Fighter FAQ

Fighter FAQ guild created by CaptainKO
Date: 5/2/07
Version 1.04

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Table of Contents
A.	Attributes & Skills
B.	Builds & Gameplay
C.	Feats
E.	Races
F.	Multi-Classing
G.	FAQs
H.	Copyright

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A. Attributes & Skills

Strength Ė (See Builds & Gameplay)
Strength is needed for carrying items, raise youíre 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 Ė (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 youíre 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, youíll 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 isnít one of the Fighters
skills, but itís 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 donít need Charisma and only serves as a ďdumpĒ
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 enemyís 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, itís useless. Itís also important to
note that this skill is best used when going one-on-one with a boss character.


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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 Dreadnaughtís 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 ďduelersĒ 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 ďwiped outĒ 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 Fighterís fill is the Sniper position. Snipers fill the role
of Archer when there isnít 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 ďcaptainĒ 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 youíre 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 ďminions,Ē 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 ďbridge classĒ 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. Paladinís spell and Barbarianís Rage)
- Fighters are the most expensive class to keep well-geared. (When they canít
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 donít go beyond 10 to 12 levels of Fighter.
- Most non-humans are great Fighters except for the Halfling, Gnomes
and Human.


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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 Fighterís 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 doesnít 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, youíre 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 PCís strength bonus vs. NPCís
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 characterís size and weapon. The big you are or the bigger the weapon, the
more likely youíre going to disarm someone. If youíre getting disarm, itís 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 isnít 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
youíre 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 doesnít 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 youíre 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 characterís size and weapon. The big you are or the bigger the weapon, the
more likely youíre going to disarm someone. If youíre getting disarm, itís 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 isnít 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 canít 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 Fighterís 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
youíre going to be a Weapon Master build.

Combat Expertise: The Fighter trades AB for AC. This feat is requirement if
youíre 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 youíre 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 canít pick a shield.

Weapon Focus, Improve Critical, & Power Critical (Range Weapon): These are all
good feats to increase the Fighterís 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.


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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 donít need Charisma so having score -6 for a Dwarf
isnít 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
isnít 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 arenít 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 donít 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 thatís 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 whoíre taller than they are or wielding a bigger weapon.


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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.


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F.	FAQ

1.	Is this build for the original Campaign?
A. No, as with my past builds, itís 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 didnít mention here. Why?
A. Again, as with my other FAQ, if I didnít mention any feats it was because
they werenít worth mentioning.


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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