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FIGHTER
One might think that the Barbarian and Fighter analyses would be much the same, and, well, they would be right in the broadest sense of the classes. The Fighter, like the Barbarian, is a solid up-front, take it on the chin type who can combine high armor class (defense) and high hit points with melee skills to create the prototype tank – one that takes a lot of abuse while dishing out big hits. However, on closer inspection, what you see in the Fighter is that while they can perform this role nearly as well as Barbarian, they have many more options and roles they can concentrate on. The Fighter can be a swashbuckler, archer, knight, ruffian, soldier, gladiator, and so much more. So, the person who sees a Fighter on a character sheet or player roster (in game) and assumes that they are dealing with another greatsword wielding oaf in plate male could be right, but as often as not, they will find a much different personality than the expected.
The reason all of the above is true is because, unlike any other class, the Fighter gets feats, more feats, and even more feats. A twentieth level Rogue will have but 7 feats (plus some class features) to make choices over while the more feat laden Wizard at the same level will have 11. However, the Fighter will finish with 18. That’s more than double what most classes get. With so many options available to them, the Fighter will have the ability to pursue and master many more possibilities through feats than any other warrior class, and faster at that. And because of so many feats available, the Fighter is more able to expend a feat or two on the less combative ones available that might add more color or flexibility to the character. So while the Barbarian may loath to spend a feat on Skill Focus or Iron Will in favor of the Improved Critical Strike or Knockdown attack, because the Fighter has so many feats available, taking the more exotic or role-playing avenue is available to them.
This should play well within NeverWinter Nights. The Fighter could be the group tank, taking the normal feats like Weapon Focus (favored melee weapon), Power Attack, etc., at the same time could also dabble a little ranged weapon feats like Point Blank Shot and Rapid Shot in there for those situations where striking down an enemy spellcaster at distance or the long reaching giant warrants a different strategy.
- Alignment Restrictions: None
- Hit Die per Level: d10 (1-10)
- Armor Proficiencies: All plus Shields
- Weapon Proficiencies: All Simple and Martial Weapons
- Saving Throws: Fortitude (primary), Reflex & Will (secondary)
- Skill Points Per Level: 2+Int Modifier (x4 at 1st character level)
- Class Skills: Concentration, Discipline, Heal, Lore, Parry
- Class Features: Bonus Feats (at 1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th)
- Class Kits: Default, Commander, Finesse, Gladiator, Pirate
With all armor proficiencies plus shields, d10 HPs, and all those feats, the Fighter certainly can be whatever kind of warrior he wants to be. Saving throws and skill points show some weakness, though, and the class skills are not very extensive.
Kits: The kits are interesting and offer a good compliment of playing styles for the player who either likes the sound of them or is inexperienced at developing characters. Default will be a well rounded character who favors the shield and long-sword route. Commander will dabble in skills not normally taken to reflect their force of personality and leadership. Finesse Fighter will, obviously, go with a lighter weapon route and favor more dexterous combat. Gladiators will be the dual wielding weapons specialist. Pirate also goes the dual wielding route but with a more defensive stance through parry (and riposte) seeking to counterstrike when weakness is shown.
Skills: With only 2+Int, the Fighter won’t have a lot to develop from unless human (who gets +1/level) or boosting Int. Discipline appears to be a must (at this time). Heal might be a very effective skill if it cures as many HPs as it sound like from the description (stay tuned for more on that. Parry is an effective defensive skill, and can be further boosted by taking the Improved Parry feat. Concentration is effective against Taunting opponents. Lore is probably the least attractive for the combat oriented class.
Feats: Feat selection for the Fighter (for those not taking a kit) is extremely wide open. Not only will they receive the normal character level bonus feats (at 1st, 3rd, 6th, 9th, 12th, 15th and 18th), the Fighter gets all those Bonus Feats (plus another if they are human). Weapon Focus (weapon of choice) gives +1 to attack rolls and will be often one of the first. Toughness, even though the Fighter is already strong in HPs, is like getting a free +2 Con for HPs. Power Attack, while not an outstanding feat on its own (+5 damage –5 attack roll), opens up future feats, most notably Cleave (which allows a free attack after a killing blow). Improved Critical (once base attack bonus reaches 8+) is a very nice feat and recommended later on. Knockdown (and Improved Knockdown) look like very effective feats as it stands now. Disarm (and its improved version) offer a chance to relieve opponents of their wielded weapons. Weapon Proficiency Exotic gives access to some cool weapons for the Fighter who wants to be unusual. Point Blank Shot and Rapid Shot are very important for the Fighter who wants to be a capable Archer, too (or primarily). Mobility is a very good feat for wading through foes to get to that Mage or Cleric that is peppering the group behind front line warriors. Two-Weapon Fighting (and its improved version) and Ambidexterity are musts for the Fighter who wants to dual wield. Great Fortitude, Iron Will, and Lightning Reflexes are feats that can boost a Fighter’s ability to resist spells and dangerous affects that require saving throws. Dodge boosts defense against a primary foe. Alertness gives a boost to the weak senses. A Fighter could even advance their ability in unarmed combat by taking feats normally associated with Monks. As can be seen, there is a lot of options open to the Fighter character. Keep in mind that many feats require attribute minimums (like Dodge needs a 13+ Dex and Disarm a 13+
Int).
Special Features: Feats. See above.
Attributes: Designing a Fighter might seem like a simple process, heavy on Strength and Constitution, but there are as many possibilities as there are Feat combinations. Here’s some 30 point buy designs:
- Str: 14, Dex: 14, Con: 14, Int: 14, Wis: 12, Cha: 10 (balanced)
- Str: 18, Dex: 12, Con: 16, Int: 8, Wis: 8, Cha: 8 (massive gladiator)
- Str: 14, Dex: 16, Con: 14, Int: 12, Wis: 10, Cha: 10 (finessing duelist or
dualer)
- Str: 17, Dex: 10, Con: 16, Int: 13, Wis: 8, Cha: 8 (heavy armor tactician)
- Str: 15, Dex: 12, Con: 16, Int: 14, Wis: 10, Cha: 8 (skilled tank)
- Str: 14, Dex: 17, Con: 14, Int: 10, Wis: 10, Cha: 9 (archer)
Certainly, there are many more ways to develop a Fighter, but those are a sampling for players looking for a place to start.
Race: Choosing a race is as much about role-play or style as it is about features. Half-Orcs offer the only boost to Strength (+2), opening up the possibility of having as high as a 20 Strength from level 1 (but at the loss of Intelligence and Charisma). Humans give bonuses to skills and a free feat to start. Dwarves boost Constitution making them even better at taking abuse as well as Fighter as the favored class for multi-classing. Half-Elves offer some racial benefits (like darkvision and skill bonuses) along with their Any designation for preferred race (important for the multi-classer). And while Elves (-2 con), Gnomes (-2 str), and Halflings (-2 str) have key stat weaknesses, they also have some benefits that don’t make them impossible in the roles of Fighter.
Multi-class: Fighters offer a lot as a multi-class character. As the primary class, they continue to gain feats at a rapid rate. Barbarian and Ranger can add some interesting special abilities while not detracting from the Fighter’s main abilities of HPs and Base Attack Bonus (BAB). A level (to three) of Rogue opens up some interesting skill improvements as another possibility. As a second or third class, the Fighter offers quick feats and all the proficiencies that make them attractive. For warrior players, Fighters will be a popular addition or mix in class for those looking to maximize their character’s abilities.
Conclusion: Fighter should be the most common class in the game. They multi-class quite well and are so versatile that even a pure Fighter should offer a lot to a group. With melee and tanking being needed in every campaign, the Fighter should never be for lack of a place.
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