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 most 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. A sword and shield fighter is usually the primary damage dealer, as well as the primary tank - just because you aren't weilding two weapons or a massive Greatsword, doesn't mean you will have trouble making things die.

Two-Weapon Fighter
Although two seperate 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 an 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.

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.

=Fighter Stats=

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 agro 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. Fighter's 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. 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. If you plan on going the Two-Weapon Fighter route, make sure you have enough dexterity to take the Two-Weapon Fighting feat, as well as its predecessors.

Constitution
Your Constitution gives you a bonus to you 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 intelligence is to fulfill a prerequisite for a feat - commonly, Combat Expertise which requires 13 inteliigence.

Wisdom
Your Wisdom modifier is added to your will saves.

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 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.

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 that your Haggle Skill of -2 will make you pay a little more for stuff.

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.

Opinion: You will be disappointed if you use this "Damage" build. You will get killed by will save spells such as Hold Person which makes all attacks on you automatically crits. Not only that but with Power Attack you will be missing as your attack bonus drops to Str Mod + Weapon + Feats.

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.

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