Fighter FAQ Fighter FAQ guild created by CaptainKO Date: 5/2/07 Version 1.04 -------------------------------- Table of Contents A. Attributes & Skills B. Builds & Gameplay C. Feats E. Races F. Multi-Classing G. FAQs H. Copyright -------------------------------------------- A. Attributes & Skills Strength – (See Builds & Gameplay) Strength is needed for carrying items, raise you’re Attack Bonus (aka AB) for melee weapons and doing more damage. The amount of weight you can carry goes up with every point of strength you receive and the damage you do with a weapon goes up every 2 points for +1 to damage and attack bonus. If you have a Strength score of 10, you'll gain no benefits to damage, attack bonus and the weight you can pick is standard. If you're Strength goes below 10, you'll start to suffer -1 penalties towards AB, damage and the amount of weight you can carry with every -2 you lose. (Penalties apply to weight every point taken from strength) Strength is the most important attribute for a Fighter unless you are a Dexterity based build. Dexterity – (See Builds & Gameplay) Dexterity is need to raise your Reflex saves against damaging spells, raises your Attack Bonus (aka AB) for range weapons, Dexterity-based skills and traps as well as raising your Armor Class (aka AC) for a better defense. Your Reflex saves, Dexterity-based skills, Range AB and AC are raised by +1 points every 2 points of Dexterity you get. If you have Dexterity score of 10, you'll gain no benefits to your Reflex saves, Dexterity-based skills, Range AB or AC. If you're Dexterity goes below 10, you'll start to suffer -1 penalties towards Dexterity based-skills, AB with range weapons, reflex saves and AC. Dexterity is the second most important attribute unless you’re a Strength-based build. Parry (Dexterity-based skill): This skill allows you to go into a defensive mode to block an attack. The calculations for this is Parry DC + Dexterity vs. Enemy AB. If your counter roll is 10 or higher, you’ll perform a counter attack. You can only block and counter attack as many attacks you can perform in one round, which means you can only perform 4 to 7 successful blocks and 4 to 7 successful counter attacks, depending on whether or not you choose to dual wield. This is quite useless to Strength based Fighter, but Dual-wielding and Dexterity-based Fighter may find the Parry skill a bit more useful. Tumble (Dexterity-based skill): You are able to roll and save against attacks while moving. The calculation for this is Tumble DC + Dexterity + Dice Roll vs. DC of 15. Adds +1 AC Every 10 points of tumble. This isn’t one of the Fighters skills, but it’s useful never-or-less. Constitution - (14) Constitution is need to raise one's Health Points (HP), Constitution-based skills, and Fortitude saves against poison, disease, negative energy affects & death spells, attacks and traps. Your Fortitude saves, Constitution-based skills, and HP are raised by +1 every 2 points of Constitution you get. If you have Constitution score of 10, you'll gain no benefits to your Fortitude saves, Constitution-based skills, or Health points. If you're Constitution goes below 10, you'll start to suffer -1 penalties towards Fortitude saves, Constitution-based skills, and HP. This is one of the most important attribute for a Fighter as this attribute allows you to be a tank and last in the frontlines. This attribute should NEVER go below 14. Intelligence - (14) Intelligence is needed to gain another skill points and raise your score for Intelligent-based skills. Your Intelligence-based skills and Intelligent-based skills are raised by +1 every 2 points of Intelligence you get. If you have Intelligence score of 10, you'll gain no benefits to your Skill points or Intelligence-based skills. If you're Intelligence goes below 10, you'll start to suffer -1 penalties towards Skill points and Intelligence-based skills. Fighter should always have 14 for Intelligence, period. Fighters are smart because they are good tacticians and know how to put anything they put in their hands on to good use. Crafting Armor & Craft Weapon (Intelligence-based skill): This skill allows the Fighter to create his own weapon and reduce the amount of money spent on trips to the vendor to buy armor and weapons. Plus, it makes you more useful to the team. Wisdom - (10) Wisdom is need to raise one's Willpower save against mind spells, attacks & traps and Wisdom-based skills. Your Willpower saves and Wisdom-based skills are raised by +1 every 2 points of Wisdom you get. If you have Wisdom score of 10, you'll gain no benefits to your Willpower saves and Wisdom-based skills. If you're Wisdom goes below 10, you'll start to suffer -1 penalties towards Willpower saves and Wisdom-based skills. Fighters need 10 Wisdom and you should NEVER go below 10. The one thing that can curbstomp a Fighter is willpower saving spells, attacks and traps so always keep this above a 10. Charisma- (8) Charisma is needed to raise points toward Charisma based-skills. Your Charisma based-skills are raised by +1 every 2 points of Charisma you get. If you have Charisma score of 10, you'll gain no benefits to your Charisma based-skills. If you're Charisma goes below 10, you'll start to suffer -1 penalties towards Charisma based-skills. Like the Barbarian, Fighter don’t need Charisma and only serves as a “dump” attribute because there is a lack of options for Intimidation. So lower your Charisma to an 8. Intimidation (Charisma-based skill): This skill is mainly for role-playing conversations in the campaign. When the option comes up, you use intimidate as scare tactic to lower the NPC morale and fleeing. This skill is rarely used at all compare to Bluff and diplomacy. Taunt (Charisma-based skill): This is a combat skill that lowers the enemy’s AC by 2 with a Taunt. However, your enemy gains an attack of opportunity against your character when doing so. With every 5 points the range of Taunt is increased. This skill is mildly useful in beginning, but at later levels unless you combine this skill with knockdown, it’s useless. It’s also important to note that this skill is best used when going one-on-one with a boss character. -------------------------------------------- C. Builds and Gameplay Strength based build Strength - 17+5 Dexterity - 13 Constitution - 14 Intelligence - 14 Wisdom - 10 Charisma - 8 Dexterity based build Strength - 13 Dexterity - 17+5 Constitution - 14 Intelligence - 14 Wisdom - 10 Charisma - 8 Dual-wielding build Strength - 15 +3 Dexterity - 16 +2 Constitution - 14 Intelligence - 14 Wisdom - 10 Charisma 8 The Class No matter what style you are using, Fighters are about damage and do lots of it. If they are built right, Fighters can get access to a number of feats. Fighters can hold three positions on the battlefield: Dreadnaught, Sniper or Point Guard. Dreadnaughts are those whose job is to serve as crowd control in melee range, which is the most important job of a tank. The Dreadnaught’s main purpose is to stop the group of enemy NPCs from reaching those on the backline (Spellcaster, Archer and Healer) who are fragile to melee attacks. They keep the enemy at the frontlines long enough for the backline to whip out their trump card to end the battle. Strength-based builds who use one-handed weapons and a shield normally fill this role. Point Guards are the offensive fighting machines who serve as “duelers” against bosses. They either keep the boss focus on them or they are serving to assassinate the boss as fast as possible. The Point Guard is one of the least favored qualities parties look for in a Fighter when filling a tank position because running ahead of your friends to kill boss sometimes ends up with the team being “wiped out” as the backline is left undefended. Strength-based builds that use two-handed weapons, weapon finesse Dexterity-based builds and Dual-Wielding builds are normally point guards. The last position Fighter’s fill is the Sniper position. Snipers fill the role of Archer when there isn’t a Ranger or Arcane Archer present. They serve as long range crowd control and dps. Dexterity-based builds that use bows and Dual-wielding builds that use mighty bows are normally snipers. Pre-Battle The Fighter priority is to first size up his/her enemy or enemies before going to battle. If the character has buffs on them then you should use them to gain the advantage. Melee For the Dreadnaught Fighter, he or she is running to stop the mob and grab aggro from enemy NPCs before they can reach the backlines. He or she is using either knockdown or disarm against the “captain” of the enemy NPCs or to simply reduce the damage done to her by disabling one of the enemy NPCs. The Point Guard Fighter, on the other hand, is probably making a B-Line for the boss. If you’re a strength-based build with a two handed might want to try Whirlwind Attack to grab aggro before reaching the boss because if you ignore the “minions,” they are going to disrupt your allies on the backlines and make short work of them. Dexterity and Dual wielding based build might want to attack some of the enemy NPCs before pressing forward. Range Sniper Fighters are standing in the background alongside the spellcaster and healer, picking off enemies while the tanks keeps the enemies at bay. If enemy is able to get pass the tank and head towards the backline then the Spider Fighter should switch from his/her range weapon to their melee weapons. There should be no strength-based Fighter in the back shooting arrows. Strengths - Fighters are extremely good in the beginning around levels 1 to 3. - Fighters are the most abundant tanks in the game. - Fighters are more likely most to serve as a “bridge class” when making cross-class builds. - Fighters are good tacticians Fighter class with arsenal of combat feats. - Fighters have leaner-straightforward. - Fighters can make their own equipment. Weakness - By level 4, Fighter-type classes like he Barbarian and Paladin become better Dreadnaughts and Point Guards then Fighters. - Fighters have class feats that barely increase damage. - Fighters have very low Will and Reflex saves. - Most Fighter-type class can achieve higher ABs and Damage through self-buffs provided by their class. (Ex. Paladin’s spell and Barbarian’s Rage) - Fighters are the most expensive class to keep well-geared. (When they can’t make their own gear) - Fighters lack useful skills beside Lore and Craft Weapons/Armor. - Fighters have only one NPC roleplaying option as a class. - Most players don’t go beyond 10 to 12 levels of Fighter. - Most non-humans are great Fighters except for the Halfling, Gnomes and Human. -------------------------------------------- B. Feats - Selectable Fighter Feats Weapon Specialization: Fighters get +2 to damage towards the weapon they have selected for weapon focus. Greater Weapon Focus: At level 10, a Fighter can get an additional +1 to AB towards the weapon they have selected for weapon focus. Great Weapon Specialization: Fighters get an additional +2 to damage towards the weapon they have selected for weapon focus. - Dreadnaught and Point Guard builds General Feats Weapon Focus, Improve Critical, & Power Critical: These are all good feats to increase the Fighter’s damage output. Weapon Focus opens up a lot of windows of opportunity, not just with critical, but with weapon specialization, great weapon focus and prestige classes. Without these skills, your Fighter is next to useless. Weapon Focus gives you +1 extra to hit and who doesn’t want a better chance at hitting their opponent. Weapon Focus is also a prerequisite for Improve Critical lowers your threat range by 2. Power Critical lowers the threat range required to confirm a critical on the second roll by 4. Without these feats, you’re strength goes to waste as your critical hit modifiers double the damage of your weapon, physical damage from your strength and any additional enchantments. Power Attack, Cleave and Great Cleave: This is a good buff to your damage when fighting two handed and only fighting two handed. It adds +3 to damage when fighting with a sword & shield and +6 when fighting with a two-handed weapon. Power attack is a prerequisite for Cleave, which is the other reason why you are getting this feat. This feat gives you a free attack against a nearby enemy in any direction whenever you kill an opponent while Great Cleave is the greater version of the Cleave feat allowing you to kill an endless number of enemies. Knockdown/Improve Knockdown: Knockdown gives one the ability to knockdown their opponent based on strength modifier between PC’s strength bonus vs. NPC’s strength bonus. Knockdown only works against those the same size and smaller, leaving the opponent prone and unable to defend oneself, losing a certain amount of AC for one round. Improve Knockdown is the same Knockdown, but a better version as you are able to knockdown opponent a size large than yourself. Overall, knockdown is good defensive feat for a Fighter. Disarm/Improve Disarm: Disarm gives the character the opportunity to disarm by knocking their weapon to the ground. However, the trade off is that you suffer an Attack of Opportunity. (AOO) Unlike Knockdown, Disarm works depending on your character’s size and weapon. The big you are or the bigger the weapon, the more likely you’re going to disarm someone. If you’re getting disarm, it’s best to follow with Improve Disarm because Improve disarm eliminates the AOO against you, improves your chance to knock a weapon out of your opponents hand and allows you to steal their weapon. (If the weapon isn’t destroyed) This feat is yet another good defensive skill when fighting humanoid opponent whom wield nasty weapons and sets them up for AOOs when they try to attack the next round. Dodge: Gives you +1 dodge AC. *Luck of Heroes: Gives +1 to all three saves. Iron Will: Add +2 to Willpower saves. Mobility & Spring Attack: When you running your Fighter gains +4 AC against Attack of Opportunity. Spring Attack is the superior version because your character no longer triggers AOOs while running. This feat is requirement if you’re going to be a Weapon Master build. Combat Expertise: The Fighter trades AB for AC. This is a good ability for a Point Guard to use he doesn’t want to want to be force to use a shield. Whirlwind: With this feat, the Fighter can hit everyone of his opponents within a small melee radius. **Note: This feat is only recommended if you’re playing a human or a Strongheart halfling. - Finesse Dexterity and Dual-Wielding based build General Feats Disarm/Improve Disarm: Disarm gives the character the opportunity to disarm by knocking their weapon to the ground. However, the trade off is that you suffer an Attack of Opportunity. (AOO) Unlike Knockdown, Disarm works depending on your character’s size and weapon. The big you are or the bigger the weapon, the more likely you’re going to disarm someone. If you’re getting disarm, it’s best to follow with Improve Disarm because Improve disarm eliminates the AOO against you, improves your chance to knock a weapon out of your opponents hand and allows you to steal their weapon. (If the weapon isn’t destroyed) This feat is yet another good defensive skill when fighting humanoid opponents whom wield nasty weapons and sets them up for AOOs when they try to attack the next round. Two Weapon Fighting, Two-Weapon Defense, Improve Two Weapon Fighting, Improve-Two Weapon Defense and Greater Two-Weapon Fighting: These feats allow you to dual wield with reduced penalties and add defense. If you're going to get Two Weapon fighting feats then make sure to get Two Weapon Defense feats to increase your defense since you can’t pick a shield. Weapon Finesse: This feat is a must in order to convert your Dexterity bonus into Attack Bonus. Weapon Focus, Improve Critical, & Power Critical (One-handed weapon): These are all good feats to increase the Fighter’s damage output. Weapon Focus opens up a lot of windows of opportunity, not just with critical, but with weapon specialization, great weapon focus and prestige classes. Dodge: Gives you +1 dodge AC. Mobility & Spring Attack: When you running your Fighter gains +4 AC against Attack of Opportunity. Spring Attack is the superior version because your character no longer triggers AOOs while running. This feat is requirement if you’re going to be a Weapon Master build. Combat Expertise: The Fighter trades AB for AC. This feat is requirement if you’re going to be a Weapon Master build. Whirlwind: With this feat, the Fighter can hit everyone of his opponents within a small melee radius. This feat is a requirement if you’re going to be a Weapon Master build. - Sniper Build Feats Point Blank Shot, Rapid Shot, Many Shot and Improve Many Shot: All of these feats are required in order to be an affective sniper build. Weapon Finesse: This feat is a must in order to convert your Dexterity bonus into Attack Bonus. Two Weapon Fighting, Two-Weapon Defense, Improve Two Weapon Fighting, Improve-Two Weapon Defense and Greater Two-Weapon Fighting: These feats allow you to dual wield with reduced penalties and add defense. If you're going to get Two Weapon fighting feats then make sure to get Two Weapon Defense feats to increase your defense since you can’t pick a shield. Weapon Focus, Improve Critical, & Power Critical (Range Weapon): These are all good feats to increase the Fighter’s damage output. Weapon Focus opens up a lot of windows of opportunity, not just with critical, but with weapon specialization, great weapon focus and prestige classes. -------------------------------------------- D. Races Dwarves are by far the best Point Guards and Dreadnaught because of the +2 to Constitution, Racial Favored enemy feats and saves against poison as well spell. Fighters don’t need Charisma so having score -6 for a Dwarf isn’t a bad thing. You can put the extra +2 attribute point towards Constitution to get a 16. Gold Dwarves make excellent Dreadnaughts while Gray and Shield Dwarves are well-rounded for any position. Tieflings and Aasimars make good Fighters as well as they gain Damage reduction of 5 toward cold, electrical, fire damage, darkvision. However, the Tielfing get a free darkness spell, +2 to Dexterity, +2 to Intelligence and -2 to Charisma making him a good finesse, sniping or dual wielding build. The Aasimar isn’t much of fighter class as they gets +2 to Wisdom, +2 to Charisma and free light spell making him good for a Dreadnaught or Pointguard cross class for paladins. Humans are a good well rounded Fighter class, but their extra feats and skill points aren’t much of a use since Fighters get a lot of feats anyway. Elves are good Finesse, Dual-wielding and Sniper builds because of +2 to Dexterity. (Except the Sun elf) Unfortunately, their +2 to Constitution prevents them from being affective Dreadnaughts. The Wood Elf gets -2 to Intelligence hurting their chances in being a weapon master build. Their immunity to sleep and saves against enchantment help to Elves from being curbstomped or charmed. Half-Elves are neutral as they don’t get racial attribute benefits as their Elven parents nor do they get extra feats and extra skill points from their human parents. They offer saves vs. enchantment and skill affinity to listen, but that’s it. But at least they are better than Half-Orcs as fighters. Half-Orcs are not quite good as Fighters even with the +2 to Strength and -2 to Charisma. (Freeing up more attributes points) Unfortunately, that -2 to Intelligence is what is really hurting them. The only thing Half-Orcs bring is Darkvision, which you can get as a Tielfling or Dwarf. Lastly, you have the Halfling and Gnome who are overqualified for Finesse and Sniper builds, especially the Halfling since they get a +2 to Dexterity. Sadly, the two races are poor at being a Fighter class. On of top that both races get -2 to Strength and get -4 or -8 penalties when being disarmed or knocked down by a creature who’re taller than they are or wielding a bigger weapon. -------------------------------------------- E. Good Classes to take in consideration when multi-classing. Barbarian: 1 level of Barbarian gives you Barbarian Rage while 5 levels of Barbarian grant you +10% to speed, Uncanny Dodge & Improve Uncanny Dodge as well Trap Sense. Frenzy Berserker: 2 levels of Frenzy Berserk will offer Supreme Cleave and 5 levels give you Enhanced Power Attack, which doubles the damage for both Power attack feats. Also, if you decide to go the full five levels, you should consider getting Improve Power Attack instead of improve knockdown or disarm as you gain +12 when using a weapon and shield to +24 damage with a two-handed weapon. Rogue: 5 levels of Rogue offer 3d6 Sneak Attack, Evasion, Traps and some extra skills points to use. Duelist: This cross-class is good for Dexterity finesse builds. Five levels land your character Canny Defense, Improve Reaction, Enhance Mobility, Grace, and Precision for 1d6 damage. An additional level will give you Flourish for an extra 1d6 damage, but like the Weapon Master build, this build is useless in the OC because non-critical hittable enemies are immune to Precision and Flourish. Dwarven Defender: 6 levels of Dwarven Defender will land you a Damage Reduction of 3, Uncanny Dodge and & Improve Uncanny Dodge, Trap Sense, Improve AC and Defensive stance, which is currently broken. Weapon Master: 7 levels of Weapon Master will give your Fighter a smaller a wider critical threat range and additional x1 modifier to your chosen weapon. Unfortunately, in the OC, this cross-class build is useless due to the sheer number of non-critical hittable enemies near the end of the game. -------------------------------------------- F. FAQ 1. Is this build for the original Campaign? A. No, as with my past builds, it’s more of a well-rounded Fighter build for any server or module. 2. What class is good to cross-class with for other module or server? The Weapon Master, PERIOD!!! Sure the Frenzy Berserk does more damage to non-critical hittable characters with the superior version of power attack, but Weapon Master wider critical hit range and x1 modifier makes up for what they lack in raw base damage. More chance to critical hit means more damage to be done. 3. Is there any other way to build my Fighter? A. As with my other builds, the feats will not be the same for each race because attribute advantages and disadvantages as well as the number of feats and skills each race gets. 4. There are any other feats you didn’t mention here. Why? A. Again, as with my other FAQ, if I didn’t mention any feats it was because they weren’t worth mentioning. -------------------------------------------- G. Copyright and Permission All the material written here is copy of myself and will not be used without permission from me. (c) Tony Mark, March 2007