Article-At-A-Glance
- This Sewer Knight strategy guide is where we will explain the build and its purposes.
- Combines tactical insights for combat effectiveness and roleplaying depth.
- Focuses on class abilities, feats, and power combinations to enhance gameplay.
- Offers advice on overcoming weaknesses through strategic equipment and skill use.
Click on the level for more information
At level 1, the Sewer Knight[1] build combines the Opportunist Fighter archetype with Ratfolk’s racial traits for a versatile combatant. Equipped with Weapon Finesse, they capitalize on high Dexterity for precise attacks using their spiked gauntlet and armor, while also setting up for natural attacks in future levels. The build is agile, utilizing the improved Dirty Trick feat to disrupt opponents, and adaptable with trait choices to minimize armor penalties and prepare for stealthy maneuvers.
Stat Block Level 1:
Sewer Knight: male, Ratfolk Fighter 1; CR 1; Small humanoid (ratfolk); HD 1d10+2; hp 12; Init +3; Spd 20 ft.; AC 15, touch 13, flat-footed 12; Base Atk +1; Grp -1; Atk Spiked Gauntlet +4 melee (1d3+1) or Dagger +4 melee; Full Atk Spiked Gauntlet +4 melee (1d3+1); SA none; SQ Cornered Fury, Low-light vision; AL N; SV Fort +4, Ref +3, Will +0; Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 8.
Skills, Abilities and Feats:
Bluff +5 (1 rank), Ride +5 (1 rank), Craft (Alchemy) +7 (2 ranks), Acrobatics +7 (2 ranks); Sharpclaw, Improved Dirty Trick, Weapon Finesse.
Special Attacks and Qualities:
Cornered Fury lets you gain a +2 morale bonus on melee attack rolls, damage rolls, and to AC when in a flanked position or when at half or fewer hit points.
Possessions: Spiked Gauntlet, Spiked Armor, Dagger, basic adventurer’s kit.
At level 5, the Sewer Knight[1] build provides you with the versatility of a melee and ranged combatant. Your Ratfolk Fighter has the ability to nimbly maneuver through combat, utilizing Dexterity-enhancing feats like Weapon Finesse. With proficiency in a mixture of natural and spiked armor attacks, you’ll dish out a barrage of strikes per round, each one potentially employing your Dirty Trick maneuvers.
Stat Block Level 5:
Sewer Knight: male, Ratfolk Fighter 5; CR 5; Small humanoid (ratfolk); HD 5d10+14; hp 41; Init +5; Spd 20 ft.; AC 19, touch 15, flat-footed 14; Base Atk +5; Grp +3; Atk Claw +9 melee (1d4+2) or Spiked Armor +9 melee (1d4+2); Full Atk Claw +9 melee (1d4+2) and Spiked Armor +9 melee (1d4+2); SA Dirty Trick; SQ Cornered Fury, Poison Use; AL Chaotic Neutral; SV Fort +6, Ref +5, Will +1; Str 10, Dex 18, Con 14, Int 16, Wis 10, Cha 8.
Skills, Abilities and Feats:
Bluff 5, Ride 5, Knowledge (Nobility) 2, Craft (Alchemy) 5, Acrobatics 5, Perception 5, Sleight of Hand 5, Use Magic Device 5; Sharpclaw, Improved Dirty Trick, Weapon Finesse, Mounted Combat, Poison Use, Weapon Focus (Spiked Armor).
Special Attacks and Qualities:
Cornered Fury grants bonuses when attacked, Poison Use allows safe handling of poisons.
Possessions: Masterwork spiked armor, Acid Flasks, Alchemist’s Fire, Tailblade.
The Sewer Knight[1] is a versatile switch-hitting build that combines natural attacks and alchemical weaponry. With ten attacks per round and the ability to ignore certain alignment restrictions, this Ratfolk excels both in melee with claws and spiked armor, and at range with thrown alchemical items.
Stat Block Level 10:
Sewer Knight: male, ratfolk fighter 5/low templar 5; CR 10; Small humanoid (ratfolk); HD 5d10+5d10+30; hp 85; Init +4; Spd 20 ft.; AC 21, touch 13, flat-footed 18; Base Atk +9; Grp +6; Atk claw +15 melee (1d4+2) or spiked armor +15 melee (1d6+2); Full Atk 2 claws +15 melee (1d4+2) and bite +9 melee (1d3+1) and spiked armor +13 melee (1d6+2); SA sneak attack +1d6; SQ cornered fury, poison use, trapfinding; AL CN; SV Fort +10, Ref +9, Will +3; Str 10, Dex 18, Con 16, Int 16, Wis 10, Cha 8.
Skills, Abilities and Feats:
Acrobatics +14, Craft (alchemy) +18, Perception +15, Stealth +19, Use Magic Device +12; Adopted (Tusked), Armor Expert, Improved Dirty Trick, Multiattack, Piranha Strike, Point-Blank Shot, Quick Draw, Throw Anything, Weapon Finesse, Weapon Focus (Spiked Armor).
Special Attacks and Qualities:
Cornered Fury (gain bonuses when wounded), Poison Use (no chance of poisoning self when applying poison to weapons), Trapfinding (add half class level to Perception, Disable Device checks to locate, disarm traps).
Possessions: spiked armor, tailblade, alchemical flasks (acid, fire).
The Sewer Knight[1] at level 15 excels in delivering rapid, relentless assaults with a mix of natural and spiked armor attacks, wielding dexterous finesse through Weapon Finesse and Piranha Strike. Throwing alchemical weapons for area damage, and employing the swift movement and sneak attacks from the Low Templar class to devastating effect. Additionally, with a succubus cohort and versatile combat capabilities, this build intimidates both in look and power.
Stat Block Level 15:
Sewer Knight: male, Ratfolk Fighter 5/Low Templar 10; CR 15; Small humanoid (Ratfolk); HD 10d10+20; hp 118; Init +4; Spd 30 ft.; AC 25, touch 18, flat-footed 20; Base Atk +10; Grp +8; Atk Spiked Gauntlet +17 melee (1d4+5/19-20) or Bite +18 melee (1d6+2); Full Atk 10 attacks: 2 Claws +18 melee (1d4+2), Bite +18 melee (1d6+2), Spiked Gauntlet +17 melee (1d4+5), Tailblade +17 melee (1d2+2) with Multiattack and Spiked Armor; SA Sneak Attack +2d6; SQ Darkvision 60 ft., Cornered Fury, Reflexive Strike, Armor Training, Mettle; AL CN; SV Fort +12, Ref +12, Will +6; Str 10, Dex 20, Con 16, Int 16, Wis 10, Cha 8.
Skills, Abilities and Feats:
Bluff +5, Ride +5, Knowledge (Nobility) +2, Craft (Alchemy) +10, Perception +7, Stealth +10, Use Magic Device +5, Sleight of Hand +10; Sharpclaw, Improved Dirty Trick, Weapon Finesse, Poison Use, Weapon Focus (Spiked Armor), Piranha Strike, Multiattack, Quick Draw, Throw Anything, Point-Blank Shot, Precise Shot, Rapid Shot, Fast Stealth, Two-Weapon Fighting, Improved Two-Weapon Fighting.
Special Attacks and Qualities:
Sneak Attack adds extra damage on flat-footed foes, Reflexive Strike allows readied action to counterattack, Cornered Fury gives morale bonus when alone.
Possessions: +1 Spiked Full Plate with spikes, Tailblade, various alchemical weapons (Acid Flask, Alchemist’s Fire), Succubus Cohort.
The Sewer Knight[1] at level 20 is a Ratfolk Fighter, strikes fear in foes with 10 attacks per round using natural attacks and a spiked gauntlet, while alchemical throws cause chaos. With Mobility and Sneak Attack from Low Templar, it sneaks in late game demonic armor. Pairing with a Succubus, it’s a formidable presence.
Stat Block Level 20:
Sewer Knight: male, Ratfolk Fighter 10/Low Templar 10; CR 20; Small humanoid (ratfolk); HD 20d10+80; hp 210; Init +4; Spd 30 ft.; AC 28, touch 14, flat-footed 24; Base Atk +20; Grp +14; Atk Claw +27 melee (1d4+5) or Spiked Gauntlet +27 melee; Full Atk 2 Claws +27 melee (1d4+5) and Spiked Gauntlet +27 melee or 7 Alchemical Throws +24 ranged touch attack; SA Sneak Attack +2d6; SQ Mobility, Cornered Fury, Poison Use, Withdraw Action as a Move; AL CN; SV Fort +18, Ref +10, Will +10; Str 10, Dex 28, Con 18, Int 16, Wis 10, Cha 8.
Skills, Abilities and Feats:
Bluff 5, Ride 5, Knowledge (Nobility or Planes) 2, Craft (Alchemy) 20, Acrobatics 20, Perception 20, Use Magic Device 20, Stealth 20, Sleight of Hand 20; Sharpclaw, Improved Dirty Trick, Weapon Finesse, Poison Use, Weapon Focus (Spiked Armor), Piranha Strike, Multiattack, Quick Draw, Throw Anything, Point-Blank Shot, Precise Shot, Fast Stealth, Rapid Shot, Two-Weapon Fighting, Improved Two-Weapon Fighting.
Special Attacks and Qualities:
With Demonic Armor, exceptions on alignment limitations, 10 attacks per round, use Alchemist’s Fire effectively.
Possessions: Spiked Armor, Tailblade, Demonic Plate Armor, Alchemical Fire, Succubus Cohort.

Milestones Of Character Development
- Levels 1-5: Begin as a Fierce Ratfolk Fighter with focus on dexterity and using natural attacks. Develop expertise with Weapon Finesse and Enhanced with Piranha Strike for melee advantage while equipping a spiked armor. Bluff and Ride skills are prioritized alongside alchemy crafting to set the stage for effective poison and trap usage.
- Levels 6-10: Transition into the Low Templar Prestige Class to gain mobility and sneak attack abilities. Master the art of attacking from the shadows with the ability to withdraw swiftly. Improve ranged attacks with Rapid Shot and Two-Weapon Fighting, allowing for swift alchemical bombings.
- Levels 11-15: Solidify your dominance on the battlefield with the addition of Multiattack, enhancing natural attack combinations. Quick Draw and Throw Anything enhance the versatility and quickness in targeting opponents, with Point-Blank Shot ensuring accuracy. Gain an Outsider Cohort for additional strategic advantages.
- Levels 16-20: Return to the Fighter with improved dexterous mastery. The build peaks with full combat versatility, capable of ten physical attacks or seven alchemical throws per round. Conclude your character’s development with the ultimate spiked-based combat proficiency, combining precise shots with the seamless use of stealthy talents.
Core Abilities & Features
The Sewer Knight[1] build leverages the strength of the Ratfolk race, focusing heavily on Dexterity for both offense and defense. With the Opportunist Fighter archetype and the Low Templar prestige class, this build is designed for quick, opportunistic strikes and strategic mobility.
The class progression of Fighter 5/Low Templar 10/Fighter +5 allows for a blend of martial proficiency and sneaky tactics. With 10 attacks per round, it’s a relentless force. Using Weapon Finesse to capitalize on high Dexterity, while Piranha Strike adds damage by trading accuracy for power. Natural attacks, including claws and Spiked Armor, provide versatile melee options.
For ranged capabilities, the build excels at throwing alchemical items, enhancing its combat versatility. Rapid Shot and Two-Weapon Fighting combine to unleash seven thrown items in a turn. This synergy extends to melee, allowing use of a Spiked Gauntlet with Spiked Armor. The Low Templar’s traits contribute mobility and Sneak Attack damage, elevating battlefield control. The unconventional mix of abilities, from natural attacks to alchemy, embodies the unpredictable nature of the Sewer Knight[1].
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Masterwork Spiked Chain Armor | Provides a base armor bonus with added damage from spikes, ideal for melee engagements. Consider adding a Tailblade for an extra attack. |
| L6-10 | +2 Fortified Spiked Chain Armor | Enhance your armor for better defense and fortification against critical hits. The spikes maintain offensive capabilities. |
| L11-15 | +3 Demonic Plate Armor | Superior armor with better defense stats and the ability to wear it due to Low Templar’s ability to ignore alignment restrictions. |
| L16-20 | +4 Spiked Mithral Full Plate | Top tier defensive equipment with enhancements for maximum protection, flexibility, and intimidating appearance. |
Combat Scenarios
- Dungeon Crawls:
- In the cramped passages, the Sewer Knight[1] excels by leveraging his natural flexibility and stealth abilities. Utilize alchemical weapons to control corridors and keep watch for foes with heightened Perception.
- Open Fields:
- In open areas, the advantage lies in mobility and ranged combat. Rapid Shot allows the Sewer Knight[1] to throw alchemical weapons like Acid Flasks effectively, while remaining elusive with the Low Templar’s mobility features.
- Ambushes:
- Quickly react to ambushes using Improved Initiative and Stealth. A sudden barrage of alchemical weapons combined with ten possible melee attacks per round should disorient attackers, turning the tide.
- Defensive Stands:
- Use Spiked Armor, Piranha Strike, and Weapon Finesse for melee effectiveness. The Sewer Knight[1]’s ability to maintain a high number of attacks per round makes him a formidable barrier for any oncoming threat.
- Urban Encounters:
- In cities, the Sewer Knight[1] can use the fast-stealth feature to blend in or approach enemies unnoticed. Engage with ranged attacks first, then move in with a flurry of melee strikes to rapidly incapacitate foes.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Reliance on Dexterity | Items boosting other scores, such as the “Headband of Alluring Charisma”, can mitigate dependency. |
| Vulnerability to High Magic environments | Equip “Cloak of Resistance” for boosts to saving throws, and “Rings of Counterspells”. |
| Limited Damage Types | Carry varied alchemical items or a “Bane Weapon” for adaptability against different foes. |
| Heavy reliance on Equipment | Consider obtaining a “Bag of Holding” for carrying versatility in gear. |
| Succubus Cohort poses alignment issues | Use “Atonement Spells” when their actions conflict with goals, or utilize “Protection from Evil” spells to control interactions. |
Roleplaying
Picture your Sewer Knight navigating the underbelly of the city, where the stench is potent, but so is the thrill of adventure. Embrace the duality of living between worlds: a stalwart defender of the forgotten and a chaotic force that thrives amidst filth and darkness. Look at every scrape and scar on your spiked armor as a testament to your battles against unseen foes lurking in the sewers’ shadows.
Seize the opportunity to play a character driven by cunning survival instincts and an unyielding spirit. Your Ratfolk Sewer Knight isn’t just about brute force; they outsmart adversaries, using their wit and dexterity. Roleplay as someone who finds honor in gritty perseverance, all the while enjoying their notorious reputation. Channel a bit of Cluny’s arrogance, tempered with an underdog’s relentless ambition, portraying a fighter with a knack for navigating both moral grey areas and literal sewer tunnels. The city above may mock, but below, whispers of your legend grow louder.

FAQ
What is the Sewer Knight[1]’s unique combat advantage?
The Sewer Knight[1] excels in environments with limited space and frequent hazards. The build thrives under difficult conditions, using abilities like ‘Wall of Steel’ to control narrow passages. This strategic advantage helps in cornering foes, giving allies an upper hand.
How does the Sewer Knight[1]’s build affect teamwork?
Your Sewer Knight can become a pivotal defender within the party. The build’s resilience allows for frontline engagement, shielding weaker allies. Skills like ‘Stone Cold Defense’ ensure your allies can perform offensively without agitation. This synergy cultivates a balanced party dynamic in combat scenarios.
Can a Sewer Knight fit into any Pathfinder campaign?
The Sewer Knight[1]’s adaptability allows it to fit into urban and underground settings. While it shines in sewers or tight alleys, modifications let it adapt to more open terrains. The versatility of its abilities makes it a useful ally regardless of campaign themes.
What equipment should be prioritized for a Sewer Knight?
Early on, prioritize armor and shield enhancements for superior defense. Seek out a Cloak of Resistance to bolster saves against traps often found in sewers. As levels progress, items like a Defender’s Shield become crucial for optimizing tanking potential.
How does the Sewer Knight[1] handle powerful single enemies?
In encounters with strong opponents, the Sewer Knight[1] uses tactics like ‘Mudslide Tactics’ to disrupt foes. This build maneuvers to low ground, leveraging difficult terrain to neutralize enemy advantages. The Sewer-Knight’s focus on attrition aids in wearing down singular threats.
Join us at Stellar Dragons with the Sewer Knight
Try commanding a Sewer Knight in your next game and experience unmatched defense tactics. Do you think the Sewer-Knight could be the ultimate defender? Join discussions on the Stellar Dragons Discord server to share your thoughts: https://discord.gg/uAPvgEq6Z7.
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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