Article-At-A-Glance
- The Fighter is renowned for its masteries and specializations, as we will explore in this guide.
- Explores an application Pathfinder 1E Fighter Builds for character creation and development.
- Highlights problem solving options with complex fighter combinations and strategies.
- Emphasizes skillful character personalization with special abilities in fighter builds.

Strengths and Weaknesses
| Build Name | Strengths | Weaknesses |
|---|---|---|
| Hellknight Lancer[1] | Highly effective battlefield control with reach weapons and multiple attacks of opportunity. The Hellknight[2] armor and disciplines enhance combat resilience and versatility. Strong against spellcasters due to Disruptive and Spellbreaker. | Limited skills and flexibility outside of combat. Lower Charm and Intelligence scores restrict role-playing and problem-solving options. Heavy reliance on melee combat tactics. |
| Base Fighter | Extremely versatile combatant capable of excelling in numerous combat styles like melee, ranged, and unarmed. High adaptability with different weapons and maneuvers. | Jack-of-all-trades but lacks specialization, which can lead to lesser effectiveness against highly specialized foes. Moderate weaknesses in magical abilities and defenses. |
| Reaper | Incredible damage output with a scythe due to high strength and a specialized crit build. Capable of ignoring damage resistance through Penetrating Strike. Critical hits deal massive damage due to critical feats and x5 modifier. | Very narrow focus on strength at the expense of other abilities, limiting utility outside pure damage dealing. Struggles in situations requiring finesse or intelligence. |
| Sewer-Knight | Extremely effective combination attack, capable of both melee and ranged combat. Natural attacks and Multiattack result in numerous hits per round. Excellent tactical options with alchemical weapons and Sneak Attack. | Complex to manage due to the diverse strategies, potentially overwhelming in fast-paced combat. Lackluster against enemies with high mobility or heightened perception of stealth tactics. |
| Witcher | Balanced blend of magic, melee, and skills resulting in a well-rounded, Geralt-like character. Buffer against multiple enemy types through spells and Mutagens. | Pushing boundaries between magic and melee results in the need for leveling balance, which can dilute effectiveness in early stages. Must carefully manage spells and resources; multi-classing may delay access to higher level abilities or spells. |

Hellknight Lancer
The Hellknight[2] Lancer build is a powerhouse, combining polearm mastery with heavy armor to dominate the battlefield. Utilizing the Polearm Master Archetype and Hellknight Prestige Class, it excels in both frontline combat and strategic control with feats like Power Attack and Combat Reflexes.
- Exceptional battlefield control with polearm reach, enabling multiple Attacks of Opportunity.
- Low Dexterity and Constitution can make the character susceptible to ranged attacks and lacking in durability.
- The ability to summon your armor using the ‘Call Armor’ discipline is perfect for spontaneous combats where wearing it was infeasible.
Base Fighter
The Base Fighter[3] excels in flexibility, utilizing expertise in a myriad of combat styles to deny the notion of the generalist’s inferiority. At level 1, it can unleash up to 5 attacks per round, strategically blending melee, ranged, and maneuvers.
- Versatility in combat styles allows it to effectively adapt to any combat scenario, whether in melee or at range.
- Reliance on equipment tricks can make it vulnerable if disarmed or when magical effects suppress these items.
- By utilizing the Throwing Shield and Combat Scabbard early on, players can maximize actions and strike foes multiple times, setting them at a tactical advantage right from the beginning.


Reaper
The Reaper[4] transforms a fighter into a relentless force by wielding a scythe and focusing on Strength to deliver devastating critical hits. This build emphasizes sheer damage output, utilizing Two-Handed Fighter Archetype’s powerful bonuses and a fearsome array of Critical Feats to maximize battlefield dominance.
- The star feature is the ability to deal massive critical hit damage with a Scythe, which multiplies critical hit damage by five times, thanks to Weapon Mastery and improved crit range.
- Reliance on Strength-based attacks means the fighter sacrifices versatility and has limited skill utility, focusing solely on Intimidate for crowd control.
- Using the Two-Handed Fighter’s Devastating Attack feature allows this fighter to autocrit, effectively making nearly all attacks deal critical damage, even further enhancing its already formidable damage potential.
Sewer Knight
The Sewer Knight[5] build is a versatile ratfolk fighter using the Opportunist Fighter Archetype and Low Templar Prestige Class, designed for high flexibility in combat with natural and throwing attacks. It excels with a Dexterity-focused strategy, executing up to 10 melee attacks or launching seven alchemical items per turn.
- The ability to execute 10 attacks per round using a combination of natural attacks, sharpened through feats like Multiattack, makes this build formidable in melee combat.
- A limited Charisma score can hinder interactions requiring charm or finesse, reducing effectiveness in social scenarios and certain spellcasting endeavors.
- With the Low Templar class, you can use Withdraw as a move action, providing enhanced mobility and allowing strategic repositioning during fights.


Witcher
Channeling the essence of Geralt, this Witcher build dives into a fusion of martial prowess and magical aptitude using the Mutation Warrior archetype, Magus levels, and Eldritch Knight prestige. Balancing between swordplay and spellcraft, it forms a versatile warrior capable of battling diverse foes while embodying the classical Witcher’s adaptability and resilience.
- Mutagen-enhanced physical abilities coupled with an impressive arsenal of spells make this build exceptionally versatile in combat, allowing for swift adaptability against various enemies.
- The need to spread ability points across multiple aspects may lead to lower defensive capabilities, especially if caught unprepared without spells or mutagens active.
- Use the Arcane Scent Magus Arcana to literally sniff out magical presences in the vicinity, adding a unique flair to reconnaissance and ambush situations.
FAQ
How does the Hellknight[2] Lancer handle spellcasters?
The Hellknight[2] Lancer thrives against spellcasters with abilities like Disruptive and Spellbreaker. These abilities make it difficult for spellcasters to concentrate, forcing them to waste actions. The Hellknight[2]’s armor and reach weapons further suppress caster movements and options. Maintaining melee proximity is critical, leveraging multiple attacks of opportunity to disrupt spellcasting attempts. Additionally, fear-inducing abilities can scatter casters, breaking their focus and casting. Overall, a player’s strategy should target isolating and intimidating these foes to maximize the build’s strengths.
Why is the Base Fighter[3] considered versatile?
The Base Fighter[3] excels with a wide range of combat styles and maneuvers. It can seamlessly switch between melee, ranged, and unarmed fighting, adapting to various threats. Access to Two-Weapon Fighting early on allows multiple attack rounds, increasing action economy. Diverse weapon proficiencies ensure effectiveness against different foes, especially when combined with combat maneuvers. However, the lack of specialization can sometimes hinder it against highly specialized enemies.
What’s the best approach for a Reaper fighter in combat?
The Reaper[4] fighter excels at delivering massive critical hits using a scythe. Focused on strength, it shatters foes with devastating damage, especially when crits occur. Utilizing feats and Weapon Mastery, critical damage multiplies, making the Reaper[4] lethal. A Reaper must aim to keep enemies within scythe range, executing powerful strikes. While pure damage is its trademark, use Intimidate to control battlefield dynamics and ensure position.
How does the Sewer Knight[5] achieve high attack rounds?
The Sewer Knight[5] utilizes natural attacks combined with feats like Multiattack. With Dexterity as a focal point, expect up to 10 melee attacks per round. This is achieved using sharpened claws or launching alchemical items at a distance. The Low Templar class aids with strategic movement, executing multiple attacks efficiently. Despite high output, it’s essential to manage action logistics and target vulnerabilities to maximize effectiveness.
How do spells and combat skills mix in the Witcher[6] build?
The Witcher[6] builds a balance between magic and martial prowess using the Mutation Warrior. With Mutagens, a player enhances physical traits, bolstering melee efficiency. Magus levels introduce spell variety, providing both offensive and supporting options. This blend permits adaptability, facing enemies with a mix of swords and potent spells. However, managing spells and abilities judiciously is crucial for overcoming challenges. A Witcher can find themselves vulnerable without active mutagens or spells ready.
Join us at Stellar Dragons with the Fighter!
Try building a Fighter in your next Pathfinder session and experience its dynamic combat style yourself. Do you think a Fighter could be the ultimate class? Discuss your thoughts on our Stellar Dragons Discord server: https://discord.gg/uAPvgEq6Z7.
Hellknight Lancer
So, we saw an example of a generalist fighter build, what about a specialist build?
Well, fret not, I have plenty of those in my backpocket too. Like this one, a build relying on polearms and great armor to be an absolute melee monstrosity.
We will take the Polearm Master Archetype and the Hellknight Prestige Class. Our leveling should look like the following:
Class
Fighter 5/Hellknight 10/Fighter +5
Race
Human again, our floating will go directly into Strength.
Ability Scores
15Point-Buy
Str 18/Dex 14/Con 10/Int 8/Wis 10/Cha 12 Put everything into Strength
20Point-Buy
Str 19/Dex 14/Con 12/Int 8/Wis 10/Cha 12 Everything in Strength once again
25Point-Buy
Str 20/Dex 14/Con 13/Int 8/Wis 10/Cha 12
Round up Constitution, then everything in Strength.
Traits
Defender of the Society will help improve our AC, Rich Parents will give us a massive starting equipment boost.
Favored Class Bonus
HP it is!
Skills
We will max Intimidate, and we need two ranks in Knowledge(The Planes), after that, mix and match between Perception and Acrobatics
Feats by Level
1-Power Attack
1-Weapon Focus(Glaive) Human Bonus-Dazzling Display
2-Combat Reflexes
Iron Will
Weapon Specialization(Glaive)
5-Stand Still
7-Cornugon Smash
9-Shatter Defenses
11-Lunge
13-Improved Overrun
15-Spiked Destroyer
16-Disruptive
Intimidating Prowess
Greater Weapon Focus(Glaive) 19-Improved Sunder
20-Spellbreaker
Power Attack, Cornugon Smash and Shatter Defenses coupled with Intimidating Prowess make you into a fierce intimidancer build, Combat Reflexes and Stand Still, Disruptive and Spellbreaker with your reach weapon, let you control the battlefield, even against Spellcasters (and if needed you do have Iron Will for better defenses against them).
Improved Overrun and Spiked Destroyer allow some devastating armor combo to support your polearm, of which you can even further increase the reach via Lunge.
Hellknight Disciplines by Level
8-Onslaught
11-Call Armor
14-Fearsomeness
Being able to summon your armor is great for situations where you cannot walk into with it on, a one round massive bonus to strength, and the ability to further increase your Cornugon Smash is just extra gravy on top of the various other Hellknight Abilities you get such as a Smite Chaos, Resistances and even the ability to See in the Dark, even magical one.
Equipment
A Glaive, a Spiked Gauntlet for those enemies who get into close combat(until level 3 where that becomes irrelevant), and the best armor you can purchase. Eventually we get Hellknight Armor which is the best armor in the game as is so this is amazing.
Final Thoughts on the Build
Whoo boy, we are a danger indeed with our polearm, we control a fairly large section of the battlefield with our multiple Attacks of Opportunity, we have a great AC, and even if enemies get through our reach, we have ways to still fight them up close that will make them regret that decision, and with our massive Intimidate, we can sow fear in the enemy ranks well before anyone gets within the reach of our Glaive.
The Hellknight
Okay, that Intimidate build we previously made was cool, and very thematic for stealth, but what if we wanted to be out there in public and slicing people in twain to scare them?
Well, I do in fact have a build for us here.
We will be taking the Executioner Archetype, multiclass into Antipaladin with the Tyrant Archetype and take levels of the Hellknight Prestige Class. Our leveling should look like the following:
Class
Slayer (Executioner) 2/Antipaladin (Tyrant) 3/Hellknight 10/Slayer (Executioner) +5
Race
We’re going Half-Orc, putting our floating +2 into Strength.
Ability Scores
15Point-Buy
Str 19/Dex 10/Con 10/Int 10/Wis 10/Cha 12 Put everything in Strength
20Point-Buy
Str 20/Dex 10/Con 10/Int 10/Wis 10/Cha 13 Round up Charisma, then everything in Strength.
25Point-Buy
Str 20/Dex 10/Con 13/Int 10/Wis 10/Cha 14
Round up Constitution then everything else in Strength.
Traits
Take Reactionary to help our poor Initiative and Unnatural Presence to Intimidate animals and Vermin.
Favored Class Bonus
Our Constitution is low, put em in HP.
Skills
Intimidate, Acrobatics, Perception, Sense Motive, we also need Knowledge(Planes).
Feats by Level
1-Exotic Weapon Proficiency(Butchering Axe) Ranger Combat Style
2-Intimidating Prowess
3-Power Attack
5-Soulless Gaze
7-Cornugon Smash
9-Mask of Virtue
11-Weapon Focus(Butchering Axe)
13-Dazzling Display
15-Shatter Defenses
17-Furious Focus
19-Dreadful Carnage
Power Attack+Cornugon Smash+Shatter Defenses is pretty self-explanatory at this point, Soulless Gaze lets us increase the fear status on Intimidate and with our massive Strength, Intimidating Prowess is just a no-brainer.
Slayer Talents by Level
2-Ranger Combat Style
17-Painful Strike
19-Poison Use
Hellknight
As a Hellknight we get to wear Hellknight Plate which is pretty much the best armor in the game before enchantments, plus we get some neat anti-chaos bonuses and three Disciplines at the following Levels:
8-Onslaught
11-Fearsomeness
14-Call Armor
We can summon our armor to us, gain a +4 bonus to Strength for a few times a day and we can, three times per day, when we make an Intimidate to Demoralize someone, make them Frightened instead of Shaken.
Equipment
A Butchering Axe and the best medium armor you can get. Eventually we’re getting Hellknight Plate.
Final Thoughts on the Build
We can send targets panicking in less than one round and no one, no one is immune to our fear effects. Plus with a Butchering Axe we are doing stupid damage (3d6 base). Even at lvl 1 without Power Attack we deal 3d6+6/7 damage which is enough to pretty much one shot anything at this level. And this will keep being the case for a few levels between Power Attack, Studied Target(which doubles for us as Executioner vs humanoids, but admittedly lowers to 0 against others). We are super resilient with Hellknight Armor and did I say we are sending everyone cowering as part of attacking? This build is one of the strongest I have made so far weirdly enough.
The Base Fighter
This build is centered around the second mentality, which is a generalist, which normally has a somewhat lower combat capability as a specialist. We shall prove them wrong with this build.
Class
Fighter 20
Race
Human, the floating +2 will depend on your point-buy
Ability Scores
15Point-Buy
Str 16/Dex 15/Con 10/Int 13/Wis 10/Cha 9
Your +2 went in Dexterity, you want to put another 2 in there through levels and the rest goes into Strength
20Point-Buy
Str 18/Dex 15/Con 10/Int 13/Wis 10/Cha 10
Your +2 went into Str, and you want to put at least a +2 to Dex through levels, and the rest in Strength
25Point-Buy
Str 18/Dex 17/Con 10/Int 13/Wis 10/Cha 9
Your +2 went into Str, all your increases should go in Strength
Traits
Defender of the Society gives you a +1 Trait bonus to AC while wearing armor which is just great, Adopted lets you take Tusked for a Bite Attack.
Favored Class Bonus
As we have only a 10 in Constitution, we will be putting those in HP.
Skills
Acrobatics, Perception will be our usual suspects, Survival and Knowledge(Engineering) are good supplements that add an additional fairly uncommon knowledge to the party, and Survival is great in case of no ranger/druid in the party. At least one rank in Ride will also be good at some point.
Feats by Level
1-Quick Draw
Equipment Trick(Heavy Weapons Scabbard) Human Bonus-Two Weapons Fighting
Point-Blank Shot
3-Combat Expertise
4-Precise Shot
5-Improved Dirty Trick
6-Rapid Shot
7-Power Attack
8-Manyshot
Deadly Aim
Improved Steal
Improved Shield Bash
12-Throw Anything
Catch-Off Guard
Improved Unarmed Strike
15-Improved Trip
16-Improved Grapple
17-Improved Bull Rush
18-Combat Reflexes
19-Oversized Two Weapons Fighting
20-Improved Initiative
You are great at all the main Combat Maneuvers, including Grapple, Trip, Dirty Tricks, Bull Rush and Steal, you can support excellently at range with a bow, can fight unarmed or with improvised weapons and with Equipment Trick(Heavy Weapon Scabbard), if you start the game with a Combat Scabbard and a Throwing Shield, you can get all the way up to 5 attacks in one round(yes, this is, in fact, at level one). Plus your damage is not bad at all via Power Attack and Deadly Aim. And by being good with two weapons fighting and having Rapid Shot, you incidentally become a fairly good thrower too.
Essentially, you can do pretty much all combat styles more than just decently, and are an extremely versatile combatant.
Weapon Training by Level
5-Heavy Blades
9-Bow
13-Close
17-Thrown
Additional bonuses to attack, damage and maneuvers with a wide variety of weaponry, including unarmed strikes. Heavy Blades get a final +4, Bows a +3, Close a +2 and Thrown a +1. And do not let naysayers dissuade you here, a mere +1 can and will make a difference in the long term.
Equipment
You want a Throwing Shield, a Combat Scabbard, a Longsword, a Bow and the best armor you can get in the circumstances. If you can get yourself a few throwing weapons in addition to it, excellent.
We are aiming at getting full plate armor at some point.
Final Thoughts on the Build
A Throwing Shield can be tossed as a free action, and with Equipment Trick, a Combat Scabbard can be also thrown as a Swift Action. You have Two-Weapons Fighting at level one with your shield and longsword, and you can mix iterative attacks with natural attacks(tusked).
Start the round, throw your scabbard, take a five foot step, attack with sword and shield, then bite, and finally throw your shield as a free action. Bam. 5 attacks at lvl 1. We have 20 levels to go and it just keep getting better and better, and we are doing great with a wide variety of styles, both in close quarters, melee, throwing, point blank and even long ranged combat.
And we still manage to deal enough damage to stay a target, while having a fairly high AC and with incredible maneuvers options that can turn a combat over it’s head rapidly. Have fun!
The Reaper
This build was a build I wanted to play for a while for a fighter in Pathfinder. A Scythe wielding fighter that deals downright stupid amounts of damage. We will go Fighter 1-20 and will take the Two-Handed Fighter Archetype. Prepare for brutal numbers.
Class
Fighter 20
Race
We are taking Orc as we want that +4 in Strength. We will also be taking Dayrunner as Light Sensitivity.
Ability Scores
Just put everything into Strength.
15Point-Buy
Str 22/Dex 10/Con 10/Int 6/Wis 10/Cha 6
20Point-Buy
Str 22/Dex 10/Con 12/Int 6/Wis 12/Cha 6
25Point-Buy
Str 22/Dex 10/Con 14/Int 6/Wis 12/Cha 8
Traits
Reactionary for bonus to Initiative, Unnatural Presence to Intimidate Vermin and Animals.
Favored Class Bonus
Skill as we would gain no skill points otherwise.
Skill
Intimidate. That’s it. This is your sole skill. Deal with it.
Feats
1-Power Attack
Intimidating Prowess
Weapon Focus(Scythe)
3-Dazzling Display
4-Weapon Specialization(Scythe)
5-Skill Focus(Intimidate)
6-Cornugon Smash
7-Shatter Defenses
Greater Weapon Focus(Scythe)
Improved Critical(Scythe) 10-Disruptive
Toughness
Greater Weapon Specialization(Scythe) 13-Penetrating Strike
14-Deadly Stroke
15-Critical Focus
16-Greater Penetrating Strike
17-Staggering Critical
18-Stunning Critical
19-Tiring Critical
20-Exhausting Critical
Since we will always be using Power Attack, this means Cornugon Smash, Shatter Defenses every single attack and between Intimidating Prowess and Skill Focus, despite our abysmal Charisma we are Intimidating for days. With the Weapon Focus feat line, we get +2 Atk/+4 Damage, and our Scythe now has a crit range of 19-20/x4.
Penetrating Strike let us downright ignore DR.
Finally, we get various Critical feats that make our Critical Hits exceedingly deadlier (and we are already quadrupling our damage on a critical, which admittedly is only on a 19-20).
Equipment
A Scythe and the best armor you can get.
Final Thoughts on the Build
Two-Handed Fighter let us get get double our Strength bonus on damage with two handed weapons, and double instead of 1.5 Power Attack. With Weapon Training with our Scythe, a Str at lvl 20 of 27, without magic item, we are looking at an attack routine like the following:
+23/+18/+13/+8 2d4+48. All that is before any buff or magic item.
Now, thats all good and all, but combining the Two-Handed Fighter’s Devastating Attack feature lets us take a -5 to attacks to autocrit on each attacks that lands.
Remember how our Crit is x4 and all those juicy Critical Feats? Oh, I am not done yet. Weapon Mastery at lvl 20 add +1 to that crit modifier and we auto confirm our crits. So now we crit x5. So now each attack deals 10d4+240 damage. Again. Before magic items. Have fun with this 😈
The Sewer Knight
So, this build came to me from Redwall, Cluny the Scourge was always one of my favorite villains in fiction, and I wanted to make a less villainous version of him. Still gonna be an asshole tho.
We are going to take the Opportunist Fighter Archetype and the Low Templar Prestige Class. Our leveling should look like the following:
Class
Fighter 5/Low Templar 10/Fighter +5
Race
Ratfolk. These get some interesting feats and bonuses. We will take the Cornered Fury
Alternative Racial Feature.
Ability Scores
Put all your bonuses in Dex
15Point-Buy
Str 10/Dex 16/Con 14/Int 16/Wis 10/Cha 8
20Point-Buy
Str 10/Dex 18/Con 14/Int 16/Wis 10/Cha 8
25Point-Buy
Str 10/Dex 18/Con 16/Int 16 Wis 10/Cha 8
Traits
Adopted for Tusked, Armor Expert to reduce Armor Penalty.
Favored Class Bonus
Skills, actually. We have a decent Constitution so we can focus elsewhere.
Skills
So, we need at least 5 ranks in Bluff and Ride, and 2 ranks in Knowledge(Nobility or Planes). Pick your poison.
We put everything else into Craft(Alchemy), Acrobatics, Perception, Use Magic Devices, Stealth and Sleight of Hands.
Feats by Level
1-Sharpclaw
1-Improved Dirty Trick
2-Weapon Finesse
Mounted Combat
Replaced by Poison Use
Weapon Focus(Spiked Armor)
7-Piranha Strike
9-Multiattack
11-Quick Draw
13-Throw Anything
15-Point-Blank Shot
16-Precise Shot
Rapid Shot
Replaced by Fast Stealth
Two Weapons Fighting
Improved Two Weapons Fighting
This build is a switch-hitter, capable both in melee and at ranged.
Except we are far from the traditional switch hitter as our melee is a mix of natural attacks, two of them obtained via Sharpclaw amplified via Multiattack and Spiked Armor, both melee methods using Weapon Finesse, Piranha Strike, combining our natural attacks with our iterative attacks land us easily at ten attacks per round. As for our Ranged? We are throwing alchemical weapons such as Acid flasks and Alchemist’a Fire, using Rapid Shot and
Two-Weapons Fighting in combination with Throw Anything to throw up to 7 of those per turn. Two Weapons Fighting also augment our melee attacks as we can use a Spiked Gauntlet in combination with Spiked Armor without hampering our claw attacks.
Low Templar
So what does taking Low Templar gives us?
Mobility and Sneak Attack largely, as we can eventually take the Withdraw action as a move action. We also get to ignore a part of our alignment for the purpose of stuff, including spells and magic items, allowing us to don say a Demonic Plate Armor. Oh, we also get a Outsider Cohort?
Go around with your Succubus girlfriend as a ratfolk to impress the bard ifg?
Equipment
We need the best armor we can get with spikes on it, and a Tailblade, which allows us to make a tail natural attack each round.
Final Thoughts on the build.
We get 10 attacks per round. And we get to throw 2d6 sneak attacks on each of them. Or throw alchemical items to quite literally make the life of everyone a pain in the ass. Also, we look metal as so we get a succubus groupie from the land of Metal that is hitting on us because of how metal we look.
I am weirdly okay with this build.
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