Fighter

Below is a WIP of the DDO Fighter

=Fighter=

Alignment
There are no alignment constraints similar to those for a PnP Fighter. However, the usual DDO constraints on alignment apply.

Skills
First level skill points: (2 + INTMOD) * 4

Subsequent level skill points: 2 + INTMOD

The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Advancement Table
 

Class Features
Weapon and Armor Proficiencies

A fighter is proficient with all Simple Weapons and Martial Weapons and with all armor (Heavy Armor, Medium Armor, and Light Armor) and Shields (including tower shields).

Bonus Feats

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

=Playing a Fighter= I played a human (to get the extra feat) fighter for 8 of my 10 days of beta. I found him much more capable of soloing when necessary than the other classes I played. With the toughness feat and decent con. score he had reached 88 hp by 4th level. (I had just made the xp for 5th level when my beta expired). The fighter is very much the classic front line of defense and main damage dealer at lower levels (frequently striking for 25 or so hp with a single blow). In parties I tried not to charge too far ahead of my comrades (often lagging slightly behind a wary rogue) but knew to step up to the plate when danger arose. I frequently stepped between a mage or cleric and a charging minotaur but was often rewarded with a heal or bull strength in return. While a fighter is probably able to handle most situations alone simply through brute strength and a few healing or protection potions he works best when part of a party. I found the best balance when we had 2 fighter types (a ranger, barbarian or paladin would often accompany us) 2 clerics (healing is often brutally necessary and shrines are often few and far between) a wizard and a rogue (the last being so crucial to detecting and defeating some very ingenious and nasty traps). I created my fighter with 18 str, 14 each dex and con, 8's for int, wis and charisma. By taking the fighter strength action point and the strength increase at 4th level as well as a ring of ogre strength (+1 str) I had reached 21 str at 4th level. This made for some nice damage dealing. I took weapon focus, toughness and power attack initially, later picking up point blank shot and weapon specialization (with slashing weapons) for my feats. I put most of my meager skill points into jump and swim (I found that with my strength it wasn't a problem to swim in full armor and later got a ring of underwater action which was lots of fun). In classic pen and paper D&D which I've played for about 30 years I usually play a rogue/wizard (which I started as in DDO), but when the game goes live I believe I'll ressurect my fighter because I enjoyed playing him immensely and highly reccommend that you try the class. -Gugran

=Fighter Builds=

Agile & Active
Well balanced allround stats A fighter needs to have strength to be sure, but strength isn't everything. Sure it lets you swing heavy sticks around and bash things, but a thinking man's fighter needs his wits about him and a fair amount of dexterity too. Plus the bonus to reflex saving throws and feats that a higher level of intelligence and dexterity opens up for the thoughtful fighter, makes for richer gameplay.

Here's my recommended point buy and feats for a 1st level fighter:

Str: 15 +2 to hit and damage (Value Odd numbers, they mean earlier advancement and flexibility)

Dex: 13 +1 to AC and Reflex Saves (Another odd number here for flexibility a +1 DEX item will also give you a bonus to AC and REF saves) This also allows you to take lighter armour and keep the same AC and avoid nasty check penalties later.

Con: 14 +2 to HP/level and Constitution Saves

Int: 13 +1 to Skills & Opens up Feats for later use that require a 13 Int.

Wis: 10 +0 A zero is always better than a -1 especially when it comes to spotting pits, spikes, acid, etc.

Cha: 10 +0 You could probably get away with -1 here and put a point elsewhere (I just can't stand negative numbers).

Recommended Feats:

Dodge: +1 AC vs 1 foe (If they can't hit you, they can't hurt you) Prerequisite of Dex 13.

Combat Expertise: This allows you to play with your BAB giving you more AC by sacrificing BAB. Prerequisite INT 13.

Combat Reflexes: Increase your attacks of opportunity (1+DexMod), and use them while flat footed (ambushed). This may not be that useful in DDO, but it's extremely useful in P&P. Edit if you find it missing or ineffective in the game.

Weapon Focus: Longsword (An excellent weapon that allows the use of a shield) Prerequisite BAB +1.

Note: The above stats assume the 28 point buy system that was still in effect as of 02/01/06

Damage
The strength to lift 5 kegs of mead, and the constitution to drink them. What else could life be about. Who needs fancy dancing around when you've got armor and a thick hide to protect you. Sure you'll never win a chess match, but you can beat the living tar out of anyone that says it.

Recommended Point Buy:

STR: 18 +4 Plus 4 to hit, Plus 4 Damage.

DEX: 10 +0 Negatives are bad in Dex. You're not quick on your feet, but, you're too dumb to realize it anyway.

CON: 16 +3 +3 Hitpoints per level and +3 FORT save - Can you say "Meat Shield".

INT: 08 -1 Skills are just a waste of time anyway.

WIS: 08 -1 Sure you're gullible, but if they take advantage of you, you can always kill them later.

CHA: 08 -1 You're ugly. Dang Ugly. But who's going to say it to your face and live?

Recommended Feats:

Improved Initiative: +4 initative, you're big, and dumb but you still go first.

Weapon Focus: Greatsword Sheilds are for pansys anyway you want the 2d6+6 damage. This gives you +1 to hit with it.

Power Attack: Swing that sword, do sey do. Swing that sword, do sey do. Power attack is +damage and -attack.

Tank (Defensive)
Being a fighter means taking the punishment and holding the foe's attention. You gotta be able to take it like a troll, and still dish out your own damange. Don't think too much, but don't be stupid. Don't focus on body building like some meat head either. It's all about balance.

Recommended Point Buy:

STR: 14 +2 - Plus 2 to hit, Plus 2 to melee damage a good score to play with.

DEX: 13 +1 - +1 AC, +1 Initiative, +1 to ranged attacks, and one more point is +2

CON: 16 +3 - +3 Hitpoints per level and +3 FORT save. Here's where you suck it up.

INT: 13 +1 - Minimum for some advanced feats.

WIS: 10 +0 - Average wisdom

CHA: 08 -1 - You're not a beauty, but you get the job done.

Recommended Feats:

Dodge: +1 AC vs 1 foe (If they can't hit you, they can't hurt you) Prerequisite of Dex 13.

Combat Expertise: This allows you to play with your BAB giving you more AC by sacrificing BAB. Prerequisite INT 13.

Improved Sheild Bash: Allows you to perform a shield bash and keep the AC bonus, get a spiked shield.

Improved Initiative: +4 initative, Hit first, ask questions later

Weapon Focus: Longsword +1 to hit with longswords. An effective weapon when coupled with a shield.

Power Attack: Swing that sword, do sey do. Power attack is +damage and -attack.

Arms & Armor
Armor

I'd recommend going with the best armor you can find without sacrificing your dex bonus. If your dex is 1 or less, that means Full Plate. If your dexterity is 2 or 3 and you should be wearing breastplate. and if you've got a Dex of 4 for some reason go with a Chain Shirt.

Weapons

Defensive

A heavy shield with a longsword (4.5+STRMOD average damage 19-20 x2 crit) is your best combination here. If you plan on being defensive, Improved shield bash and a spiked shield is a must. If you need a slightly better weapon, pay a feat to use the exotic weapon proficiency with bastard sword (5.5+STRMOD average damage w/ 19-20 X2 crit).

Offensive

The best offensive weapons are two-handed. It allows you to add 1 and 1/2 of your strength to an already powerful weapon. My favorite is the greatsword (7+(StrMod*1.5) average X2 19-20 Crit), but the greataxe is also nice (6.5+(StrMod*1.5) average X3 Crit).

However, the advantages of two-handed weapons shrink away as you gain access to more powerful kinds of equipment (DDO is a Monty Haul game, after all). A giant-bane longsword and greatsword both do an extra 2d6 to that particular enemy, so the raw weapon damage is only a small portion of the total damage output. Plus, wielding two-handed means you can't use a shield. At first, that is a -2 AC penalty (heavy shield), but once you're 6th level and start finding items like a +3 Heavy Steel Shield of Fire Resistance, so you are giving up a lot of protection to swing with both hands.

Therefore, use two-handed at low levels if you want, but don't invest feats on improving them, because you'll eventually want to switch to magic longsword and magic shield.