I'm on paladin almost all the time and a multi-classing fan (IWD1 & Hof). It's about time for a pure fighter. At max experience the number of grand master weapon slot is only 3 (I think). Choices are limited, so what’s the best pick?
Will that make him a lesser fighter compared to the good old do good paladin?
Fighter vs Paladin
- ultramarine
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Your fighter will miss the extra +2 AC paladins get from protection from evil and the saving throw bonusses, he'll get +2 thac0,+3 damage and 1 extra attack/roud for specialisation instead and level faster.
You get 14 profiency points until level 30 so you can only get grandmastery in up to three weapon types, but in a normal game you'll hardly reach level 18.
I recommend taking a good aligned gnome or halfling fighter, so you can wear the "helm of the trusted defender" for +3 extra AC and immunity to fatigue. Halflings get a better saving throw bonus and 19 dex, but gnomes can start with 18/00 strength which will make them far superior for the longest part of the game.
If another party member is a good aligned gnome or halfling with cleric or fighter levels I'd take a dwarf, 17 dexterity can be raised to 20 with "cat's grace", but the extra con and better saving throws help a lot.
I'd get grandmastery with axes since there are many of them in the game and you can use them both for throwing and melee and still wear a shield.
At level 9 you should have grandmastery in axes, how you spend the remaining points is optional. You should also take into account which weapons your other party members use.
At the start you might want to specalize in a ranged weapon since you won't find a magical throwing axe before late in chapter2.
Composite bows do the most damage until then, slings grant a strength bonus and can be worn with shield, I wouldn't take crossbow.
There's one type of enemy (only in TotL) which requires blunt weapons to take damage.
The best melee weapon in the game is the longsword of action+4 (can be found in the expansions) and the by far best missile weapon is the only throwing dagger you find in the game. But you'll find it too late. (just before the HoW final)
But the game is easy eough to succeed even with a crappy fighter in your party, so don't bother too much about doing something wrong ...
You get 14 profiency points until level 30 so you can only get grandmastery in up to three weapon types, but in a normal game you'll hardly reach level 18.
I recommend taking a good aligned gnome or halfling fighter, so you can wear the "helm of the trusted defender" for +3 extra AC and immunity to fatigue. Halflings get a better saving throw bonus and 19 dex, but gnomes can start with 18/00 strength which will make them far superior for the longest part of the game.
If another party member is a good aligned gnome or halfling with cleric or fighter levels I'd take a dwarf, 17 dexterity can be raised to 20 with "cat's grace", but the extra con and better saving throws help a lot.
I'd get grandmastery with axes since there are many of them in the game and you can use them both for throwing and melee and still wear a shield.
At level 9 you should have grandmastery in axes, how you spend the remaining points is optional. You should also take into account which weapons your other party members use.
At the start you might want to specalize in a ranged weapon since you won't find a magical throwing axe before late in chapter2.
Composite bows do the most damage until then, slings grant a strength bonus and can be worn with shield, I wouldn't take crossbow.
There's one type of enemy (only in TotL) which requires blunt weapons to take damage.
The best melee weapon in the game is the longsword of action+4 (can be found in the expansions) and the by far best missile weapon is the only throwing dagger you find in the game. But you'll find it too late. (just before the HoW final)
But the game is easy eough to succeed even with a crappy fighter in your party, so don't bother too much about doing something wrong ...
I always try to look at weapon choices and characters in the context of their role in the party. Thus, if you are running a paladin and a SC fighter at the same time, the pally takes the role of primary tank/high AC target, and the fighter can focus on doing damage. In that case, I'd recommend a high-damage two-handed weapon proficiency such as greatsword or halberd. Axe is ok here too.
If the F is going to be the primary tank, you need to be able to use a shield. To my mind, the large sword proficiency is the best single-handed weapon in terms of numbers and availability of magical types (also works for scimitars, meaning you can use Valiant or Frostbrand).
You need a blunt weapon as well. Maces are good if the fighter's alignment is good, because then you can use Three White Doves. Flails aren't bad, with the Hammer Flail available early, and the Shocking Flail (higher chance to stun, electricity damage) available in TotL.
The third one is up to you. If you're using two-handed weapons, a bow or crossbow is ok here. If you're using the character as the lead tank, a sling is good because you don't have to shift the shield in and out to use your missile weapon. Slings are better than people realize, because the character's strength bonus is applicable to weapon damage. It hits less often than a bow, but does more damage. You can also use darts (I know, I know, but some of the magical ones aren't bad) with the same proficiency.
If the F is going to be the primary tank, you need to be able to use a shield. To my mind, the large sword proficiency is the best single-handed weapon in terms of numbers and availability of magical types (also works for scimitars, meaning you can use Valiant or Frostbrand).
You need a blunt weapon as well. Maces are good if the fighter's alignment is good, because then you can use Three White Doves. Flails aren't bad, with the Hammer Flail available early, and the Shocking Flail (higher chance to stun, electricity damage) available in TotL.
The third one is up to you. If you're using two-handed weapons, a bow or crossbow is ok here. If you're using the character as the lead tank, a sling is good because you don't have to shift the shield in and out to use your missile weapon. Slings are better than people realize, because the character's strength bonus is applicable to weapon damage. It hits less often than a bow, but does more damage. You can also use darts (I know, I know, but some of the magical ones aren't bad) with the same proficiency.
When your back is against the wall... the other guy is in a whole lotta trouble.