Starting a Fighter

Fighter Styles
The Fighter class gets an amazing number of feats - more than double of any other class, which lets you customize your build to get exactly what you want.

Sword and Board
This is the least common style of fighter. The shield gives the fighter an amazing boost to his Armor Class, which allows him to take a lot more abuse in melee combat than a fighter without one. However, those defensive benefits come at the loss of DPS. When weighting the damage capability of two-weapon and two-handed weapon fighters, the sword and board fighters comes off as much weaker. The logic used being "If it's dead, it won't hit me back." This style is, however, quite useful to switch to when tanking - more AC and DR from shield-blocking will help mitigate damage.

Two-Weapon Fighter
Although two separate styles, they are actually very similar. The lack of a shield means that you're down at least 7 AC at higher levels; however you can make up for some of it using the Shield spells, which grants 4 AC, and is castable by a wizard or sorcerer (on themselves), or by a clicky.

A Two-Weapon Fighter specializes in dealing damage to a single target. You get more attacks per round and get the modifiers from two weapons.

Currently, Two-Weapon Fighters (or TWF as it is often referred as) are one of the most efficient melee damage dealers and is a choice recommended by many players.

Two-Handed Fighter
A Two-Handed Fighter is able to deal an impressive amount of damage. In addition to having the most damaging weapons, they also deal glancing blows. The drawback to this style is that lacking a shield is even more apparent, as your glancing blows will be drawing more hate from creatures. If you go this route, you will need to put more emphasis in constitution than a two-weapon or sword-and-shield fighter.

Strength
Your Strength modifier is added to your damage roles and your attack roles, making Strength an important attribute for a fighter who intends to kill things. Even if you intend to function as a tank, don't skip this attribute. Without the ability to deal damage you wont be able to hold on to aggro effectively.

Dexterity
Your Dexterity modifier is used to decide your dexterity bonus to your armor class. Since in full plate your maximum dexterity bonus is 1, the highest dexterity modifier most people get is 1. Fighters can get an enhancement, Fighter's Armor Mastery, which increases the maximum dexterity bonus you can achieve, so if you intend to use this enhancement you should plan your abilities accordingly. Dwarves get a similar racial enhancement, which stacks. Mithral armors with Nimbleness will also increase the maximum dexterity bonus. A dwarven fighter in Mithral Full Plate of Superior Nimbleness can apply an amazing amount of dex bonus to his AC.

Your Dexterity modifier also applies to your reflex save

Dodge, a popular feat, requires a minimum dexterity of 13.

If you take Weapon Finesse, you may add your dexterity modifier to your attack roles instead of your strength modifier for light weapons, rapiers, and unarmed attacks (with or without handwraps). Your full DEX bonus is applied even in heavy armor.

If you plan on going the TWF route, make sure you have enough dexterity to take the Two Weapon Fighting feat (DEX 13 required), as well as its successors (DEX 17).

Constitution
Your Constitution gives you a bonus to your hit points, as well as bonus to your fortitude save. For every point of constitution modifier, you gain one additional hit point per level.

Intelligence
Your Intelligence decides how many skill points you get. Other than that, the only reason to get INT is to fulfill a prerequisite for a feat - commonly, Combat Expertise which requires 13 intelligence.

Wisdom
Your Wisdom modifier is added to your will saves. Other than this, pretty much completely useless for a fighter.

Charisma
Fighters can use a a higher Charisma mainly to raise their UMD skill (if they plan to focus on UMD), or their intimidate skill, which can be very effective to hold aggro.

Fighter Build - Agile & Active
Well balanced all-around 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 armor 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.

Mobility: Prerequisite: Dodge. +4 AC while tumbling. Really only useful as a prerequisite for...

Spring Attack: Eliminates the penalty to attack from moving.

Adjustment: Drop Cha to 8, raise Wis to 12 and be a Dwarf. The +2 vs spells/spell-likes, +2 vs Poison, and +4 Dodge vs Giants will help immensely. The only bad thing about being a Dwarf with 6 Cha is your Intimidation (and UMD, if you use it) will start off rather less than stellar.

Note: The above stats assume the 28 point buy system

Fighter Build - THF DPS
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: Slashing: Use a Falchion or Greataxe. They have the best DPS of the 2-handed weapons due to good critical hits. Also applies to Greatswords. Power Attack: Swing that sword, do sey do. Swing that sword, do sey do. Power attack is +damage and -attack. Two-Handed Fighting and its successors: Glancing blows are your friend!

Opinion: You will be disappointed if you use this "Damage" build. You will get killed by will save spells such as Hold Person which gives everything around you several seconds of free whacks ("Ooh, look! A glowy blue pinata!  Let's see what spills out!"). Not only that but with Power Attack you will be missing as your attack bonus drops to Str Mod + Weapon + Feats. 2nd Opinion: As of Update 1 this is simply not a viable build for a fighter.

Fighter Build - 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 damage. 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: 14-16  - I recommend having no lower than 16, but some put it to 14 to have more to spend elsewhere. Probably your 2nd most important stat outside of CON. You won't always need to tank, and when you do, you want to hit things.

DEX: 10+  - This can be variable, depending on if you're going to have your DPS from Two Weapon Fighting or Two-Handed Fighting. Put it high if you're taking TWF, only have enough to get the maximum Dex bonus you can at level 20 with a tower shield and full plate otherwise (make sure to take the Max dex bonus enhancement lines!). It is also worth noting that Bastard Swords and Dwarven Axes can do Glancing blows, so you could take the THF enhancement line to allow better threat-tanking while using a sword+shield via glancing blows.

CON: 16-18  - An important stat for all tanks, more of this = more HP and fort saves. Most put this to 18 if Warforged or Dwarf, 16 if not.

INT: 13-14 - 13 is Minimum for Combat Expertise, your main tanking stance. Some put it a point higher to take advantage of the bonus skill points 14 provides (you get no benefit for 13)

WIS: 8-10  - Although Will saves are fairly important, tank fighters need 4 out of the 6 stats, so this is usually dumped with will saves made up for with feats, Paladin levels, etc.

CHA: 10+  - Although more will benefit UMD and intimidate, 2 important skills for tank fighters, most just put enough to not get a negative mod on it as tank builds are stat-starved.

Recommended Feats:

Dodge: +1 Dodge bonus to Armor Class (If they can't hit you, they can't hurt you) Prerequisite of Dex 13. Can be skipped, but recommended.

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. Optional, but useful.

Weapon Focus: Slashing This, and the other fighter-exclusive greater weapon focus lines give +1 to hit with slashing weapons like the Longsword, Bastard Sword, or Khopesh, all common weapons coupled with shields.

Power Attack: Power attack is +damage and -attack, best used while you're in DPS form.

Fighter Build - 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 Magekiller values a strong will, good reflexes and high stamina. He isn't smart nor beautiful 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 survival, be proud of it

Recommended Races:

Dwarf: The top 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. Dwarven Axe proficiency is simply a fringe benefit.

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.

Drow: Another option for high DEX fighters. Highly resistant against enchantments, and innate spell resistance. The -2 to CON is a problem, but can be tolerated.

Warforged: The -2 WIS is canceled 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 Reflex and Fortitude saves and the useful Bow Strength feat. The Favored Enemy class feat isn't a bad thing, either.

- Level 4 to 10: Fighter all the way.

Recommended Feats:

Dodge: +1 to AC. There aren't many ways to increase AC so take what you can get 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.

Fighter Build - Dwarven Fighter

 * 16 str
 * 13 dex
 * 16 con
 * 13 int
 * 10 wis
 * 6 cha

Bonus stat points into str.

Feats (it's imperative you take the feats in the order noted; you can't take saving throw feats with fighter bonus feats [must be taken on 1-3-6-9])


 * 1 Weapon Focus: Slash
 * 1 Luck of Heroes
 * 2 Dodge
 * 3 Mobility
 * 4 Weapon Spec: Slash
 * 6 Iron Will
 * 6 Spring Attack
 * 8 Weapon Crit: Slash
 * 9 G WFocus: Slash
 * 10 Combat Expertise

Enhancements:
 * Dwarven Con
 * Fighter's Str
 * Fighter's Action Boost
 * Fighter's Combat Expertise

Fighter Build - Two Weapon Fighter
This build is for the people who likes to do high damage in short time, and still have a decent HP. I am on lvl 4 (don't have toughness yet) and have 95HP, and, when I crit, I do about 50 damage. First, you should choose a weapon, i recommend double khopesh or double bastards (khopesh for higher crit. and bastard for higher normal dmg- I use khopesh). Then, you should choose a race, good races are: human (1 extra feat), elf (extra dex.) dwarf (extra con.) or even a drow. I started as an elf and my starting stats are these:

STR: 18+4 Awesome start dmg. DEX: 16 +3 Enough for having basic two weapon feat CON: 14 +2 The points that left... WIS: 8 -1 Those is bad for resisting magics... and then... INT: 8 -1 Dahh... CHA: 8 -1 Ugly as hell...

Actually i get power attack for improving normal atack, more than crits. and also all the two weapon feats (i mean, the basic and the one that let's you to use the offhand weapon as a light weapon)... For weapon i got a breastplate +2 (get the best as you can, except if you are going to get a DEX higher than 18, then use Chain Shirt)...