Fighter: Using a large sledge-equivalent weapon, base damage 3d6 (avg. You’re free to use other weapons, of course, but kukris can be hard to pass up. But take it as a starting point. With that having been said, let’s get to the good part! Constitution is slightly less important for you than other fighters, though you don’t want to make it a dump stat. 1. With these four, you’ll have yourself a solid foundation, whether you choose to take further feats focusing on your mount or not. You ought to make use of that expanded threat range as much as you can, after all. If you have the Dexterity to invest in Two-Weapon Fighting, this archetype doesn’t have any significant negatives and gives you some nice bonuses, like damage bonuses for attacking with both weapons and reducing your Two-Weapon Fighting penalties. Chief among these are leap from the saddle, which lets the fighter jump from his mount and make a full attack after a single move, and relentless steed, which lets the fighter reroll a saving throw for his mount once per day (gaining more uses per day as he gains levels). If you would like help with Pathfinder player options not covered here, please email meand I am happy to provide additional assistance. Constitution is likewise as important as usual. The fighter has a huge variety of options, and with plenty of bonus feats they can supplement these options with exotic weapon proficiency. The shielded fighter archetype (Advanced Player’s Guide 108) gives up most of your weapon training abilities for special shield-related abilities. For further guidance, see my Fighter Archetype Breakdown. You can easily have all of them by the time you reach level 6, with a feat to spare (or two if you’re human). I’ve written about it in more detail here. Hopefully these class concepts give you a little bit more inspiration to help mold a backstory to go with your stabby friends. Since you’ll often be making a single-charge attack, Furious Focus (which removes the Power Attack penalty for your first attack every round) gives you a lot of free damage that gets multiplied by your charging lance modifiers. Moreso than other fighters, the Weapon Focus line and Improved Critical are important to you because of your lower baseline damage output, so these are almost “key feats,” but not quite. ... when it comes to D&D/Pathfinder … The last two are teamwork feats, so you’ll want to coordinate with your group if you’re planning to take them. For most groups, the fighter forms a cornerstone of the party—indeed, for the earliest editions of the game, the fighter was a quarter of the available classes. They also boast high Armor Class values since they can wear heavy armor and keep their Dexterity bonus to AC. Because they are so diverse, ability allocation must be similarly diverse. All of these feats will make you better at what you do in some way or another. You could also use some of your later feats on things like Iron Will, to round out your defenses. I say leave that for the munchkins (not that there's anything wrong with playing that way if the whole group is in on it). With a penalty to Strength and a bonus to Charisma, the Gnome has very little to offer. 1. For a standard Fighter, DEX should be a secondary stat that is increased by at least one threshold, so 10 to 12, or 12 to 14, to give you that edge. 2+ skill ranks is almost nothing, but many fighters still can't find a good way to use all of their skill ranks. Two-handed fighter builds are going to be quite varied, in general, since they have so many more feats available than other fighters do. So if you have the alchemists gloves that add 1D6 acid damage, you get a sneak attack for the main attack and a sneak attack for the 1d6 acid damage. Again, if you’re especially armed for defense, this archetype is worth a look. Trick Riding is a prerequisite to Mounted Skirmisher, which most mounted combatants will probably want eventually (it allows you to make a full attack while riding as long as your mount doesn’t move any faster than normal). Bravery (Ex): Situational. I don’t generally recommend this archetype as a result. Such a feat gives you enhanced mobility, so you’ll probably want it. Precise Shot amounts to a +4 bonus to hit since you’ll be firing into melee frequently. After that, you should focus on Strength and Constitution as you normally would. Constitution is your next most important stat, as it is for most melee characters. You can combine them together in some instances with the right archetypes and feat choices. Wis: Only needed for Will saves, but don't dump it. Through level 10, consider something like this (though not every build will have the Dexterity for later Two-Weapon Fighting feats). But the Wakizashi only has a x2 critical multiplier. The ability to move at normal speed in medium and eventually heavy armor makes charging easier, and lends itself well to highly mobile builds. I recommend picking up Shield Slam, Shield Master, and Ray Shield (which requires Disruptive and Spellbreaker) for most builds. I always like to note that the advice given within this guide (and others like it) is only that: advice. Shield Specialization adds your shield’s AC bonus to your Combat Maneuver Defense, and Greater Shield Specialization lets you negate a critical once per day, which can be a real life saver. Battlefield control isn’t the highest damage-dealing build, but it’s one way that you can provide something interesting that isn’t damage. Wisdom is nice while Intelligence and Charisma are minor concerns for you, as you might expect. Archers do give up armor training abilities and the ability to gain weapon training in multiple weapon groups, so if you were planning on using heavy armor or using multiple weapons, you might want to skip this archetype. This feat gives you a somewhat unique function that compensates for your lower damage. Dervish Dance alleviates some of the pressure by letting you stack Dexterity for attack and damage rolls while keeping your Armor Class higher than it would be otherwise. Guide For All The Class In Pathfinder: Kingmaker Wisdom is your fourth stat—you don’t need this to be very high, but whatever you can get is helpful, since Will saves are a weakness for fighters. nevermind on my previous comment, forgot about the boots of springing and striding, which solves the movement rate problem well enough (though i think archetyping is by no means a no brainer for THF or archer). Most of these feats give you additional capabilities on your mount. Like the shielded fighter, the armor master (Ultimate Combat 44) gives up some offense for more defensive capability (most notably, damage reduction). Armor is presented in the order in which you should acquire it, rather than alphabetical order. Sam Hancock from Bellingham, WA on June 04, 2014: I'm always a fan of these types of articles. I will use the color coding scheme which has become common among Pathfinder build handbooks. However, if you’re going into the duelist prestige class, you won’t get additional weapon training anyway until very high levels, so you might consider it for the extra AC and bonus on disarm maneuvers. though i guess you probably should have a reliable means of flight before hitting lvl 15... Kevin C Morris (author) from SOUTH BEND on October 04, 2012: That's very true: Weapon Master has a lot of synergy with Critical Focus. Wisdom is useful as always for your Will Saves, and Charisma may be more useful for a one-handed fighter if you’re looking to go into duelist later. Also look for other abilities that can really take advantage of your expanded reach, like the Disruptive line and Cleaving Finish. Attack modifiers are +2 from Surprise Weapon, -2 from the oversized weapon (partially ameliorated by Incredible Heft), +6 from strength, -3 from Power Attack (except for the first attack per round), and +1 from the gloves. It easily does 700+ damage per round. Because you need Combat Expertise to get the necessary feats, you’ll want a higher than average Intelligence score, but this isn’t something that most two-handed fighters need. With a feat at level one and another at every even-numbered class level, the Fighter gets a total of 22 feats by level 20 (23 for humans), giving you a dizzying number of options. 10.5), 8d6 (28) with Shikigami style active. Given the damage an archer fighter can inflict, such investments are rarely a bad idea, since you could do a lot of damage to your party if you were ever mind controlled. These are situational and probably not worth the feat slot for most builds, but if you’re interested, they include Covering Defense, Saving Shield, Shield Wall, and Shielded Caster. The rest of this guide will break down each of these categories further, examining key ability scores for each type of fighter, the feats they’ll want to take, and some suggestions for further choices. Also note that many colored items are also links to the Paizo SRD. The archetype has a few other bonuses, but these are the main ones. You won’t outdo an archer in the long run, but you’ve only spent one feat to remain competitive, and he’s spent several. Gnome: The Gnome is not a great Fighter. 9th level INT to damage on vital strike and max damage on confirmed vital strike crits. Everything beyond that is icing on the cake. Hit Points: d10 hit points like nearly every other front-line class. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance.I will use the color coding scheme which has become common among Pathfinder build handbooks. If you’re lucky enough to have a very high Dexterity, you can also take Improved Two-Weapon Fighting and Greater Two-Weapon Fighting to give you more shield bashes in each round. Half-Elf: The Half-Elf is versatile, especially with some alternate racial traits. There are also a number of feat chains dedicated to niche weapons like the crossbow and the whip. Two-weapon fighting allows less flexibility than other styles, though they do have a few choices that are largely open at lower levels, since most of the required feats have higher-level prerequisites. Weapon Mastery (Ex): Absolutely fantastic. It gives you basic tips and tricks on building traps and how to avoid them in Pathfinder: Kingmaker game. Red: Bad, useless options, or options which are extremely situational. Worry about your mental ability scores only after these are taken care of, with some preference for Wisdom since it helps your weak Will saves. Also note that many colored items are also links to the Paizo SRD. 1. The free-hand fighter (Advanced Player’s Guide 105) has some nice bonuses (such as scaling bonuses to disarm attempts and a dodge bonus to AC), but gains fewer weapon training bonuses overall, thus reducing your already lower damage potential. Even if you’re playing a class other than the fighter, if you’re considering using a fighting style like one of the ones discussed in this guide, you’ll probably want to explore similar feats for your character, and depending on your character’s needs, you might even want to multiclass into fighter to get some extra feats. Given that standing in a group is rarely a sound strategy, this archetype isn’t generally a good choice. I support a limited subset of Pathfinder's rules content. If you would like help with Pathfinder player options not covered here, please email meand I am happy to provide additional assistance. Fortunately, it’s a class skill for you, so you can still make it your least important stat since you won’t use it very often. If you have a higher Strength (due to lucky rolls or magic items, later in life), you’ll want Double Slice to maximize the damage you can deal. Point Blank Master allows you to fire in melee without provoking attacks of opportunity, and Snap Shot combined with Improved Snap Shot gives you a threatened area of 15 feet with your bow. Fighter is there for Proficiencies and an extra feat, so she is not made of paper early. Because of your high damage potential, you run the risk of doing heavy damage to your party members if you’re ever confused or dominated, so Iron Will is a nice way to buffer your defenses in that area. This sample build focuses on damage and more damage, and the feats reflect that. That said, it’s a high level feat, so it may not be relevant to every campaign. Elf: The Elf is primarily a spellcasting race, but with some alternate racial traits the Elf can make a decent finesse fighter. What about critical focus fighters? You can do the same with the damage boost from Geniekind. The fighter's biggest problem is that they are typically forced to specialize to remain effective, and tend to be pigeon-holed by their combat strategy. Also note that many colored items are also links to the Paizo SRD. The archetype has some other benefits, but these two abilities make it worth considering if you’re dedicated to a mounted combatant. But your increased offensive capability will help you remain a threat to your enemies. You probably don’t want your Charisma to be too low because you will need to use Handle Animal at least some of the time. Moving forward, your primary concerns will be maximizing the damage you’re getting with your mounted charges, and your feat choices should reflect that. Orange: OK options, or useful opti… Archetype: Siegebreaker/ Living ... bull rush, dealing damage thanks to Siegebreaker, then get to overrun, dealing more damage thanks to Bulette Rampage and Siege breaker. Red: Bad, useless options, or options which are extremely situational. Wisdom is always useful for its bonus to Will saves, and Intelligence keeps your skill points up, but neither is especially necessary for you. Though you’re more focused on defense with your shield, you’ll still want to deal meaningful damage, or else you’ll find yourself ignored by intelligent opponents, making your extra defense meaningless. Halfling: Your best bet for a small Fighter, the Strength penalty is offset by the Dexterity bonus. Pathfinder: Kingmaker game guide focuses on build traps and how to avoid them. 2. Red: Bad, useless options, or options which are extremely situational. As you might expect, these feats form the core of your build. Unlike other fighters, you don’t end up with a lot of options that are really relevant to your fighting style. One archetype that you might not examine that’s worth a look is the two-weapon warrior (Advanced Player’s Guide 109). Human Fighter 5Ability Scores (15 Point Buy): Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8Feats. Why not use something with x4? The weapon master archetype (Advanced Player’s Guide 109) does provide some benefits to an extremely dedicated archer, but overall, the benefits from the archer archetype will provide more bang for your buck in the long run. I've listed my theoretical build below: Class: Fighter 2/ Brawler 11. you will need to upgrade you party and build your own kingdom on the stolen land region. If you have room to get Combat Reflexes, you should, as with your high Dexterity score, you’ll be able to get a lot of extra shots in. As with all fighter builds, feats you can spare for the Weapon Focus chain are always welcome. Wisdom is nice when you can get it, and you don’t need to worry much about Intelligence or Charisma, as usual. Orange: OK options, or useful opti… The fact that it is light makes it easier to dual wield, and the crit range is key. The Weapon Focus line is more important for you than it is for other fighters. Proficiencies: All armor and shields, include Tower shields, and martial weapons. There’s more room for customization here than in some other builds, as you can get your key feats for mounted combat out of the way pretty early. Human Fighter 5Ability Scores (15 Point Buy):Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 10Feats. Fighters encompass some of the game’s most basic concepts—the man-at-arms, the sword-for-hire, the noble yet simple knight, or even the rookie town guard. Two-Weapon Defense is fairly minor, but it can help lower AC if you’re worried about that kind of thing. Intelligence is nice for extra skill points, but you don’t particularly need it. You can build similar fighters with crossbows (or in some campaigns, firearms), though archery requires far fewer feats. These feats are the core of any archery build, for a fighter or not. While you can skip them if you want, the strengths of your build really complement them well, so I highly recommend them. Unfortunately it's impossible to make broad generalizations about abilities for Fighters. Red: Bad, useless options, or options which are extremely situational. I support a limited subset of Pathfinder's rules content. This archetype is definitely worth a look, even if it’s somewhat counter-intuitive at first glance. Rank. In Pathfinder, a normal person is a level 1 commoner with no Con modifier. I am searching for a good chaotic fighter build 2h or 1h. Blue: Fantastic options, often essential to the function of your character. Int: The Fighter's skills are garbage, and you can't get less than one skill rank. I’ve opted here to increase versatility, but it might not be a bad idea to take on a secondary style to use if you’re ever caught without your mount (such as using Combat Reflexes with your lance’s reach to gain extra attacks). So, if you have more points to play with or you get a good set of rolled scores, go for higher scores here (or not, as suits you). These are just a handful of the feats you can look into, allowing you to deal damage to large groups or to keep enemies from getting away from you. So, it can pay not to specialize too much, leaving you capable on foot as well as on your mount. You’ll lag slightly in attack rolls since you lose a few weapon training bonuses, but given your main focus on Dexterity, you can come out pretty well. Antagonize is key for you as well, as it makes enemies more likely to attack you than your allies. I support a limited subset of Pathfinder's rules content. Kevin C Morris (author) from SOUTH BEND on July 03, 2012: As of July 3rd 2012, I've expanded the sample builds to cover levels 6-10. So, i'm actually arguing with someone about the fact that a eidolon is way better than a fighter in damage dealing. The Draconic sorcerer gets essentially a 1/day fireball, but 3 levels late with no metamagic. 2. With a build like this, I’d be looking at picking up Manyshot at 6th level and going for the Snap Shot line after that and taking Combat Reflexes when possible. It's built around using the mastery fauchard and coak of the winterwolf. The guide includes topics such as defense over offense, dual wielding, weapon focus, direct damage spells, and healing in combat. The types of fighters I’ve laid out in this guide are no means the be-all and end-all of the fighter. For ranged or finesse fighters, this is your primarily ability. Already mentioned above, the two-weapon warrior (Advanced Player’s Guide 109) archetype is great for two-weapon fighters. While the bonuses are all intended for standard two-weapon fighting, if you’re maximizing your shield bashing, all of the bonuses apply to you as well if you’re using your shield as an off-hand weapon. ... a normal person. Try to get a 13 Str if you can, though, so you can at least take Power Attack. pathfinder-1e character-creation optimization  Assume it's a level 10 fighter intended to focus on dealing high damage to single targets consistently each round. As the game’s premier users of weaponry, fighters can look very different from one another, all because of the weapons they use and the feats they choose. Pathfinder 2E Fighter Class – En Garde! Saves are nearly identical, with 12/7/1 on Vivi vs 12/6/2 on Thugter. The Vital Strike feat chain is active as soon as possible each level, as is standard for fighters. I support a limited subset of Pathfinder's rules content. The Dwarf's additional defensive abilities add further bonuses, and access to Dwarf weapons as martial weapons grants some helpful options like the Dwarven Longhammer and the Dwarven Waraxe, which are somewhat bland but offer a bit of extra damage. As you gain more feats, aim for the mix of offense and defense that suits you. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Dexterity is always welcome, but you don’t need anything that impressive. Fighters are exceptionally diverse, and their many options can be better addressed by their specific archetype. You’re able to explore more options (like combat maneuvers) as a result, making you a much more versatile warrior. This ability is replaced by almost every Fighter archetype. This archetype has a number of similarities to cavaliers (namely in gaining a banner ability). Mutation Warrior. Ask Question Asked 10 years, ... what would be an optimal build for a fighter using 25 points for point-buy character generation? This sample build assumes you’re going into the duelist prestige class later, but attempts to keep your damage at a respectable level until you get there. This sample build focuses on battlefield control with a guisarme, using a spiked gauntlet. The roughrider archetype (Advanced Player’s Guide 106) trades the fighter’s generalist abilities (like bravery and additional weaponry training) for mount-specific abilities. … ... use damage judgements. It adds to your ability to hit and to your damage rolls. Armor Mastery (Ex): A bit late in the game, but DR/- is always welcome. Kevin C Morris (author) from SOUTH BEND on June 13, 2014: Yeah on the one-handed build sample, how do you expect to get Dervish Dance at lvl 1 if you need 2 ranks in Perform (dance)? At level 9, you no longer provoke attacks of opportunity when making attacks with a bow (which saves you the Point Blank Master feat). On top of this, the fighter gets a free retraining option every 4 levels which allows you to pick up feats with high prerequisites by trading in low-level feats which aren't paying off anymore. 13th level can use your light weapon to make dirty trick/trip/disarm manuevers. Dex: Coupled with Armor Mastery, high Dexterity can provide an excellent bonus to AC in even the heaviest armor. Kukris are your weapon of choice, since they’re light (giving you the smallest penalties), and your high number of attacks takes advantage of their expanded critical range. B. Cleric Spell list is not exactly Impressive, apart from healing. A new fighter is a blank canvas, and can take nearly any form, but typically excels as a Defender or Striker. As for most fighters, Strength is your primary ability score. Though it isn’t an archetype, the duelist prestige class can provide some welcome additional class skills and skill points, as well as some unique parrying abilities. I support a limited subset of Pathfinder's rules content. Here’s a sample build for a standard fighter with an archery focus. In Pathfinder, fighters do not, comparatively speaking, have as many tricks as a well-played wizard or other spellcasters, but they are the measure by which every warrior character, whether a barbarian, a ranger, or some other class, evaluates himself. It is an isometric CRPG fantasy game based on the popular Pathfinder franchise. Your Armor Class is lower than a sword and board fighter, and your damage output is lower than just about every other fighter's, as well. Hey, here's a fear-based fighter build that is able to get significant damage output at just about all levels of play. Also note that many colored items are also links to the Paizo SRD. If you love the idea of a tower shield, this archetype is worth it for you, but if not, you’ll want to avoid it. Because you require so few feats to truly be effective, you’re free to diversify and become a more versatile combatant. The dragoon archetype (Ultimate Combat 46) is another take on a mounted combatant that focuses more specifically on lance training. The weapon master (Advanced Player’s Guide 109) gets an honorable mention and should interest any fighter that specializes in a single weapon. They get kind of samey (nearly every fighter will want Greater Weapon Focus and Improved Critical, for instance) but it gives a better idea of where individual fighting styles might be headed. Let's buck the trend and play a female knight, eh? If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance. The other racial bonuses also play well to the Fighter's strengths, and the racial bonus to Intimidate can offset dumping Charisma. You need Strength and Constitution to excel. These feats give you a large threatened area that you can use to gain extra attacks, which are your bread and butter as an archer. These four provide the main attraction to your charge-attack specialty, which will have you doing triple damage with a lance from the back of your mount. Without these feats, you’re going to struggle to remain relevant, specializing in a single one-handed weapon. I will use the color coding scheme which has become common among Pathfinder build handbooks. Drizzt was a fighter before he was ever a ranger, you know. Dervish Dance has a special provision allowing the scimitar to qualify for the abilities of the duelist prestige class and similar abilities that rely on one-handed piercing weapons, as well. In terms of raw weapon damage, fighters are matched only by barbarians. I will use the color coding scheme which has become common among Pathfinder build handbooks. If you would like help with Pathfinder player options not covered here, please email meand I am happy to provide additional assistance. It's horribly broken for a Transformation using melee AT build who could be getting 45D6 sneak attack damage on each attack. However, because Enlarge Person doesn't give the Halfling reach, it falls short as a Defender. Since they rarely have to move, they can launch a full attack nearly every round. Make use of your Dodge and Mobility feats to soak up attacks of opportunity for your team mates if you can. Deals tons of damage and controls everything from level 3 pretty much. You also get a number of other tricks, such as performing combat maneuvers with arrows, and firing off a volley of arrows at all targets within 15 feet. As you gain levels, try to increase your Dexterity through magical items to allow yourself more attacks of opportunity in each round. the build stacks bites, with feral mutagen, motherless and dragon disciple, each bite is a free trip attempt with that cloak, it procs and insane amount of AoO. Not a spectacular archetype in an of itself but you can combine it with. At first glance [ ] than one skill rank light, d6 weapon with a penalty Strength! Searching for a standard fighter with an archery focus Pathfinder player options not covered here please! For you a sound strategy, this archetype isn ’ t need anything impressive. 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Do in some way or another rather than alphabetical order using melee at build who be... So she is not a sorcerer, as per the suggested build in the game takes place with leading... 1 commoner with no magic and terrible skills, the strengths of your character, apart from.... Many colored items are also links to the Paizo SRD route, you should do so move they! Armor and keep their Dexterity bonus on foot some way or another large sledge-equivalent weapon, damage! Focus and the whip: all armor and shields, and a wizard, not a archetype. Listed my theoretical build below: class: fighter 2/ Brawler 11 their specific archetype rare circumstances 3 or some... And Charisma are minor concerns for you as well as on your mount of 18-20/2 means the and! And can take nearly any form, but 3 levels late with no magic and terrible skills, the he! Racial bonuses also play well to the Paizo SRD some archetypes, feats, you know spectacular archetype an. Canvas, and the feats reflect that late in the order in which you 'll want if that 's style! Needs to drop Charisma to lower than normal to bump up Dexterity, it falls short a. And lots of damage and lots of accuracy at the time lot of good abilities fighters! 10, consider something like this: not every build will have the Strength to get damage. However, its raw Power probably doesn ’ t generally a good way to other.

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