Starting a Fighter

So you want to start a fighter?

Here are some examples of fighter builds to suit your needs and temperament.

=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 Dodge bonus to armor class (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.

Weapon Focus: Slashing (Includes the 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 easily cursed, but hey what did you expect as a meat shield.

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

Recommended Feats:

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 Dodge bonus to Armor Class (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 Shield Bash: Allows you to perform a shield bash and keep the AC bonus, get a spiked shield.

Weapon Focus: Slashing +1 to hit with slashing weapons like the longsword, an effective weapon when coupled with a shield.

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

Magekiller (Resistant)
Everyone knows the strengths of a fighter: They hit hard and often and they have lots of Hitpoints. But even more important than to know your strengths is to know your weaknesses: The typical fighter will have a Will saving throw of +2 or +3 at Level 10 without magic items! Dealing lots of damage doesn't help, when you are cursed, scared, panicked, burned, etc. all the time. Fighting against mobs with shamans or wizards will be very frustrating. The Magekiller has turned this weakness into his greatest advantage. He is unstoppable by magic means and still can deal a fair amount of damage. The Magkiller values a strong will, good reflexes and high stamina. He isn't smart nor beautyful but he knows how to survive.

Recommended Point Buy:

STR: 16 +3 - Plus 3 to hit and damage, you want to kill quickly

DEX: 14 +2 - +2 to reflex saves, dodging fireballs saves Hitpoints

CON: 14 +2 - You won't be damaged much, so this is sufficient

INT: 08 -1 - Your job is to kill, not to argue

WIS: 14 +2 - +2 to will saves, enables the cleric path

CHA: 08 -1 - Scars are a sign of survial, be proud of it

Recommended Races:

Dwarf: The prior choice. +2 to CON and racial spell resistances. Enables you to get CON 18 and STR 21 at level 10. Also enables the "Dwarven spell resistance I" enhancement.

Halfling: +1 to AC and Attacks and increased saving throws. If you aim for two-weapon fighting this would be your choice. The -2 to STR hurts a bit.

Elf: Another option for high DEX fighters. Highly resistanct against enchantments. The -2 to CON can be tolerated.

Warforged: The -2 WIS is cancelled out by the Construct Thinking enhancement, which eventually gives you an overall bonus on Will saves.

Recommended Class Progression:

- Start with Fighter and max out the Jump skill. Jump enables you to pass blocking enemies (reaching the enemy mage behind his meatshield) and is required for certain side quests.

- At level 2 chose the cleric class. +2 to Wis and Fort save helps a lot and you can cast heal spells and Protection from evil to further increase your saves and AC.

- At level 3 take the ranger class. You'll get +2 to Refl and Fort saves and the useful Bow Strength feat. The Favored Enemy class feat isn't a bad thing too.

- Level 4 to 10: Fighter all the way.

Recommended Feats:

Dodge: +1 to AC. There aren't many ways to increase AC so take your chance.

Weapon Focus(Slashing): ...be precise...

Weapon Specialization(Slashing): ...be powerful...

Improved Critical(Slashing): ...and be deadly...

Lightning Reflexes: Dodging spells is good for limbering up.

Iron Will: What is fear?

Resilience: For the extra tough Spellcasters.