter 
  makes a full-attack action, the shielded 
  fighter may alternate between his weapon 
  and shield.  This grants no additional attacks, 
  but the shielded fighter is not penalized for 
  two-weapon fighting for this attack.
  Impeding Shield (Ex)
  At 11th level, the shielded fighter may use his 
  shield to impede an adjacent opponent’s 
  attack as a move action.  The shielded fighter 
  makes a combat maneuver check against 
  the opponent’s CMD.  If successful, the 
  opponent suffers a -2 penalty on its attack 
  rolls if it attacks the shielded fighter and 
  suffers a -2 penalty to its AC when attacked 
  by the shielded fighter  until the beginning of 
  his next turn.
  At 15th level, the shielded fighter may use a 
  swift action to implement this maneuver.
  
  8
  Improved Shield Basher (Ex)
  At 15th level, the shielded fighter gains 
  Improved Shield Slam as a bonus feat.  The 
  shielded fighter may also perform a bull rush 
  maneuver in place of a shield bash without 
  provoking an attack of opportunity.  If used 
  with the shielded fighter’s Shield Bash ability as 
  part of a full-attack action, he may attempt 
  to make multiple bull rush maneuvers, though 
  he is limited to one 5-foot step as part of this 
  turn.
  Shield Guard (Ex)
  At 19th level, the shielded fighter may 
  prevent enemies from flanking him as a swift 
  action depending on the type of shield he 
  is wielding.  If the shielded fighter is using a 
  light shield, he may choose a  single 5-foot 
  adjacent area, heavy shield allows him to 
  choose two  adjacent 5-foot areas, and 
  the tower shield allows him to choose three 
  adjacent 5-foot areas; however they must 
  all be contiguous.  Even if opponents take 
  position in those areas, they cannot be used 
  to provide flanking against the shielded 
  fighter.
  This effect lasts until the shielded fighter moves 
  out of his current area or until the beginning 
  of the shielded fighter’s next turn.
  Thunderstriker
  Built from the thunder striker fighter archetype, 
  specializing in the use of the buckler and a 
  heavy hafted melee weapon.  A character 
  that takes the thunder striker as a secondary 
  class gains the following class features.
  Buckler Proficiency (Ex)
  At 1st level, the thunderstriker gains proficiency 
  with the buckler.  If the thunderstriker casts 
  arcane spells, he still suffers the chance of 
  arcane spell failure when casting a spell with 
  a somatic component.
  Buckler Adept (Ex)
  At 3rd level, the thunderstriker takes no 
  penalty to his attack rolls while wielding 
  a weapon in two hands and sporting a 
  buckler for defense.
  Buckler Bash (Ex)
  At 7th level, the thunderstriker may use his 
  buckler to bash an opponent, treating 
  it as a light shield.  He is treated as having 
  proficiency with the light shield while using it 
  to bash, but only when wearing a buckler.
  Hammer and Anvil (Ex)
  At 11th level, the thunder striker only suffers 
  half the normal penalties for two-weapon 
  fighting when using a buckler as his off-hand 
  weapon.  He gains any enhancement bonus 
  from the buckler to both his attack and 
  damage rolls.
  Buckler Defense (Ex)
  At 15th level, the thunder striker retains a 
  +1 shield bonus even when wielding a 
  two-handed weapon or two one-handed 
  weapons, or casting a spell.  He may also 
  apply the benefits of any feats that rely on 
  the use of a shield as well, but he does not 
  benefit from any enhancement bonuses or 
  special properties of the buckler until the 
  beginning of his next turn.
  Thunder Strikes (Ex)
  At 19th level, the thunderstriker suffers no 
  penalties when wielding his buckler as his off-
  hand weapon.
  Two-Handed Fighter
  The two-handed fighter is an archetype of 
  the fighter, focusing on the maximum impact 
  and force of the more massive melee 
  weapons.  A character that takes the two-
  handed fighter as a secondary class gains 
  the following class features.
  Shattering Strike (Ex)
  At 3rd level, a two-handed fighter gains a 
  +1 bonus to his CMB and damage when 
  attempting to sunder objects.  He also gains a 
  +1 bonus to his CMB when someone attempts 
  to sunder his weapon, armor, or worn 
  
  9
  gear.  The bonus to his CMB, damage while 
  sundering, and CMD increases by +1 for 
  every four levels thereafter.
  Powerful Swings (Ex)
  At 7th level, when a two-handed fighter 
  makes a single attack (including a charge), 
  he adds double his Strength bonus on the 
  damage roll when wielding a two-handed 
  weapon.  If he can take multiple swings with 
  a full-attack action, the two-handed fighter 
  also adds double his Strength bonus for every 
  attack after the first.
  Piledriver (Ex)
  At 11th level, the two-handed fighter may 
  perform a free bull rush or trip maneuver while 
  making single attack as a standard action 
  with his two-handed weapon.  Performing 
  the maneuver is a free action and does not 
  provoke an attack of opportunity.
  Greater Powerful Swing (Ex)
  At 15th level, the two-handed fighter gains 
  Power Attack as a bonus feat, but only 
  while wielding a two-handed weapon.  At 
  17th level, while making a Power Attack with 
  his two-handed weapon, the two-handed 
  fighter’s bonus damage is doubled rather 
  than increased by half.
  Devastating Blow (Ex)
  At 19th level, the two-handed fighter may 
  make a single attack as a standard action 
  and treat a successful strike as an automatic 
  critical threat by taking a -5 penalty to the 
  attack roll and the confirmation to the critical 
  threat.  If the two-handed fighter’s weapon 
  has a special ability that triggers on a critical 
  strike, this feature will not activate it.
  Two-Weapon Fighter
  While designed for agile warriors, the two-
  weapon fighter is a fighter archetype that 
  focuses on quick and decisive strikes while 
  wielding two light or one-handed weapons.  
  A character that chooses the two-weapon 
  fighter as a secondary class gains the 
  following class features.
  Defensive Flurry (Ex)
  At 3rd level, the two-weapon fighter gains 
  a +1 dodge bonus to his AC against melee 
  attack until the beginning of his next turn 
  when he makes a full-attack with both 
  weapons.  This bonus increases by +1 every 
  four levels thereafter.
  Twin Strike (Ex)
  At 7th level, the two-weapon fighter may 
  either make a full-attack with two weapons 
  or a double weapon, gaining a +1 bonus 
  on attack and damage rolls.  Or he may 
  make one attack with both weapons as a 
  standard action, suffering a -1 penalty 
  
  10
  to the attack rolls in addition to the standard 
  penalties for attacking with both weapons.
  The full-attack bonus increases by +1 every 
  four levels thereafter.
  Improved Balance (Ex)
  At 11th level, the two-weapon fighter reduces 
  the penalties for attacking with two weapons  
  by -1 or he may treat the a one-handed 
  weapon in the off-hand as a light weapon 
  with the normal penalties.
  Equal Opportunity Slicer (Ex)
  At 15th level, the two-weapon fighter 
  may attack with both his primary and off-
  handed weapon while making an attack 
  of opportunity.  Penalties for attacking with 
  two weapons or a double weapon apply 
  normally.
  Perfect Balance (Ex)
  At 19th level, the penalties for fighting with two 
  weapons or a double weapon are reduced 
  by another -1, stacking with Improved 
  Balance.  As with Improved Balance, if the 
  two--weapon fighter wields a one-handed 
  weapon in his off hand, he may instead treat 
  it as a light weapon though the penalties are 
  not decreased.
  Weapon Master
  Devotion to a single weapon above all 
  others, this archetype falls under the fighter, 
  but it’s benefits may be worthwhile to nearly 
  any class that relies on a physical weapon 
  for defense.  A character that chooses the 
  weapon master as a secondary class gains 
  the following class features.
  Weapon of Choice (Ex)
  At 1st level, the weapon master must choose 
  a single weapon as his weapon of choice.  
  It must be a weapon with which he has 
  proficiency.
  Weapon Knows its Own (Ex)
  At 3rd level, the weapon master gains a 
  +1 bonus to his CMD when anyone 
  attempts to disarm or sunder his weapon.  
  This bonus also applies for any saving throws 
  for effects (magic or mundane) that target 
  the chosen weapon as long as it is in the 
  weapon master’s  grip.  This bonus increases 
  by +1 every four levels thereafter.
  Relentless Strike (Ex)
  At 7th level, the weapon master may re-
  roll an attack roll, critical confirmation roll, 
  miss chance check or damage roll as an 
  immediate action, accepting the second 
  result even if it is worse.  The weapon master 
  may use this ability once per day, gaining an 
  additional use every four levels thereafter.
  Weapon’s True Master (Ex)
  At 11th level, the weapon master gains a +1 
  insight bonus to his AC when being attacked 
  by a weapon that is the same type as his 
  chosen weapon.  This bonus increases by +1 
  every four levels thereafter.
  Critical Calling (Ex)
  At 15th level, the weapon master may 
  increase the damage multiplier by +1 when 
  confirming a critical hit as an immediate 
  action.  He may use this ability once a day, 
  gaining a second use at 19th level.
  Unstoppable Strike (Ex)
  At 19th level, the weapon master may make 
  a single attack as a 
  standard action as 
  a touch attack 
  that 
  ignores 
  damage reduction 
  (or 
  hardness, 
  if 
  attacking an object).  
  He may use this ability 
  once per day.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 105 - Secondary Archetypes, Vol 1 - Variant Multiclassing Archetypes.pdf