PF2 Remastered Fighter Handbook


Masters of martial combat, the Fighter thrives in battle using a variety of weapons and tactics. Fighters get weapon proficiencies one step better than other characters, making their attacks accurate and their critical hits frequent. They also get proficiency with Advanced weapons, allowing fighters to use such weapons without a racial familiarity feat.

The Fighter is at their best in combat, where their capabilities truly shine. The typical Fighter has fewer skills than most classes and terribly few utility options, but in a fight the Fighter is versatile, capable, and often surprising. 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 they play and what tactics they choose to employ in combat.

There are a lot of interesting mechanical things about the fighter. Unlike other classes, the Fighter has no subclasses. Instead, you can totally determine how the Fighter works by your choice of class feats. Even in the limited options of the Core Rulebook there are feats to cater to a dizzying variety of weapon and armor arrangements. Want to use shields? There are options for it. Two-handed weapons? You’ve got it. Two weapons at the same time? Definitely. Want to have a free hand for high-fives and such? Surprisingly, they found a way to make that viable. Even archery is a viable option, though it takes a few levels to get off the ground.

Because the Fighter is defined almost entirely by their feats and their choice of weapon, Pathfinder 2e’s retraining rules are absolutely crucial for the Fighter. Expect that any time your party’s membership changes, or whenever you find a cool magic item, you may need to make some changes to your feats to make yourself as effective as possible. However, your Attributes are difficult to change, so you’ll be locked into some sets of options depending on whether you choose Strength or Dexterity as your key Attribute.

Table of Contents


RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

Fighter Class Features

Key Attribute: Your choice of Strength or Dexterity. Choose whichever caters to your preferences. Strength-based fighters will be largely locked into melee, while Dexterity-based fighters can switch between melee and ranged combat but may deal slightly less damage.

Hit Points: 10+ hit points, and it’s easy for you to focus on keeping your Constitution high since the Fighter needs so few high Attributes.

Proficiencies: Good perception, good saves, great armor, and the best weapon proficiencies. Sure, you likely won’t have a lot of skills, but you can invest in Intelligence or spend feats if that’s an issue.

  • Perception: Expert at 1st level and you improve to Master at 7th and get an additonal +2 to Perception checks for Initiative.
  • Saving Throws: Fortitude and Reflex saves will be good, especially if you emphasized Dexterity, but Will saves are a huge weakness so don’t dump your Wisdom.
  • Skills: A total of 4+ skills is average, but Fighters often dump Intelligence so you may find yourself with few skills. Take Athletics if you plan to rely on Strength, and consider Acrobatics if you plan to rely on Dexterity.
  • Attacks: The best attack proficiency in the game, and fighters are the only class proficient with Advanced weapons by default.
  • Defenses: Second only to the Champion. Trained in all armor and unarmored defense at 1st level, and your proficiency rises to Master so your AC should be higher than nearly any other character.
  • Class DC: Critical specializations can sometimes rely upon your class DC.

1: Reactive Strike: Very few creatures in Pathfinder 2e have the ability to punish creatures for moving through their reach, so most creatures can simply rush past each other to reach vulnerable targets. 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.

1: Shield Block: It’s difficult to choose to use a shield without this feat, so getting it for free is helpful. Don’t feel like you absolutely need to use it, but remember that shields are always an option if you find yourself in a tough spot.

5: Fighter Weapon Mastery: The Fighter’s weapon proficiency advances strangely. You choose one weapon group (Brawling, Swords, etc.) and your proficiency with that group (including Advanced Weapons) advances at 5th level while your other weapon proficiencies remain unchanged.

9: Combat Flexibility: Class feats are the best feats, and getting one more of any level offers a ton of great options. Since you get to change this every day, it’s a great way to experiment with options which you’re not certain that you’ll like without spending Downtime to train, and it’s a great way to bring in material from newly-published sourcebooks.

15: Improved Flexibility: Another free class feat! Great for all the same reasons that Combat Flexibility is great.

Fighter Attributes

Strength-based Fighter

Most fighters will be Strength-based. Dexterity is not the “god stat” that it was in Pathfinder 1e. Since you only need three high Attributes, you have some flexibility. You get 4 Boosts at levels 1, 5, 10, 15, and 20, and you will likely put your 4th boost into the same Attribute after boosting Strength, Constitution, and Wisdom.

Str: Your key Attribute.

Dex: Full Plate has a Dexterity Cap of +0, and you probably want to be in Full Plate. Once you’re in Full Plate, the Bulwark trait replaces your Dexterity modifier. But a bit of Dexterity will make it easier to attack at range, which can be helpful if you’re using a weapon that’s good for throwing.

Con: Hit points and Fortitude saves.

Int: Useful for starting skills and languages. You can only maximize three skills, and you 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.

Wis: Essential for Perception and Will Saves, which are your biggest defensive gap.

Cha: Useful if you’re building for Intimidation. Demoralize is fantastic, but not every Fighter needs to be built to use it.

Dexterity-based Fighter

Finesse weapons and ranged weapons make Dexterity-based builds an option, but keep in mind that even the most Dexterity-heavy Fighter can still benefit a lot from high Strength. Unfortunately, needing Strength makes it hard to invest in Intelligence or Charisma.

Str: You want some for Propulsive weapons (bows) and for melee weapons, plus heavier armor provides a higher total AC bonus, and you still want to avoid check penalties by having enough Strength.

Dex: Your Key Attribute.

Con: Even if you fight at range, you want the extra hit points.

Int: starting skills and languages.

Wis: Essential for Perception and Will Saves, which are your biggest defensive gap.

Cha: useful if you’re building for Intimidation.

Fighter Ancestries and Heritages

Since the Fighter primarily needs boosts to physical Attributes and every Ancestry gets one, nearly any Ancestry works. Strangely, a bonus to Wisdom from an Ancestry is actually a better way to identify Ancestries that work well. Also look closely at Ancestry Feats, especially those which reduce the proficiency type on racial Advanced Weapons and grant access to Uncommon weapons.

For more help selecting an Ancestry and Heritage, see our Fighter Ancestries and Heritages Breakdown.

Fighter Backgrounds

Look for backgrounds that offer boosts to Strength, Dexterity, or Constitution, depending on your build. You can make use of a wide variety of skill feats depending on your build, so you have a lot of great options.

If you’re having trouble deciding, here are some suggestions:

Fighter Skills and Skill Feats

You get Skill Increases at 3rd and 5th level to raise skills to Expert, increases at 7th, 9th, 11th, and 13th level to raise skills to Master, and increases at 15th, 17th, and 19th level to raise skills to Legendary. That means that you can maximize at most three skills, and the rest of your skills might not advance beyond Trained.

You get Skill Feats at even-numbered levels, giving you a total of 10 Skill Feats (and maybe another from your Background) by 20th level. Generally, you want to invest these feats in the same skills which you are choosing to maximize, though in some cases you may want to grab feats from skills which don’t require that you be more than Trained.

  • Acrobatics (Dex): Acrobatics isn’t especially useful, but you’re capable of being good at it.
    • Assurance: Great, but not always effective. See my Practical Guide to Assurance for more information.
    • Quick Jump: A good way to circumvent difficult terrain.
  • Arcana (Int): Intelligence is your biggest dump stat.
  • Athletics (Str): Athletics is used for a variety of special maneuvers in combat, including Shove and Trip.
    • Assurance: Great, but not always effective. See my Practical Guide to Assurance for more information.
    • Titan Wrestler: A lot of enemies will be bigger than you, and you still want to be able to Trip and Shove them.
  • Crafting (Int): Useful for repairing damaged shields, but don’t expect to go making anything exciting. You probably don’t need to go beyond Trained for a long time. If you continue to use shields at high levels, improving your Proficiency and taking Quick Repair can allow you to repair a damaged shield in the heat of combat, quickly returning your cripplingly expensive shield to full effectiveness.
  • Deception (Cha): Unless you’re built for Intimidation you won’t have the Charisma to back this up.
  • Diplomacy (Cha): Unless you’re built for Intimidation you won’t have the Charisma to back this up.
  • Intimidation (Cha): Essential for Intimidation builds, but if you dumped Charisma it won’t work.
    • Battle Cry: Start every fight by making one enemy Frightened.
    • Intimidating Glare: Language barriers on Intimidation are a serious hindrance, but you may want to retrain this once you get Scare to Death because it will totally replace the Demoralize action.
    • Intimidating Prowess: If you take this at all, I would wait until you have 20 Strength so the bonus is worth the feat.
    • Scare to Death: Spend one Action to pick out the creature in the room the lowest Will save and kill them or send them fleeing. Repeat until the room is cleared. At this point you only need weapons for things that are strong enough to threaten your whole party on their own. Battle Cry is still worthwhile, and you might Demoralize goes who survive long enough for Scare to Death’s Frightened effect to wear off, but Scare to Death will be most of the Actions that you spend scaring enemies.
    • Terrified Retreat: If the target’s level is lower than yours, there’s probably more than one creature in the fight, and sending one or more of them fleeing will make the fight much easier for you.
  • Lore (Int): Intelligence is your biggest dump stat.
  • Medicine (Wis): You need Wisdom to compensate for your relatively poor Will saves and to boost your Perception, so you may have enough to make this work. It’s also your only healing option short of resting or items.
  • Nature (Wis): Essential if you want to fight while mounted, but otherwise skip it.
    • Bonded Animal: A poor man’s Animal Companion, a Bonded Animal is a great stand-in for mounted characters until you can get a Multiclass Archetype that gives you an Animal Companion. A great option for mounted builds, but I would retrain it once you get an Animal Companion.
  • Occultism (Int): Intelligence is your biggest dump stat.
  • Performance (Cha): Aside from a handful of feats that you probably don’t want, there is no reason for you to be good at this.
  • Religion (Wis): You’ll have the Wisdom to make this work passably, but I would leave it a Wisdom-based spellcaster if you have one in the party.
  • Society (Int): Intelligence is your biggest dump stat.
  • Stealth (Dex): Many fighters have high Dexterity, so Stealth is absolutely an option.
  • Survival (Wis): Only situationally useful.
  • Thievery (Dex): Many fighters have high Dexterity, and Thievery is an absolutely crucial skill to have available to the party.

Varying Skill Feats

  • Assurance (PC1): Assurance with Athletics makes it much easier to use things like Shove against lower-level enemies late in your turn because you don’t need to worry about Multiple Attack Penalty.

Fighter Feats

For more help selecting Class Feats, see our Fighter Class Feats Breakdown.

General Feats

  • Diehard: Fighters are the front line of most parties, so you’re going to take a lot of damage, and as a result you may find yourself dropping to 0 hit points frequently. I would pick up options like Toughness first, but if you have a General Feat to spend you could do much worse.
  • Fleet: Offset the speed penalty from heavy armor.
  • Incredible Initiative: Won’t stack with the Fighter’s Battlefield Surveyor feature.
  • Ride: If you’re fighting while mounted, you want to have this. Rolling checks every turn to command your mount gets annoying very quickly, and failing makes you feel really silly.
  • Toughness: Fighters already get a lot of hit points, but they also take a lot of damage so you want as many as you can possibly get.

Fighter Weapons

Your choice of weapons needs to line up with your Class Feat choices. If you’re running around with a longbow, Power Attack won’t help you. Expect to pick a single weapon that will be your weapon of choice unless a magic item comes along that justifies switching. In some cases you can change your type of weapon with little effort (battle axe 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.

Archery Builds

Your choice of weapon as an archer comes down to two decision points. First, will your Strength score be 14 or higher? If so (and there’s little reason why it shouldn’t), get a composite bow. Second, you need to consider the range at which you’ll be fighting. Shortbows work better within 30 ft. because they aren’t Volley weapons, but in every other case longbows are better. At low levels you can switch between bows easily, but at high levels when you have magic weapons you won’t want to drop your +2 Greater Striking Longbow to use a mundane shortbow just because and enemy is only 25 ft. away.

Crossbows are generally worthless due to their poor action economy compared to bows. Ignore their existence.

Single-Weapon Builds

Single-Weapon builds are a lot of fun, and enable things like holding shields, pushing, and grappling with your free hand. Your first thought might be a nimble, high-dexterity fencer, but that’s definitely not your only option. Even high-Dexterity fighters still need high Strength for the bonus damage, and a Strength-based single-weapon build may actually be more effective in some ways.

Consider the weapon traits which you find valuable, as they’re often more important than your weapon’s damage die. The gap between a rapier’s d6 and a longsword’s d8 isn’t significant, even when you’re rolling multiple dice. Agile is great if you plan to make numerous attacks, but if you’re relying on options like Power Attack, you don’t need to worry about Agile. Try to get an idea of what feats you want to take as you gain levels, and choose a weapon which works well with those feats.

Having a free hand can also help with Athletics-based Actions in combat like Grab and Shove. In the remaster rules, these special attacks take on the traits of the hand or weapon which you use to perform the attack. Since fists have the Agile trait by default, and empty hand means having the Agile trait for your special attacks. Of course, at high levels a weapon with a matching trait (a warhammer for shove, etc.) will be more mathematicaly impactful.

  • Battle Axe / Longsword / Pick / Warhammer: Simple, go-to weapons. The d8 damage die is geat, and Power Attack presents a significant damage boost, especially at low levels. The Battle Axe’s Sweep property is helpful against multiple foes, especially if you plan to use Swipe. Longswords are Versatile, which makes it easier to deal with enemy damage resistances. Picks have Fatal, which is like deadly but more lethal (those are all synonyms), so if you’re trying to get lots of critical hits it’s great. Warhammers have the Shove property, which is helpful if you want to Shove but don’t have a free hand.
  • Bastard Sword / Dwarven Waraxe: If you plan to primarily fight two-handed but want the ability to use a free hand for stuff like shoving, the Bastard Sword and Dwarven War Axe are your best options. You can also use options like Dual-Handed Assault to get the benefits of a d12 damage die while still maintaining a free hand. The Dwarven War Axe adds the Sweep property, but is otherwise identical to the Bastard Sword, so go for the Dwarven War Axe if it’s convenient to do so.
  • Flail: A great option for Fighters willing to put a lot of thought into combat maneuvers. You do sacrifice a little bit of damage compared to popular weapons like the Longsword, but having both Disarm and Trip on one weapon plus the absolutely amazing Flail Critical Specialization Effect makes flails incredibly effective.
  • Gnome Flickmace / Whip: Reach on a one-handed weapon is a huge advantage. You get the most important part of a polearm, but you can also use your other hand for things like a shield. The Gnome Flickmace has a bigger damage die than the Whip and doesn’t have the Nonlethal trait, but otherwise the whip is a much better weapon due to its numerous useful traits. Unfortunately, some creatures are immune to nonlethal damage, so the whip isn’t always a safe bet. If you’re building to make attacks of opportunity, consider either a flickmace or a whip, and look at feats like Combat Reflexes.
  • Katana: Similar in many ways to the rapier, but it’s an Advanced Weapon so you’re either spending a feat or losing attack bonus.
  • Rapier: The go-to for Dexterity-based melee builds, but by no means a perfect weapon. Deadly is great, but likely won’t close the damage gap between d6 and d8, and disarm is only situationally useful. Finesse is nice at low levels, but your Dexterity and Strength will rarely be more than 2 apart so it’s not a significant boost to your attack bonus.

Two-Handed Builds

There are two good reasons to use a two-handed weapon: reach, and big damage dice. No one-handed weapon has a damage die larger than 1d8, and no one-handed weapons have reach without also having a handicap like the Nonlethal trait or being an Advanced weapon. Two-handed weapons frequently have interesting traits like Backswing and Forceful, but otherwise they’re not much different from one-handed weapons.

  • Elven Curve Blade: I can’t think of a case where the Elven Curve Blade is better than a Falchion. Maybe for an elf rogue with the Elven Weapon Familiarity feat? For the Fighter, it’s basically a worse Falchion.
  • Falchion: If you’re planning to rely on multiple attacks every turn, the Falchion can be good. Swipe in particular works very well with the Falchion. The 1d10 damage die is smaller than other options, but the bonus damage from Forceful is very effective if you’re using something like Swipe to make multiple attacks before your Multiple Attack Penalty applies. Otherwise, stick to weapons with a larger damage die like the Greataxe and Greatsword.
  • Greataxe: Simple and straight to the point, the Greataxe has a big damage die and Sweep so it works well with Power Attack for single enemies and Swipe with multiple enemies.
  • Greatpick: Fighters crit more often than anyone else (thanks to PF2 math) and Fatal adds an extra die to crits and the Pick Critical Specialization adds more damage when you crit. Add in Vicious Swing and start deleting your foes.
  • Greatclub / Maul: Backswing is a bad trait, and Shove isn’t good enough to make these viable on its own.
  • Greatsword / Halberd: Basic, generic options that have Versatile instead of something interesting. If you don’t plan to use special maneuvers like Trip or Shove, go for one of these.
  • Guisarme / Ranseur: Reach and you can use them for a special maneuver. I prefer Trip over Disarm, personally.
  • Horsechopper: Low damage die for a two-handed weapon, but you get Reach, Trip, and Versatile on a single weapon. I consider it on par with the Guisarme, but I wouldn’t go to great lengths to find one.
  • War Flail / Spiked Chain: Like the Flail, the War Flail and the Spiked Chain emphasize special maneuvers like disarming and tripping over raw damage. The War Flail is the better option: Spiked Chain reduces the damage die and loses Sweep in favor of Finesse. Finesse is most likely no more than +1 to attacks if you’re maximizing your Dexterity, and you need high Strength to Disarm and Trip successfully anyway.

Two-Weapon Builds

Two-weapon builds have twice as much room to choose weapons, but you also need to spend more money to enhance those weapons. You also need to consider how the two weapons interact with each other, and with the feats you plan to take.

In most cases, you’ll be using two different weapons: a larger primary weapon like a longsword and a smaller Agile weapon like a dagger. Double Slice is your defining class feat at low levels, so having an Agile second weapon is helpful. Of course, with the Fighter’s unusually high attack bonus, your second attack is still fairly accurate compared to other classes. 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.

Be sure to pick up a set of Blazons of Shared Power (GaG) to dramatically reduce the cost of putting magic on both of your weapons. They haven’t made it into the Remaster yet, but Legacy content is still valid unless it gets reprinted.

  • Dagger / Starknife: The Starknife is just a better dagger, so there’s little reason to use a dagger except as a backup weapon. The Starknife’s damage isn’t as good as a shortsword, and Deadly isn’t enough to close that gap, but the ability to throw it is tempting so it’s worth considering as your second weapon.
  • Dogslicer / Filcher’s fork: Similar to other weapons, but notably the Dogslicer and Filcher’s Fork add Backstabber. It’s a bit of extra damage, but without something like Twin Feint to guarantee an Off-Guard target, I don’t think they’re worth a feat.
  • Clan Dagger / Main-gauche: Much like the Starknife, the Clan Dagger and Main-gauche are upgraded daggers, adding the Parry trait. Giving up a shield means reduced AC, but with a Parry weapon you can spend an Action for a +1 Circumstance bonus to AC, making up some of the gap. If you take Twin Parry at 4th level, this bonus increases to +2 to match the bonus from a shield. Even with an Agile weapon, your third attack is still made at -8, so spending your third Action to defend yourself is frequently a better idea than attempting another Strike. The difference between the Clan Dagger and the Main-gauche is Versatile or Disarm. Disarm is situational because monsters don’t typically use weapons, but the Clan Dagger is Uncommon so it’s not available to most characters.
  • Gauntlet / Spiked Gauntlet: Not a lot of damage, but combine the best parts of two-weapon fighting and dueling builds. A free hand allows you to perform special maneuvers like Disarm and Trip, though admittedly you won’t get the item bonus to the check that you would from a weapon designed for that maneuver. You may also be able to make use of the dueling feats like Dueling Parry and Dueling Riposte, which are available two levels before the comparable Two-Weapon Fighting feats and frequently have the same effect. At the very least, a gauntlet is a great backup weapon.
  • Hatchet: Agile, throwable, and 1d6 damage. It has Sweep, too, so if you switch to another target your third Strike in a turn will only be at a total penalty of -7.
  • Sawtooth Saber: Tailor-made for two-weapon fighting, the Sawtooth Saber is the only published weapon with the Twin property. Twin adds some extra damage to your second attack, which is great motivation to make more attacks each turn. The Sawtooth Saber also has the Agile trait, which is absolutely crucial for Double Slice. However, because the Sawtooth Saber is an Advanced Weapon your proficiency bonus will lag behind other weapons unless your take Advanced Weapon training at 6th level, and I don’t know if the tiny bit of extra damage is worth a class feat when there are comparable options like the shortsword.
  • Shortsword: Reliable and uncomplicated. 1d6 damage and versatile, so if all you need is damage you’re good to go.

Sword-and-Board Builds

For typical sword-and-board builds, see Single-Weapon Builds, above. If you plan to use a shield boss or shield spike to perform two-weapon fighting, see Two-Weapon Builds, above.

Fighter Armor

Whatever you do, don’t use light armor since Armor specialization effects don’t apply to light armor. Even if you’re an archer, it’s easy (and smart) to have enough Strength to not be impeded by heavy armor. However, Dexterity-based characters should avoid Full Plate because the Bulwark trait may actually reduce your bonus to Reflex Saves.


This is not a comprehensive list of archetypes which might be useful for this class. For more on archetypes, see our archetype handbooks.

  • Alchemist: Mutagens are a tempting buff, and other alchemical items can give you a lot of utility and support options. Alchemical bombs are a martial weapon, so you get your usual proficiency bonus to attacks and your Weapon Specialization damage bonuses with them.
  • Barbarian: Rage is a significant buff for a melee fighter. You have enough AC to absorb the AC penalty, and the temporary hit points should make up the difference anyway.
  • Champion: Champion’s Reaction is really good, but it will conflict with your other Reaction options like Reactive Strike. The biggest benefit is probably access to Focus Spells like Lay on Hands which will scale with your level without further investment. If you’re going for a mounted combat build, you might like Divine Ally to get an animal Companion, but you can also get an Animal Companion from the Druid or the Ranger so that shouldn’t be the only thing you want from the Champion if you choose to multiclass.
  • Cleric: Clerics have a surprisingly large amount to offer martial classes like the Champion and the Fighter. The dedication feat doesn’t offer much in the way of proficiencies, but the Divine spell list’s cantrips include great options like Guidance (easy +1 on basically anything whenever you want it, with a cooldown) and Shield (no-hand Shield Block with a cooldown, but works great if you don’t use a shield). Domain Initiate gives you a Focus Pool and access to several useful domain spells depending on your choice of deity.
  • Druid: If you want spellcasting, I think that the Cleric makes more sense. If you want Focus Spells, I think the Champion makes more sense. If you want an Animal Companion, the Ranger offers the same options, plus other feats that cater to the Fighter’s martial capabilities. There are some amusing things that you can do with Wild Shape and related feats, but sticking to weapons will be more effective and you would need to invest a significant number of class feats to make those options worthwhile.
  • Monk: With the right stance feat your unarmed strikes are as good as some two-handed weapons, but remember that some stances require you to be unarmored. You can combine many of the Monk’s capabilities with Fighter Class Feats which are usually intended for fencing builds. Monastic Weaponry gets you access to interesting options like Shuriken, as well as several melee options like the Kama and the Sai, both of which are potential candidates for two-weapon fighting builds. Monks’ Flurry gets you access to Flurry of Blows, but remember that it’s a Flourish so you can’t combine it with things like Double Shot or Two-Weapon Flurry. There’s a lot to capitalize on here.
  • Ranger: A good option for archers and two-weapon fighting builds. Disrupt Prey is easy to miss, but it essentially adds another version of Reactive Strike that you can use against your Prey which can also disrupt some actions. You can also get an Animal Companion, which is crucial for mounted builds.
  • Rogue: You don’t get to choose a Racket, which dramatically limits your Rogue Class Feat options, but there are still a few gems. You’re Next and Dread Striker are great for Intimidation enthusiasts. Quick Draw is absolutely required for thrown weapon builds.

Fighter Multiclass Archetype

  1. Fighter Dedication: Trained in Martial Weapons sounds nice for classes limited to Simple Weapons, but it’s a trap. The proficiency won’t advance, so Simple Weapons will become more effective than Martial Weapons very quickly for any character that has any business using weapons. Effectively the only thing you get from this is proficiency in one skill and access to the rest of the Archetype.
  2. Basic Maneuver: The Fighter has great 1st-level feats for any weapon-using character because the class needs to support any weapon configuration from level 1.
  3. Fighter Resiliency: These bonus hp feats are not worth the Feat. Take Toughness.
  4. Reactive Striker: Excellent on literally any melee character that uses a weapon.
  5. Advanced Maneuver: Fighters have some really great 6th-level and 8th-level feats for martial characters.
  6. Diverse Weapon Expert: If you need this, you need to not use weapons.