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.

Advancement Table
 


 * Starting Proficiencies
 * Simple Weapons
 * Martial Weapons
 * Light Armor
 * Medium Armor
 * Heavy Armor
 * Shields

Class Features
=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=

TODO - Examples of fighter builds and their strengths and weaknesses:

Allround
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. DDO chose a sort of 1/2 whirlwind attack for this feat. It is useful against multiple foes in front of you.