Talk:Starting a Fighter

The Magekiller build is a little off base. The "saves" fighter is definately going to be a popular route in Module 3, since it is becomeing a "save or die" world, and I think this class could use a little work. During testing on Risia, my Fighter12 would get held, commanded, slain, cursed, etc while in a Paladin's Aura of Good. I think a better route for an anti-Mage is to take at least two levels of Paladin, and buff Charisma instead. More Paladin is better, but since this is a Fighter page two would be sufficient. Something along the lines of:
 * Fighter 10 \ Paladin 2
 * Drow/Dwarf/Halfling
 * Strength 18/21
 * Dexterity 13
 * Constitution 9
 * Intelligence 10
 * Wisdom 8
 * Charisma 16
 * Suggested Feats:
 * Dodge
 * Mobility
 * Spring Attack
 * Two Weapon Fighting
 * Weapon Focus
 * Greater Weapon Focus
 * Weapon Specialization
 * Improved Critical
 * Iron Will
 * Luck of Heroes


 * Feel free to edit/add this to the main article page. The builds are always subjective, and most of them are quite old, so have not necessarily been played to the upper levels. Tihocan 23:06, October 23, 2006 (EDT)