I'm partial to full plate because slashing damage is common, so 2+ damage resistance to slashing damage is a significant benefit. Two-Handed Fighting: These fighters wield two-handed weapons, like greatswords or great axes, and they tend to do large amounts of damage per hit. I support a limited subset of Pathfinder's rules content. This combo does 48d6 per turn, 72d6 once you get major energy Mutagen, for 2 reagents. Juggernaut: Fortitude saves are very important, and between your high proficiency and your probably 18 Constitution you should be very good at them. You lash out at your foe with both weapons. Most halfling feats won't be very helpful, but Halgfling Luck is fantastic, and you can use Cultural Adaptability to open up great options from other Ancestries, such as Human for the Natural Ambition feat. To summarize, while a martial gains a +X upgrade every level (+1, +2, +3, etc), a caster gains a +X^Y upgrade every level (+1 and charm, +2 and fly, +3 and teleportation, etc). Gnome Weapon Familiarity gets you acces to the Gnome Flickmace, but with a Strength flaw that's not helpful. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. ... - you can build a 4ed Defender with the Fighter, Barbarian or Paladin, but the base chassis doesn't force you to go that way - Semi-magical classes like the Monk or Ranger can be built to be totally Martial or explicitly Magical Your choice of weapons needs to line up with your Class Feat choices. Since you only need three high Ability Scores, you have a lot of flexibility with your other ability scores. Weapon Specialization: More damage on weapon attacks, and since your proficiency is already Expert or Master with your weapon, you're getting a better damage bonus than other classes. Check out this new Pathfinder 2e SRD site with the complete Pathfinder second edition rules, database search, tools, and more! You also need to consider how the two weapons interact with each other, and with the feats you plan to take. Your AC and attack bonus will be higher than any other character at 1st level. Pathfinder 2e Pathfinder 2nd Edition The 2nd edition of the exceptionally popular Pathfinder RPG, Pathfinder 2nd edition continues Pathfinder's tradition of deeply-customizable characters, but dramatically streamlines mechanics like combat and balancing encounters. Medium and small size have few functional differences in Pathfinder 2e. Regardless of what type of cleric you want to play as, Paizo has you covered in Pathfinder Second Edition. You've got it. Ability Boosts: Constitution and Charisma is great for any Charisma-based spellcaster (Bard, Sorcerer, etc. Respect your expertise in the art of warfare and value your opinion on the quality of armaments. The Fighter has fewer skills than most classes and terribly few utility options, but in a fight the Fighter is versatile, capable, and often sur… Ancestry and Background. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Pathfinder 2E Cleric Class – Be Divine! The ability to make even one additional attack in these cases is a significant deterrent, and the Fighter is the only class that gets this option without spending a feat. Fighter. Want to have a free hand for high-fives and such? Whatever you do, don't use light armor. 11/15/20 3:13 AM PST Hello everyone! This bonus increases by 1 for every 4 levels he has beyond 2nd. Con: Even if you fight at range, you want the extra hit points. 3 level 20 alchemists using this can kill Treerazer in 2 rounds despite his +40 reflex against the DC43 save. The master of arms and armor, the Fighter is an iconic class dating back to the earliest editions of dungeons and dragons. This +1 trident, usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries. In some cases you can change your type of weapon with little effort (battleaxe to longsword isn't a big change), but in other cases you may need to retrain a long list of feats to change weapons effectively. The Fighter primarily serves their party as a Defender and a Striker, but despite the narrow scope of their capabilities they still have a ton of room for customization and diversity in how their play and what tactics they coose to employ in combat. Here are some examples of good weapons and feats you could use to maximize their effectiveness: There are two good reasons to use a two-handed weapon: reach, and big damage dice. Battle Axe / Longsword / Pick / Warhammer. Spear Parry (Ex): At 3rd level, a spear fighter learns to parry his opponents’ attacks with his spear. The gap between a rapier's d6 and a longsword's d8 isn't significant, even when you're rolling multiple dice. To deal ludicrous damage in 1 turn (Quick Alchemy-> 2 energy mutagens with double brew, consume both and immediately use breath weapon). Crossbows are worthless. Even if you're an archer, it's easy (and smart) to have enough Strength to not be impeded by heavy armor. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Surprisingly, they found a way to make that viable. Two-handed weapons frequently have interesting traits like Backswing and Forceful, but otherwise they're not much different from one-handed weapons. On top of that, the Fighter is the only class which is Trained with advanced weapons at 1st level without spending a feat to get it. Consider the weapon traits which you find valuable, as they're often more important than your weapon's damage die. 2. Pathfinder 2 Fighter Class Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You have more flexibility with your primary weapon; see Single-weapon builds, above, but keep in mind that you have two weapons which might support things like Disarm and Trip, so you may want to spread those capabilities across your weapons if you plan to use them. Fighter Tarondor’s Guide to the Pathfinder Second Edition Fighter (Jul 2020) Brawn & Steel Brawn and Steel: FedoraFerret’s Guide to the Fighter & pt. Dwarf: Constitution, Wisdom, and a Free Ability Boost can go into your choice of Strength or Dexterity, so the Dwarf's Ability Boosts are perfect. Greater Weapon Specialization: You're Legendary or Master in the weapons which you care about the most, so this is a big damage boost. Clerics aren’t all cut from the same cloth. Most fighters will be Strength-based. Strangely, a bonus to Wisdom from an Ancestry is actually a better way to identify Ancestries that work well. Two weapons at the same time? Legendary proficiency opens up some exciting options that most characters can't use until much higher level, and it gives you more damage from Weapon Specialization. Definitely. You choose one weapon group (Brawling, Swords, etc.) Battlefield Surveyor: This is as good as your Perception will get without spending a feat, but Master is still really good. You can only maximize three skills, and your get a total of 4+ skills so dumping Intelligence to 8 means that you'll still get three skills that you can maximize, but just being Trained in a skill is often enough to make it useful, and if you have spare Ability Boosts more skills can broaden your usefulness in the party. Hit Points: 10+ hit points, and it's easy for you to focus on keeping your Constitution high since the Fighter needs so few ability scores. Armor Expertise: +2 AC and access to armor specialization effects. Since the Fighter primarily needs boosts to physical ability scores ande every Ancestry gets one, nearly any Ancestry works. Skill Points at each Level: 2 + Int modifier. Latest Pathfinder 2e! Pathfinder Second Edition: Unleash Your Hero! 1: Races of Nature Unleashed (PF2) December 2, 2020 Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder Second Edition) November 21, 2020 Legendary Planet Player's Guide (Pathfinder Second Edition) November 18, 2020 Wis: Essential for Perception and Will Saves. Spells are...Spells, and it's difficult to balance the creativity used to write new spells to "fighting better...somehow?". You can make use of a wide variety of skill feats depending on your build, so you have a lot of great options. Halfling: Dexterity and Wisdom work great, but a Strength Flaw is a problem for many fighters, so consider the Voluntary Flaws rule to offset the Strength Flaw. 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