Pathfinder Fighter Guide (1st – 13th Level)

Introduction

Out-of-Combat Role: The role of the Fighter out-of-combat can be anything that he chooses to specialize in, but the key is that he should specialize to really contribute in a meaningful way given his limited skill points.

Combat Role: In combat a fighter’s role they should specialize as well.  Similarly, one might think that because the fighter has so many feats he can be a fighting jack of all trades.  However, other classes are hot on a fighter’s heels when it comes to fighting styles.  Accordingly, a fighter must be dedicated to a main style of attack and show how he is the man.  If not, then why be a Fighter?  Here is a list of the typical fighter roles:

  • Range Attacker – Normally a Longbow Composite Archer (see below)
  • Tank / Striker (coming soon); and
  • Battlefield Controller (coming soon);

Secondary Combat Role: You can’t help but to have a backup fighting style given that you get Weapon Training at 5th, 9th, and 13th level. That 9th and 13th level choice represents your backup plan, so they should be chose wisely.  Further, your backup plan may also include buffing and de-buffing.           

Getting Around Fighter Weaknesses: All optimized Fighters have to find a way to avoid the negatives of the Fighter Class.  These weaknesses are poor class skills, low skill points, poor Reflex and Will Saves, mobility, and no access to spells.

Range Attacker Guide – Full Fighter Archer (LB Composite)

Archeytpe: None (Standard Fighter)

Race: For the full archer build, the standard races that I like are Half-Orc or Dwarf because they can upgrade all of your saving throws without the need for feats. Human is also good because you can use your human feat for Iron Will and you get extra skill points.  With that said, I am going Half Orc for the purpose of this build guide.

Half Orc Racial Traits: We will swap out Orc’s Ferocity for Sacred Tattoo (+1 luck bonus to all saves).  Replace Weapon Familiarity with Fey’s Thought (selecting Use Magic Device and Perception as class skills). We will replace Darkvision with Skilled (+1 skill point per level).  Note that the choices to replace Orc’s Ferocity and Darkvision are tough choices, but optimal for a full fighter archer build.  For the Darkvision, we can eventually pick up Goggles of Night.  Until then you will have to rely on the Mage’s for the light spell

Traits (Boost Your Saves): Fate’s Favored (works well with Sacred Tattoo) and Carefully Hidden – Hah, so now we have +2 Reflex Save, +2 Fortitude Save, and +3 Will Save.  We also have +2 vs. Divinations.

  • Side Note: This build really does a good job of addressing a character’s saves. The fighter’s class ability Bravery will give us +3 vs. fear by 13th level, which admittedly is circumstantial, but it is a circumstance that comes up a lot.  You will take Iron Will and Greater Iron Will later on.  You will purchase a +3 Cloak of Resistance. At 13th level you will have +16 Fort, +15 Reflex, +13 Will (one re-roll per day, +16 v. Fear, +15 v. Divination).  Not bad saves for a full fighter.

Stats (20 points): Str (14); Dex (16); Con (14); Int (12); Wis (12); Cha (7). Put your +2 racial bonus into Dexterity.  Put all stat level bonuses into Dexterity.  Your first belt should be a +2 Belt of Dex, which you will then convert into a +2 Belt of Str / Dex at higher levels and to +2 Con / Str / Dex at 13th level.

Favorite Class Selection:  +1 skill point per level.

13th Level Skills (65pts): UMD (13), Perception (13), Intimidate (13), Survival (13), Ride (1), Stealth (9) and Handle Animal (4) – see Optibuilds’ Skills PDF Part 1.  Not bad for a fighter.  You can be a scout and party face.  You can also access magic through wand with UMD.

Armor: As a consequence of Armor Training, from 1st to 6th level, the best armor for you is Breastplate Armor.  From 7th level on your best armor is Full Plate Armor.  By 13th level, you should have +3 Full Plate.  Including Dexterity Bonus, this will net you a 27 AC before need of other AC related magic items.

Weapon Training: At 5th level choose Bows.  At 9th level choose Close.  At 13th level choose Thrown.

  • Note: We chose Close so that you would have a weapon to fight with when you are cornered or unable to take a 5-foot step back to use your bow without attacks of opportunity.       

Feats: I am leaving you with some decisions to make on your own here. With that said, I would take feats in the following order: 1) Pt. Blank Shot, Rapid Shot; 2) Precise Shot; 3) Deadly Aim; 4) WP Focus (LB Comp); 5) Keen Scent; 6) Manyshot; 7) Clustered Shot; 8) Weapon Specialization (LB Comp); 9) Greater WP Focus (LB Comp); 10) Iron Will; 11) Improved Precise Shot; 12) Greater Weapon Specialization (LB Comp); and 13) Improved Iron Will

  • Note: You could substitute in Pt Blank Master for Clustered Shots if you believed that you are not going to see DR/alignment or DR/- type a lot. This is because blunt, slashing, adamantine, cold iron, and silver arrows can get past a lot of damage reduction.  A divine caster can cast a spell to align your weapon.  Otherwise, it takes a +5 Weapon to get past DR/alignment and nothing gets past DR/-.  We will stink with Clustered Shots & taking a 5-foot step to hopefully get out of range.

Wands: Cure Light Wounds (after battle) and Divine Power [(2nd level so it will last for two minutes a use) (use at the first sign of danger before initiative, never after) (works great with Fated Favor Trait)] are the ones that you would use the most.  With that said, there are so many first level spells – and occasionally second level though they are much more expensive – that can help the party.  Figure out what kind of spells your party needs to succeed.

Equipment: By 13th level something like the following would be nice: +2 Belt of (Dex/Str/Con) (16K); +3 Adaptive Longbow Comp (19K); Backup Bows: Two +1 Adaptive Longbow Comp (6K); Efficient Quiver (1K); +3 Full Plate (9K); +3 Spikes your Armor (18K); +3 Cloak of Resistance (9K); Gloves of Dueling (15K); +2 Ring of Protection (8K); Ring of Force Shield (4K);  Winged Boots (12K); Bracers of Falcon’s Aim (4K); Google’s of Darkvision

Multiclassing / Archetypes / Different Races / Different Feats: Dipping into Fighter, Zen Archer or other classes can still be optimal, but will open up different considerations (like different races and feats) that can lead to vastly different builds.  Nonetheless, the approach discussed in the introduction must still be used to reach a desirable outcome.

Tank / Striker (coming soon)

Battlefield Controller (coming soon)

Comments and Questions are Appreciated