How To Build An Effective Fighter
Introduction
The following is an in-depth look at how to build an effective fighter with the long-term goal of having what I believe to be the perfect fighter at level. Some of what is discussed is open to interpretation and change. Remember that these builds depict what I believe will be effective fighters, so you can easily make changes according to style and your method of playing the game. For the record, I do believe I'm a power gamer. RPG is great, but being a perfectionist in the real world, I stress the ideas of getting the maximum power, experience and rewards that any game has to offer. Simply the idea of having less than the most hit points possible for your class type and constitution modifier bothers me more than maybe it should. As such, you should find these to be fairly solid builds.
Building A Two-Handed Weapon Fighter
Advantages:
- One and a half times your strength modifier for damage calculations.
- Large strong weapon translates to a harder hitting powerhouse.
- Feats that would otherwise be spent on Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting and Weapon Proficiency (Exotic) may now be used for active combat feats as well as a secondary weapon.
Disadvantages:
- May only use one weapon at a time.
- Fewer attacks per round.
Character Creation
Gender: This is a personal preference for you to make.
Race: I strongly recommend selecting human for the extra feat at first level and the extra skill points. Failing that, I suggest you use a half-orc for the strength bonuses, but for the purposes of this build, I will be using a human.
Portrait: This is a personal preference for you to make.
Class: Fighter.
Alignment: This is a personal preference for you to make.
Abilities:
Str: 16 / +3 - This will allow you to achieve a strength of 21 by level 20.
Dex: 13 / +1 - This will allow you to take advantage of the dodge and mobility feats.
Con: 16 / +3 - This will allow you to achieve a total of 280 hp by level 20 with the Toughness feat.
Wis: 8 / -1 - You will not need high wisdom.
Int: 13 / +1 - This will supply you with 4 skill points per level (if human) and allow you to use Improved Knockdown and Improved Disarm.
Cha: 8 / -1 - You will not need high charisma.
If you do not plan on using the Disarm, Improved Disarm or Improved Knockdown feats, then you will not need a 13 in intelligence. For the sake of this build, I have included it because I feel that Improved Disarm and especially Improved Knockdown are strong feats to use against boss creatures. For the sake of this build, I will be using a 13 in intelligence because it gives me access to those feats and provides more skill points to be distributed each level. The same applies for the 13 dexterity required for dodge and mobility. If you do not plan on using these two feats (madness I tell you!), leave your dexterity at 12 / +1 as you will likely be wearing full plate anyway and leave your intelligence at 8 / -1.
Skills: Since I am making the assumption that you are playing a human fighter with 13 intelligence, you should begin the game with 12 skill points to distribute and gain 4 each level from then onwards. As a fighter, you should be allotting all primary skill points into discipline, since this will prevent you from being knocked down or disarmed. In other words, keep discipline maxed out at all times! As for the rest of your skill points, you may place them where you may. Good suggestions are to keep lore and persuade maxed out. If you have any spare skill points, I would suggest allotting a few into disable device or lockpicking. Warning: Do not take any points in Parry skill since it is completely useless in my experience. It is far better to be attacking than to be completely defending with little to no chance of making a successful counterattack on harder opponents.
Weapon: Although this isn't technically part of character creation, I feel that it is important to have a good idea what weapon to use prior to actually playing the game. Since this build is geared towards a two-handed weapon fighter, the choice is in fact rather obvious: your primary weapon is going to be the greatsword. The greatsword does a fantastic 2d6 damage combines very nicely with the power attack and knockdown feats. Keep in mind however that in the later stages of the game, you will likely be choosing a secondary weapon. Some good suggestions for a secondary weapon include using a greataxe, halberd or heavy flail. Although using a scythe seems tempting, keep in mind that it requires selecting the additional Weapon Proficiency (Exotic) feat and that you will have to another feat to give up. Alternatively, you could give up your secondary weapon entirely (sacrificing Weapon Focus, Weapon Specialization and Improved Critical) and select three new ones to compliment your lone scythe proficiency (Weapon Proficiency (Exotic), Skill Focus (Discipline) and Alertness perhaps?). The choice is up to you but for the sake of this example I will be using a greatsword as a primary weapon and greataxe as a secondary weapon.
Feats:
Level 1 (*): Weapon Focus (Greatsword), Power Attack, Toughness
Level 2 (*): Cleave
Level 3 (): Knockdown
Level 4 (*): Weapon Specialization (Greatsword)
Level 5: ---
Level 6 (*): Dodge, Mobility
Level 7: ---
Level 8 (*): Improved Critical (Greatsword)
Level 9 (): Improved Knockdown
Level 10 (*): Improved Power Attack
Level 11: ---
Level 12 (*): Great Fortitude, Disarm
Level 13: ---
Level 14 (*): Improved Disarm
Level 15 (): Lightning Reflexes
Level 16 (*): Weapon Focus (Greataxe)
Level 17: ---
Level 18 (*): Iron Will, Weapon Specialization (Greataxe)
Level 19: ---
Level 20 (*): Improved Critical (Greataxe)
denotes class feats (toughness, lightning reflexes, alertness, etc.)
* denotes class bonus feats (Weapon foci, active combat feats, etc.)
Reasoning for selected feats at selected times:
- Taking an early Weapon Focus ensures that you will not be prone to finding magical clubs (ugh).
- Power Attack will allow you to bash doors, hit harder and allows for cleave at level 2.
- Toughness is a must (as someone else mentioned, don't you want 20 extra hp?)
- Knockdown will allow you to defeat most of the harder opponents.
- Weapon Specialization at level 4 is the soonest you can get it.
- The feats taken at level 6 are interchangeable with those at level 12, but I figure that lower level characters would rather be hit less than be able to disarm or roll better saving throws.
- Improved Critical, man if you don't know why
- Improved knockdown, this will allow you to knock bigger creatures down and is invaluable against bosses.
- Great Fortitude, Lightning Reflexes and Iron Will can only be taken at levels 1, 3, 6, 9, 12, 15 and 18. As such, I assume that the majority of major saving throws will be more of an issue in later levels. And don't you want a +2 to all saving throws by level 20?
- Disarm and Improved Disarm are meant to be used against armed opponents and work well against armed bosses (Maugrim, Aribeth
)
- Secondary Weapon focuses are taken later to allow flexible armament later on. Until then you're stuck with what you chose at level 1.
Building A Two-Weapon/Double-Weapon Fighter
Advantages:
- More attacks per round.
- Diversity of weapon use and combinations of said weapons.
Disadvantages:
- Restrictive feat requirements for the effective dual-wielding of weapons.
- Ability points used for constitution must be sacrificed in order to be able have an intelligence of 13 to use Improved Knockdown and Improved Disarm AND a dexterity of 15 to use Ambidexterity.
- Fewer hit points as a result of sacrificed constitution (20 hp to be precise).
- Slightly less damage dealt.
Character Creation
Gender: This is a personal preference for you to make.
Race: I strongly recommend selecting human for the extra feat at first level and the extra skill points. Failing that, I suggest you use a half-orc for the strength bonuses or if you wish to sacrifice hit points or use two light weapons with weapon finesse perhaps an elven fighter with the dexterity bonus. For the purposes of this build, I will be using a human.
Portrait: This is a personal preference for you to make.
Class: Fighter.
Alignment: This is a personal preference for you to make.
Abilities:
Str: 16 / +3 - This will allow you to achieve a strength of 21 by level 20.
Dex: 15 / +2 - Needed for ambidexterity, dodge and mobility.
Con: 14 / +2 - This will allow you to achieve a total of 260 hp by level 20.
Wis: 8 / -1 - You will not need high wisdom.
Int: 14 / +2 - This will supply you with 5 skill points per level (if human) and allow you to use improved knockdown and improved disarm.
Cha: 8 / -1 - You will not need high charisma.
Alternatively, you may want to balance your strength, dexterity and constitution at 15 and your wisdom, intelligence and charisma at 10 to avoid the penalties of low wisdom and charisma or so that you may take advantage of the disarm feat. This is not recommended since it will come at the cost of 20 hit points at 20th level and the loss of strength. Remember, you can always increase your charisma and wisdom with nymph cloaks and periapts of wisdom respectfully. Note: although ability modifying equipment stacks, you may not achieve an ability modifier higher than +/- 10 your base ability. Example, with base strength of 18, you can only achieve a strength of 28 when you have a belt of fire giant strength (Str +5), gauntlets of ogre power (+2) and amulet of the Uthgardt +4 (Str. +4) equipped even though those items stack to a strength bonus of +11.
Skills: Since I am making the assumption that you are playing a human fighter with 10 intelligence, you should begin the game with 12 skill points to distribute and gain 3 each level from then onwards. As a fighter, you should be allotting all primary skill points into discipline, since this will prevent you from being knocked down or disarmed. In other words, keep discipline maxed out at all times! As for the rest of your skill points, you may place them where you may. Good suggestions are to keep lore and persuade reasonably filled. If you have any spare skill points, I would suggest allotting a few into disable device or lockpicking. Warning: Do not take any points in Parry skill since it is completely useless in my experience. It is far better to be attacking than to be completely defending with little to no chance of making a successful counterattack on harder opponents.
Weapon: There are many things to consider when deciding what weapon or weapons to wield when choosing to play a two-weapon fighter. Since the weapon you choose here will adversely affect the feats you choose to play with said weapon, you must be very careful about your decision; it will affect how you play, the damage you can deal and your chances of hitting. The following are some ideas on what weapons to dual wield.
Dual-wielding small (light) like-weapons:
- Examples include dual-wielding daggers, kamas, shortswords, light hammers, handaxes, maces, sickles, shortswords.
- You would not have to take double the weapon foci (Focus, Specialization, Improved Critical).
- Penalties are only -2 / -2 since small and tiny weapons are considered light for medium sized creatures such as humans, half-orcs or elves.
- Small weapons do far less damage than medium weapons.
Dual-wielding small/small (light) unlike weapons:
- Examples include dual-wielding shortsword/dagger, sickle/hammer, kama/kukri, etc.
- You would require 6 feats to accurately cover the use of unlike weapons thus sacrificing feats that could be used on active combat feats or saving throw related feats.
- Penalties are only -2 / -2 since small and tiny weapons are considered light for medium sized creatures such as humans, half-orcs or elves.
- Small weapons do far less damage than medium weapons.
- You may complement different types of melee damage by using a slashing weapon with a bludgeoning weapon.
Dual-wielding small/medium unlike weapons:
- Examples include dual-wielding longsword/shortsword, battleaxe/handaxe, warhammer/lighthammer, etc
- You would require 6 feats to accurately cover the use of unlike weapons thus sacrificing feats that could be used on active combat feats or saving throw related feats.
- Penalties are only -2 / -2 since small and tiny weapons are considered light for medium sized creatures such as humans, half-orcs or elves.
- Small weapon in offhand does considerably less damage than the main hand.
- You may complement different types of melee damage by using a slashing weapon with a bludgeoning weapon.
Dual-wielding medium like weapons:
- Examples include dual-wielding longswords, bastardswords, battleaxes, warhammers, light flails, etc.
- You would not have to take double the weapon foci.
- Penalties are now - 4 / -4 since medium weapons are not considered light for medium sized creatures such as humans, half-orcs or elves.
- Medium weapons do more damage than small weapons such that the penalties to your attack rolls become negligible.
Dual-wielding medium/medium unlike weapons:
- Examples include dual-wielding katana/bastard sword, battleaxe/warhammer, light flail/longsword, etc.
- You would require 6 feats to accurately cover the use of unlike weapons thus sacrificing feats that could be used on active combat feats or saving throw related feats.
- Penalties are now - 4 / -4 since medium weapons are not considered light for medium sized creatures such as humans, half-orcs or elves.
- Medium weapons do more damage than small weapons such that the penalties to your attack rolls become negligible.
- You may complement different types of melee damage by using a slashing weapon with a bludgeoning weapon.
Dual-wielding double-weapons:
- You will likely require Weapon Proficiency (Exotic)
- Examples include wielding a double-axe, two-blade sword, quarterstaff or dire mace.
- You would not have to take double weapon foci.
- For double-weapons, the offhand edge is considered light, so the penalties are -2 / -2 to your attack rolls.
- Double-weapons do decent damage, but not as much as some medium weapons (1d8 vs. a possible 1d10).
For this example, I will be dual wielding bastard swords which do a decent 1d10 damage and because to date I have been unable to come up with a workable way of utilizing two weapons without sacrificing valuable active combat feats (namely Knockdown). This will require the selection of the Weapon Proficiency (Exotic) feat. Another weapon worth mentioning is the rapier. Although it is classified as a medium weapon, medium sized creatures can use it as if it were a light weapon, making it ideal for the purposes of medium/medium unlike weapon dual-wielding as mentioned above. Furthermore, it has a lovely critical threat of 18-20/x2, which can be broadened to gorgeous 12-20/x2 with improved critical on a keen rapier. However, at only 1d6 base damage, even on critical hits, it isn't doing as much damage as a decent longsword (1d8), or bastard sword (1d10).
Feats:
Level 1 (*): Ambidexterity, Weapon Proficiency (Exotic), Weapon Focus (Bastard Sword)
Level 2 (*): Two-Weapon Fighting
Level 3 (): Toughness
Level 4 (*): Weapon Specialization (Bastard Sword)
Level 5: ---
Level 6 (*): Power Attack, Cleave
Level 7: ---
Level 8 (*): Improved Critical (Bastard Sword)
Level 9 (): Improved Two-Weapon Fighting
Level 10 (*): Knockdown
Level 11: ---
Level 12 (*): Great Fortitude, Improved Knockdown
Level 13: ---
Level 14 (*): Improved Power Attack
Level 15 (): Lightning Reflexes
Level 16 (*): Dodge
Level 17: ---
Level 18 (*): Iron Will, Mobility
Level 19: ---
Level 20 (*): (Optional >Disarm, Skill Focus (Discipline), Alertness, etc.)
denotes class feats (toughness, lightning reflexes, alertness, etc.)
* denotes class bonus feats (Weapon foci, active combat feats, etc.)
Reasoning for selected feats at selected times:
- Ambidexterity can only be taken every three levels and at character creation. If for some reason you feel that you need 2 extra hit points over the ability to hit effectively at lower levels, you can easily substitute Toughness with it at this stage in the game.
- You will need Weapon Proficiency (Exotic) to wield the harder hitting one-handed weapons, namely bastard swords and katanas which do 1d10 damage one handed. By taking a weapon focus, you won't have to deal with constantly finding magical clubs (again, ugh).
- Toughness at level three just seems right, after all, who doesn't want 20 extra hit points?
- Weapon Specialization at level 4 is the soonest you can select it.
- By level 6, you will want to be able to open chests with Power Attack and gain the extra Cleave attack.
- Improved Critical at level 8 is the soonest it can be selected.
- Improved Two-Weapon Fighting is arguably what makes the two-weapon fighter shine. This feat will allow you to make an extra attack each round with a small penalty to hit that is negligible to attack bonuses. With boots of speed you will be a tornado.
- Knockdown at level 10 will allow you gain access to Improved Knockdown at level 12 which will be your main offence against bosses.
- Reflex related feats can only be taken every 3rd level and so I have included them on the last three levels where they can be chosen and in the order of importance for a fighter. Prior to these stages in the game, you will likely not be making difficult saving throws anyway.
- Because of the feats that are needed to for dual-wielding, Dodge and Mobility have to be selected at later levels.
- Because of the way the feats are required, the last feat taken at level 20 is optional. Some good choices would include Disarm, Skill Focus (Discipline) and if you have trouble with hidden opponents Alertness.
Effective Playing
- As mentioned somewhere else, try playing the prelude through without killing any enemies whilst taking advantage of the automatic level up points. Once you have reached level 3, return the way you came killing and looting everything. This won't take you to level 4, but you can always play the prelude again by exporting your character and importing him again.
- Personally, I didn't find the henchmen to be very helpful. Tomi may be good at opening locks, but I'd sooner turn on Improved Power Attack and destroy the chest. By level 7 or 8, you should be able to survive most traps. For easier traps, a couple of skill points invested in Disable Trap work wonders.
- Daelan seems to be the best henchman to have in the earlier chapters since he can dish out a lot of complementary damage. Two fighters are better than one right? Tell him to stay close and he'll be there when you need him. Later on in the game, you might want to switch to Linu for her excellent healing spells and powerful clerical magic. Turn undead is a nice feature, but zombies fall quickly beneath your blade and liches aren't easily turned. Still, her good looks and hilarious story make her more than worth it. Set her to stay far away and have her use her crossbow when you use Linu. Don't even touch the other henchmen since they simply aren't as effective IMHO.
- I don't use ranged attacks because melee fighters will close the distance very shortly and because mages will fry you if you don't get up close and personal. You're free to do what you want however, pick longbow instead of greataxe in my example and have Rapid Shot and Point Blank Shot instead of Disarm and Improved Disarm.
- Against large opponents (dragons, balors, giants, other bosses) try using Knockdown. This works especially well against once you have Improved Knockdown. If you select Knockdown several times, you can almost keep your enemy grounded the entire fight. Besides damaging him with successful floorings, your henchman should be able to finish him off before he can get up off his knees.
- If you aren't satisfied with the items in the game, make your own custom items. The assortment of greatswords and Longswords in the single player campaign aren't bad, but making a custom Carsomyr +5 or Equalizer just seems so right once you've hit level 20
- Remember to re-roll your hit dice if you do not get the maximum amount of hit points at a level up. To do this, wait until you get to the final results page and check how many hit points you will be gaining. This amount should match 10 hit die for being a fighter + 1 hit point for having toughness + your constitution modifier. For a human fighter with the toughness feat and a constitution of 16, you should be gaining 14 hit points per level for a maximum of 280 hit points at level 20. So if you were playing with this character and saw on your level up results screen that you were going to gain 9 hit points, hit cancel and level up until this matches with the maximum hit points you could be getting. Assuming that this isn't made into a habit, compare the number of hit points you have when you reach level 20 with the number of hit points you could have had if you'd re-rolled perfect every time. It only takes a few minutes, but it means the difference between having ~20 fewer hit points.
- DO YOUR RESEARCH. If you want to get a good sense of how your character is going to be able to function later in the game, create your own module using the toolset to continuously spawn easy opponents with modified challenge ratings. For most of my research, I used a map whereby I step on a portal to fight 8 stationary level 1 targets with fewer than 10 hp and a base CR of 1.33 but an adjustment of +125 for a total CR of ~126. This translates to between 385 - 595 experience per monster multiplied by 8 the monsters per encounter. Once you've hit a desired level, you can change the encounter to spawn something of a challenge (Ancient Gold Dragons anyone?) to gauge your power. This works well with all classes, but especially mages and clerics who have access to area damage spells. If you feel that this is too power gamerish, then don't do it and enjoy your roleplaying. I am not trying to encourage this kind of playing if you feel it will ruin the game for you, I am merely suggesting that it is an effective way of conducting in-depth character research.
End Notes
To date, I am still having trouble with the feat selection required for building an effective two-weapon fighter (hence the aforementioned optional 20th feat). As such, the feats I suggest in this build are merely a guideline and are completely open to interpretation and personal preference. I am also puzzled by a recent discovery that the prerequisites for Improved Knockdown may have been confused with those for Improved Disarm. According to the game, Improved Knockdown requires an intelligence of 13, while this requirement is not present in the manual or anywhere else I have seen. Otherwise, I would suggest leaving Int. at 10 / +0 and keeping a 16 / +3 in Con. At a later date, I may post more information regarding the effective building of fighters (possibly including sword & shield style of playing) or when I have a better understanding of the class. For now, best of luck and I hope that these strategies have helped you create a more effective fighter.
Submitted By: NightFall Myriad
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