I will use the color coding scheme which has become common among Pathfinder build handbooks. One or two weapons by using up two actions the Best two weapon Fighter build named Gorum ’ s for. This feat gives you a somewhat unique function that compensates for your lower damage. The dragoon archetype (Ultimate Combat 46) is another take on a mounted combatant that focuses more specifically on lance training. As you gain levels, try to increase your Dexterity through magical items to allow yourself more attacks of opportunity in each round. Skills: Likely the worst skill list in the game, and Fighters often dump intelligence to 7. Hopefully these class concepts give you a little bit more inspiration to help mold a backstory to go with your stabby friends. Constitution should come next, with Intelligence following if you’re looking to use feats like Improved Disarm. 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. One archetype that you might not examine that’s worth a look is the two-weapon warrior (Advanced Player’s Guide 109). Also note that many colored items are also links to the Paizo SRD. They also boast high Armor Class values since they can wear heavy armor and keep their Dexterity bonus to AC. 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. you will need to upgrade you party and build your own kingdom on the stolen land region. The wakizashiis a light, d6 weapon with a crit range of 18-20/2. Guide For All The Class In Pathfinder: Kingmaker Many of these fighters (especially the two-handed fighter) have room for whole other feat chains (like Whirlwind Attack) or other tricks, like Intimidate, which demoralizes opponents. As you might expect, these feats form the core of your build. However, because Enlarge Person doesn't give the Halfling reach, it falls short as a Defender. 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. Through level 10, consider something like this (though not every build will have the Dexterity for later Two-Weapon Fighting feats). Are the archetypes really worth the loss of 10ft of movement? This guide will hopefully serve as a benchmark for you to come up with your own characters and feat choices, armed with the knowledge of the sorts of feats that will make your character effective at a basic level. Green: Good options. While you can skip them if you want, the strengths of your build really complement them well, so I highly recommend them. 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. Combined with weapon and armor training, as well as the sheer number of feats fighters receive, they are a slam dunk for a one-hit-wonder. Two-handed fighter builds are going to be quite varied, in general, since they have so many more feats available than other fighters do. ... use damage judgements. Make use of your Dodge and Mobility feats to soak up attacks of opportunity for your team mates if you can. In Pathfinder, a normal person is a level 1 commoner with no Con modifier. The types of fighters I’ve laid out in this guide are no means the be-all and end-all of the fighter. For the extra feats, I’ve chosen to focus on rounding out the character’s defenses, but you can find secondary tricks (like combat maneuvers, for instance) to work into your character if you so desire. It does a lot to reduce their dependency on full attacks by letting them attack with both weapons as a standard action and for attacks of opportunities, making them more mobile and more dangerous in single-attack situations. The roughrider archetype (Advanced Player’s Guide 106) trades the fighter’s generalist abilities (like bravery and additional weaponry training) for mount-specific abilities. Constitution is likewise as important as usual. Red: Bad, useless options, or options which are extremely situational. Builds like these are difficult to pull off with lower point buys, as you probably don’t want low Intelligence or Charisma if you’re going into duelist). RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. The ability to move at normal speed in medium and eventually heavy armor makes charging easier, and lends itself well to highly mobile builds. Shield bashing requires greater investment in your Dexterity score, but it evens out your damage potential somewhat and so can be worth it. 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. Saves are nearly identical, with 12/7/1 on Vivi vs 12/6/2 on Thugter. Because you need a higher Dexterity to keep advancing in Two-Weapon Fighting, you want it to be your primary score, until you can get it to 19 (which covers you for everything up through Greater Two-Weapon Fighting). 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. The archetype has a few other bonuses, but these are the main ones. Dexterity is your prime ability and factors into your attack bonus for your ranged attacks. Strength isn’t terribly important for you so long as you take Dervish Dance, but if you don’t, you’ll probably want to make it your prime score over Dexterity. The archetype has some other benefits, but these two abilities make it worth considering if you’re dedicated to a mounted combatant. This article will also take a look at some of the archetypes that pair well with them. Do silly things like trade in Toughness for Improved Critical at level 8. Also note that many colored items are also links to the Paizo SRD. 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. Archery: These fighters, generally focusing on bows, dish out some of the highest raw damage in "Pathfinder." If your concept works best with a long feat chain or with a number of interlocking feats, you’re probably going to be hard-pressed to find a better way to get all of those feats than with fighter levels. The Weapon Focus line is more important for you than it is for other fighters. If you would like help with Pathfinder player options not covered here, please email meand I am happy to provide additional assistance. However, its raw power probably doesn’t approach that of the two-handed fighter archetype. After that, you should focus on Strength and Constitution as you normally would. Red: Bad, useless options, or options which are extremely situational. Most sword and board fighters will likely end up with a mix of offensive and defensive feats, and this sample build attempts to strike that sort of balance, leaning slightly toward the offensive side of things. 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. 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. Con: Hit points are crucial for Fighters because they tend to be the party's front line. I recommend picking up Shield Slam, Shield Master, and Ray Shield (which requires Disruptive and Spellbreaker) for most builds. 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). 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. Rank. The primary archetype of interest is the two-handed fighter (Advanced Player’s Guide 108) which gives up your defensive abilities for improved ability to sunder, greater Strength bonuses to damage, and even improved Power Attack bonuses. The SG Magus' thing is damage in big bursts but infrequently, whereas the Fighter can constantly pump out a consistent amount of damage. You can build similar fighters with crossbows (or in some campaigns, firearms), though archery requires far fewer feats. This sample build focuses on damage and more damage, and the feats reflect that. 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. (he's the eidolon side) At this point i'll really need a warrior build, not a build to play but just to demostrate the highster level of pure damage the class can do... the problem is i'm not a very good melee optimizer. This one feat propels you to the higher ranks of damage-dealing stardom. Archetype: Siegebreaker/ Living ... bull rush, dealing damage thanks to Siegebreaker, then get to overrun, dealing more damage thanks to Bulette Rampage and Siege breaker. Other martial characters, like paladins and rangers, can match or exceed the fighter’s capabilities against the right kinds of opponents, but they aren’t as capable in the same wide variety of situations as the fighter. Damage Per Round This sample build focuses on battlefield control with a guisarme, using a spiked gauntlet. Everything beyond that is icing on the cake. I support a limited subset of Pathfinder's rules content. 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. I don’t use any archetypes here, as the standard array of fighter class features still complements the fighter archer well, but the archer and weapon master archetypes both work. The archer archetype (Advanced Player’s Guide 104) has a lot of benefits for the archery-focused fighter, as you might expect. All of these feats will make you better at what you do in some way or another. 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. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance. Orange: OK options, or useful options that only apply in rare circumstances 3. As with most fighters, Strength is your go-to score. It's built around using the mastery fauchard and coak of the winterwolf. I am searching for a good chaotic fighter build 2h or 1h. Red: Bad, useless options, or options which are extremely situational. Optimal Focused Fighter Builds in Pathfinder. 1. I've listed my theoretical build below: Class: Fighter 2/ Brawler 11. Most characters will want to get certain key feats and abilities to make sure they can hit a certain benchmark of effectiveness, to make sure they’re up to par with all the dangerous enemies they may come across. For melee fighters, this is your primary ability. 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. You can do the same with the damage boost from Geniekind. If you would like help with Pathfinder player options not covered here, please email meand I am happy to provide additional assistance. Every D&D player has probably, at some point, played a fighter. I don’t generally recommend this archetype as a result. 10.5), 8d6 (28) with Shikigami style active. There's a chart under the build that denotes base damage by level- by using the mutagen for STR boosts, Vital Strike charging, Power Attack with Furious Focus, and a two-handed weapon, this character's meant to swing once and hit once every round for pretty big damage, remaining … I support a limited subset of Pathfinder's rules content. If you’re highly focused on defense, you might consider this archetype, but if you take a more balanced approach, you’ll likely want to skip it. Very abusive build. 1. While Valerie can and will do decent damage, her main role is to be a tank, not a damage dealer. 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. Dwarves lose four race features to get a 1/day burning hands at 9th level. 4. I’ve written about it in more detail here. For further guidance, see my Fighter Archetype Breakdown. I support a limited subset of Pathfinder's rules content. I promise. At level 9, you no longer provoke attacks of opportunity when making attacks with a bow (which saves you the Point Blank Master feat). It gives you basic tips and tricks on building traps and how to avoid them in Pathfinder: Kingmaker game. Level 11 class in Pathfinder two weapon fighter pathfinder Kingmaker Fighter Archetypes Two-Weapon Flurry [ ]. This guide is intentionally sparse. Dwarf: Fantasticly durable, the Dwarf offers a bonus to two of the Fighter's key defensive stats, and a penalty to a dump stat. Human Fighter 5Ability Scores (15 Point Buy):Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 10Feats. Description. That is a whole different ball game and weapon master becomes a godsend. Str: Nearly every fighter needs a bonus to Strength, including archers. That said, it’s a high level feat, so it may not be relevant to every campaign. Armor Training (Ex): This greatly reduces the need for Mithral armor, and makes Dexterity much more important for Fighters than it is for other heavily armored characters. So, it can pay not to specialize too much, leaving you capable on foot as well as on your mount. Since they rarely have to move, they can launch a full attack nearly every round. Half-Orc: A flexible ability bonus and Darkvision are both great for the Fighter. Given that standing in a group is rarely a sound strategy, this archetype isn’t generally a good choice. Most of these feats give you additional capabilities on your mount. The story of the game takes place with you leading a party of adventurers made up of many different characters. It is an isometric CRPG fantasy game based on the popular Pathfinder franchise. Again, if you’re especially armed for defense, this archetype is worth a look. If you go the Snap Shot route, you’d want something like the following for your feats through level 10. Mutation Warrior. Last, but not least, is the tower shield specialist (Ultimate Combat 48), which, like the other shield-focused archetypes, reduces your offensive capability in exchange for making you better at using a tower shield. Pathfinder 2E Fighter Class – En Garde! Gnome: The Gnome is not a great Fighter. There are also a number of feat chains dedicated to niche weapons like the crossbow and the whip. Though you have to have some Strength to get Power Attack, it’s crucial to keep your damage at a respectable level. It adds to your ability to hit and to your damage rolls. Orange: OK options, or useful opti… The Charisma bonus is wasted, as are most of the Halfling's other racial bonuses, but some alternate racial traits can make the Halfling very viable. 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. Wisdom is always useful for its bonus to Will saves, and Intelligence keeps your skill points up, but neither is especially necessary for you. 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. If you’re interested in battlefield control and using a polearm (which is the most common reach weapon), the polearm master (Advanced Player’s Guide 106) will give you some notable advantages (such as dealing greater damage with attacks of opportunity). This sample build sticks to the basics, as mounted combat has one disadvantage over these other fighting styles: you can’t always fit your mount into narrow dungeon corridors. The fact that it is light makes it easier to dual wield, and the crit range is key. Intelligence is nice for extra skill points, but you don’t particularly need it. 2+ skill ranks is almost nothing, but many fighters still can't find a good way to use all of their skill ranks. In terms of raw weapon damage, fighters are matched only by barbarians. As you gain more feats, aim for the mix of offense and defense that suits you. You can combine them together in some instances with the right archetypes and feat choices. 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 fighter's strength lies in his or her ability to wear any kind of armor, and to wield even the largest arms with relative ease. The weapon master (Advanced Player’s Guide 109) gets an honorable mention and should interest any fighter that specializes in a single weapon. It’s your main score. I support a limited subset of Pathfinder's rules content. Using "Fighter: melee dps Wizard: buffing Thief: skills" as the main set of requirements, lets see what we can do to build a straightclass Bard Elan, as compared to his needlessly complicated twin brother Nale. More than any other fighters, two-handed fighters can take feats that have situational uses and not feel like they’re hamstringing themselves in their primary areas, so feel free to look through feats and find others that interest you, as well. 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). Let's buck the trend and play a female knight, eh? 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. 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. Halfling: Your best bet for a small Fighter, the Strength penalty is offset by the Dexterity bonus. I always like to note that the advice given within this guide (and others like it) is only that: advice. 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). Charisma is, as usual, a dump stat for you. 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. 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. Orange: OK options, or useful opti… 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 16, Dex 15, Con 14, Int 10, Wis 12, Cha 7Feats. Though the feat is somewhat controversial, if your GM allows you to take it, you should do so. I will use the color coding scheme which has become common among Pathfinder build handbooks. Because you require so few feats to truly be effective, you’re free to diversify and become a more versatile combatant. Combat Expertise and Disarm complement the general style of an agile warrior, so take them if you can. Sam Hancock from Bellingham, WA on June 04, 2014: I'm always a fan of these types of articles. Not a spectacular archetype in an of itself but you can combine it with. Antagonize is key for you as well, as it makes enemies more likely to attack you than your allies. If you’re interested in providing a non-damage related function for your group, think about grabbing a reach weapon (preferably with the trip property) and using your expanded threatened area to keep your enemies off balance. Red: Bad, useless options, or options which are extremely situational. The two-handed fighter is something of a glass cannon, though at higher levels especially, the damage he can put out is impressive. 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. To make Two-Weapon Fighting worthwhile compared to other damage builds, you have to maximize the amount of bonus damage you get per attack and maximize the number of hits that you land every round. 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. Moving forward, your primary concerns will be maximizing the damage you’re getting with your mounted charges, and your feat choices should reflect that. Without these feats, you’re going to struggle to remain relevant, specializing in a single one-handed weapon. Unfortunately it's impossible to make broad generalizations about abilities for Fighters. B. Cleric Spell list is not exactly Impressive, apart from healing. Also note that many colored items are also links to the Paizo SRD. Already mentioned above, the two-weapon warrior (Advanced Player’s Guide 109) archetype is great for two-weapon fighters. Orange: OK options, or useful opti… 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. 2. The Vital Strike feat chain is active as soon as possible each level, as is standard for fighters. 2. 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. Elf: The Elf is primarily a spellcasting race, but with some alternate racial traits the Elf can make a decent finesse fighter. 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. You do a good job of touching on the key points for the class types without falling into power-gaming. 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). 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. Try to get a 13 Str if you can, though, so you can at least take Power Attack. But your increased offensive capability will help you remain a threat to your enemies. You’ll want a moderate Dexterity (to assist in the Ride checks you’ll make on your mount), but you don’t have to invest much in it as long as you maximize your ranks. Human Fighter 5Ability Scores (15 Point Buy): Str 17, Dex 12, Con 14, Int 13, Wis 10, Cha 8Feats. You’ll want a moderate Dexterity score if you can manage it (since your armor training lets you take advantage of it). Weapon Training (Ex): On top of "exclusive" access to Weapon Specialization (many classes can take feats as a Fighter), Weapon Training provides a bonus to attacks and damage with groups of weapons. 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. This archetype has a number of similarities to cavaliers (namely in gaining a banner ability). You need Strength and Constitution to excel. There are a handful of other feats that let you use your shield to help out your allies. It's horribly broken for a Transformation using melee AT build who could be getting 45D6 sneak attack damage on each attack. 1. Why not use something with x4? Int: The Fighter's skills are garbage, and you can't get less than one skill rank. Precise Shot amounts to a +4 bonus to hit since you’ll be firing into melee frequently. Out lots of damage and lots of accuracy at the time lot of good abilities for. Pathfinder: Kingmaker game guide focuses on build traps and how to avoid them. Also note that many colored items are also links to the Paizo SRD. As for most fighters, Strength is your primary ability score. Point Blank Shot isn’t strictly necessary, but it’s a prerequisite for most of the others, so you need it. Unlike other fighters, you don’t end up with a lot of options that are really relevant to your fighting style.