Fighter

Description


The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king - all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer.

Most fighters see adventures, raids, and dangerous missions as their job. Some have patrons who pay them regularly. Others prefer to live like prospectors, taking great risks in hopes of the big haul. Some fighters are more civic-minded and use their combat skills to protect endangered people who cannot defend themselves. Whatever their initial motivations, however, fighters often wind up living for the thrill of combat and adventure.

Of all classes, fighters have the best all-around fighting capabilities (hence the name). Fighters are familiar with all the standard weapons and armours. In addition to general fighting prowess, each fighter develops particular specialties of his own. A given fighter may be especially capable with certain weapons, another might be trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat maneuvers, they can master the most difficult ones relatively quickly.

Fighters may be of any alignment. Good fighters are often crusading types who seek out and fight evil. Lawful fighters may be champions who protect the land and its people. Chaotic fighters may be wandering mercenaries. Evil fighters tend to be bullies and petty villains who simply take what they want by brute force.

Fighters come to their profession in many ways. Most have had formal training in a noble's army or at least in the local militia. Some have trained in formal academies. Others are self-taught - unpolished but well tested. A fighter may have taken up the sword as a way to escape the limits of life on the farm, or he may be following a proud family tradition. Fighters share no special identity. They do not see themselves as a group or brotherhood. Those who hail from a particular academy, mercenary company, or lord's regiment, however, share a certain camaraderie.

Human fighters are usually veterans of some military service, typically from more mundane parents. Dwarf fighters are commonly former members of the well-trained strike teams that protect the underground dwarven kingdoms. They are typically members of warrior families that can trace their lineages back for millennia, and they may have rivalries or alliances with other dwarf fighters of a different lineage. Elf fighters are typically skilled with the longsword. They are proud of their ability at swordplay and eager to demonstrate or test it.

Half-orc fighters are often selftaught outcasts who have achieved enough skill to earn recognition and something akin to respect. Gnome and halfling fighters usually stay in their own communities as part of the area militia rather than adventuring. Half-elves are rarely fighters, but they may take up swordplay in honour of the elven tradition.

Among the brutal humanoids, few can manage the discipline it takes to be a true fighter. The militaristic hobgoblins, however, produce quite a number of strong and skilled fighters.

The fighter excels in a straight fight, but they rely on others for magical support, healing, and scouting. On a team, it is their job to man the front lines, protect the other party members, and bring the tough opponents down. Fighters might not understand the arcane ways of wizards or share the faith of clerics, but they often recognize the value of teamwork.

In most adventuring parties, the fighter serves as a melee combatant, charging into the fray while their comrades support them with spells, ranged attacks, and other effects. Fighters who favour ranged combat can prove very deadly, though without other melee support, they can find themselves in front-line combat more often than they might prefer.

*Denotes modification from vanilla NWN.

Alignment Restriction: None

Hit Die: d10

Proficiencies: A Fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Skill Points: 4 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Diplomacy, Discipline, Heal, Intimidate, Perform, Sense Motive, Taunt, Tumble

Primary Saving Throws: Fortitude

Base Attack Bonus: +1 / Level


Level Progression


LevelHit DiceBABFortReflexWillFeatNotes
1st1d10+1+2+0+0
Armor Training I​
2nd2d10+2+3+0+0
Bravery I, Exotic Weapon Proficiency
3rd3d10+3+3+1+1
Charge​
4th4d10+4+4+1+1
Bonus Feat​
Weapon Specialization first available.
5th5d10+5+4+1+1
Second Wind​
6th6d10+6/+1+5+2+2
Armor Training II
7th7d10+7/+2+5+2+2
Bonus Feat​
8th8d10+8/+3+6+2+2
Bravery II
9th9d10+9/+4+6+3+3
Rally I​
10th10d10+10/+5+7+3+3
Bonus Feat​
11th11d10+11/+6/+1+7+3+3
Armor Training III
12th11d10+11/+6/+1+8+4+4
13th11d10+11/+6/+1+8+4+4
Bonus Feat
14th11d10+11/+6/+1+9+4+4
Bravery III
15th11d10+11/+6/+1+9+5+5
16th11d10+11/+6/+1+10+5+5
Armor Training IV, Bonus Feat
17th11d10+11/+6/+1+10+5+5Rally II
18th11d10+11/+6/+1+11+6+6
Bonus Feat

Bravery: The fighter becomes resistant to fear. He gains a +1 bonus to Will saving throws against fear. This bonus increases to +2 at level 8, and to +3 at level 14.

Armor Training: The fighter learns to be more maneuverable while wearing armor. He reduces its armor check penalty by 1. This reduction increases to 2 at level 6, to 3 at level 11, and to 4 at level 16. Additionally, the fighter gains +1 to his maximum dexterity bonus to armor class allowed by his armor at level 11 (applied as a dodge bonus). This increases to +2 at level 16.

Charge: The fighter may charge recklessly into combat. He increases his movement speed by 50%, and granting him a +2 bonus to attack rolls as well as inflicting him with a -2 penalty to armor class. Duration is 1 round. This ability may be used once every 3 minutes.

Second Wind: The fighter can gather his strength for a second wind. This effect instantly heals him for 1d10 + class level hit points. This ability may be used once every 20 minutes.

Rally: The fighter may command his allies, rallying them to his side and warning them of coming threats. Nearby allies gain a +1 dodge bonus to armor class and a +1 bonus to all saving throws for 3 rounds + 1 round per 2 class levels. This ability may be used once every 30 minutes. The cooldown is reduced to 20 minutes at level 17.

Fighter Bonus Feats:
  • Shield Bash: The fighter's next attack deals 1d6 physical damage to a creature and dazes it for 1 round unless they succeed on a Discipline check. The DC of this check is equal to the fighter's attack roll. This ability may be used once every 1 minute, and may only be used while equipped with a shield. Requires level 7.
  • Vengeance: Daring any foes to strike him, the fighter deals damage back to any who manage to land a hit. Enemies who successfully strike the fighter suffer 1d4 piercing damage. Duration is 1 minute. This ability may be used once every 5 minutes. Requires level 7.
  • Bleeding Strike: The fighter applies the Wounding property to his weapon for 5 rounds. This ability may be used once every 2 minutes. Requires level 7.
  • Fettering Blow: The Fighter presses the attack, overwhelming the opponent with a furious assault. His next attack will additionally apply the effect of the Slow spell for 2 rounds unless they succeed on a Reflex save. The DC of this save is equal to the fighter's attack roll. This ability may be used once every 5 minutes. Requires level 7.
  • Epic Toughness: This feat may be taken without meeting its normal prerequisites. Requires level 16.
  • Armor Skin: This feat may be taken without meeting its normal prerequisites. Requires level 16.
  • Martial Mastery: Requires level 18. Allows the Fighter to choose one of the following fighting styles:
    • Whirling Frenzy: While fighting with a weapon in each hand, the fighter has a 5% chance after dealing damage to an enemy for their next 3 attacks to attempt a melee touch attack on nearby enemies. Each successful touch attack deals 1d4 damage + STR modifier physical damage.
    • Clustered Shots: While fighting with a ranged weapon, the Fighter deals an additional +1 damage on all of their attacks against an enemy each time they deal damage to them, stacking up to 6 times. Lasts until the fighter attacks a different enemy or the damaged enemy dies.
    • Furious Focus: While fighting with a two-handed weapon and using the Power Attack stance, the first attack of each round ignores the Power Attack penalty to attack bonus. Improved Power Attack does not benefit from this feat.
    • Heroic Durability: While fighting with a shield, the fighter has a 10% chance whenever they take damage to gain DR 10/+2. Duration is 3 rounds + ½ CON modifier rounds.