Fighter

From Arelith Wiki
Jump to: navigation, search
Classes
Arelithwikilogo.png
Arelith Wiki

Character Creation:
Creation (New Players Guide)
Race - Deity - Class
Gifts - Backgrounds - Alignment
Mark of Destiny - Epic Sacrifice
Customization - Head List - Builds
Character Systems:
Description - Disguise / Covered
Languages - Experience - Quests
Pickpocket - Rest
Death - Lycanthropy - Investigate
Sequencers - Runic Sequencers
World Systems:
Settlements - Factions
Quarters - Shops - Bank
Riding - Sailing
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
Sencliff's Pirates
Item Creation Systems:
Alchemy - Art Craft - Carpentry
Herb - Smith - Tailor
Dweomercraft - Runes
Armor
Weapons - Melee / Ranged / Siege
Resources - Poison
Arelith Changes:
Classes - Skills - Feats
Spells (list) - Summons
Familiar Reskins - Misc
Help:
Rules - Roleplay - Maps
Console Commands
Common Bugs - Staff
Support Tickets - Character Remake
[The Astrolabe]

Fighter is a default base class with Arelith specific changes.


Introduction

Arelith Fighters enjoy many changes that benefit their martial aspects. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics

Requirements

Alignment restrictions: None

Class Features

Hit die: d10

Proficiencies: armor (light, heavy, medium), shields, weapons (martial, simple)

Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)

Class Skills: concentration, craft mastery, discipline, heal, intimidate, listen, leadership, lore, parry, ride, sail, spot, taunt

Unavailable feats: craft wand, scribe scroll

Bonus feats: ambidexterity, blind fight, called shot, cleave, deflect arrows, disarm, dodge, expertise, great cleave, improved critical, improved disarm, improved expertise, improved knockdown, improved parry, improved power attack, improved two-weapon fighting, improved unarmed strike, knockdown, mobility, mounted archery, mounted combat, point blank shot, power attack, rapid shot, spring attack, stunning fist, two-weapon fighting, weapon finesse, weapon focus, weapon proficiency (exotic), weapon specialization, whirlwind attack

Primary saving throw(s): fortitude

Base attack bonus: +1/level

Level Progression

Hit points rolls on Arelith are always maximum.

Level BAB Fort Reflex Will Feats HP
1st +1 +2 +0 +0 bonus feat 10
2nd +2 +3 +0 +0 bonus feat, Second Wind 20
3rd +3 +3 +1 +1 armored vigil 30
4th +4 +4 +1 +1 bonus feat, weapon specialization first available 40
5th +5 +4 +1 +1 +1 armor AC 50
6th +6/+1 +5 +2 +2 bonus feat 60
7th +7/+2 +5 +2 +2 70
8th +8/+3 +6 +2 +2 bonus feat 80
9th +9/+4 +6 +3 +3 90
10th +10/+5 +7 +3 +3 bonus feat, field maintenance, +1 STR/DEX, +1 shield AC 100
11th +11/+6/+1 +7 +3 +3 110
12th +12/+7/+2 +8 +4 +4 bonus feat 120
13th +13/+8/+3 +8 +4 +4 130
14th +14/+9/+4 +9 +4 +4 bonus feat 140
15th +15/+10/+5 +9 +5 +5 +1 deflection (helm) AC 150
16th +16/+11/+6/+1 +10 +5 +5 bonus feat 160
17th +17/+12/+7/+2 +10 +5 +5 170
18th +18/+13/+8/+3 +11 +6 +6 bonus feat 180
19th +19/+14/+9/+4 +11 +6 +6 190
20th +20/+15/+10/+5 +12 +6 +6 bonus feat, +1 STR/DEX 200

Epic Fighter

Bonus feats: The epic fighter gains a bonus feat every two levels after 20th. In other words, at levels 22, 24, 26, 28, and 30.

Epic bonus feats: armor skin, epic damage reduction, epic prowess, epic toughness, epic weapon focus, epic weapon specialization, improved stunning fist, improved whirlwind attack, overwhelming critical, superior initiative, Epic Second Wind

Unavailable epic feats: outsider shape, construct shape, dragon shape, undead shape

Level Feats HP
21st 210
22nd bonus feat 220
23rd +1 AB & DMG 230
24th bonus feat, +1 Shield AC 240
25th +1 helmet AC 250
26th bonus feat, +1 AB & DMG, +1 armor AC 260
27th 270
28th bonus feat, +1 AB & DMG, +1 armor, shield & helmet AC, +10 Discipline 280
29th 290
30th 300

Arelith Changes

Change Level Description
Class skill - Fighters on Arelith gain Intimidate, Listen, Leadership, Sail, Spot, Taunt as as class skills.
Second Wind 2 Second Wind (Granted automatically at level 2)

Standard action - 10 minute cooldown - self only
Grants fighter level * con mod hp.

Armored Vigil 3 May rest in medium armor at level 3 and may rest in heavy armor at level 10.
Field Maintenance 10 For every 10 levels of fighter you regain 1 point of equipment durability when you rest. Field Maintenance only repairs your weapon,shield, armour and helmet. Belt, boots, gloves and cloak aren't affected, but bracers are. Essentially, anything fixed by smithing.
+1 STR/DEX 10 +1 Strength OR Dexterity each 10 levels. The stat bonus is Strength unless the base Dexterity is larger than the other. The STR/DEX bonus is soft; it will count toward the +12 attribute (stat) cap.
Epic Second Wind 21 Epic Second Wind (Fighter 21, Str 21)

Gives different effects based on remaining HP upon activation:

  • 100% - 75%: No AB/DMG, instant healing 25% (of the original amount), 50 regen for 5 rounds
  • 75% - 50%: No AB/DMG, instant healing 50%, 25 regen for 5 rounds
  • 50% - 25%: +1 AB/DMG, instant healing 75%, 10 regen for 5 rounds
  • 25% - 0%: +2 AB/DMG, instant healing 100%, 5 regen for 5 rounds
+AC/AB/DMG - Fighters gain additional armor class, attack bonus, and damage that stacks with other equipment.
  • 5th: +1 armor AC
  • 10th: +1 shield AC, +1 STR/DEX
  • 15th: +1 helmet AC
  • 20th: +1 STR/DEX
  • 23rd: +1 AB & DMG
  • 24th: +1 shield AC
  • 25th: +1 helmet AC
  • 26th: +1 AB & DMG, +1 armor AC
  • 28th: +1 AB & DMG, +1 armor, shield & helmet AC, +10 Discipline
Fighter Level Armor AC Shield AC Helmet Deflection AC Attack Bonus Damage Bonus STR/DEX Bonus
5 +1 +0 +0 +0 +0 +0
10 +1 +1 +0 +0 +0 +1
15 +1 +1 +1 +0 +0 +1
20 +1 +1 +1 +0 +0 +2
23 +1 +1 +1 +1 +1 +2
24 +1 +2 +1 +1 +1 +2
25 +1 +2 +2 +1 +1 +2
26 +2 +2 +2 +2 +2 +2
28 +3 +3 +3 +3 +3 +2
This means, that a level 26 fighter (+2 AB) using a Masterly Damask weapon (+3) would have a total bonus of +5 AB, and thus pierce most damage reduction effects.
See also: The Weapons Table and the Armors Table.
  • The AB/Damage/AC item stacking of the fighter is exclusive of the fighter's abilities, and there's no other way to stack them.
  • A shield, helmet and armor/clothing must be equipped in order to receive the respective AC bonus, and a weapon for the AB and damage bonus - unarmed attacks will not benefit.
  • The AC bonus for the helmet is Deflection, a source of AC that may also be found in rings, cloaks and other even less common sources.
  • The Fighter bonus AC will only stack with the helmet's AC; not rings or else. You will use whichever Deflection is higher; Helmet+Fighter Bonus or Ring/Weapon/Spells.
  • Shield AC bonus gained from Fighter level progression stacks with Parry AC bonus.

Roleplay Tips

Basic lore information on Fighter available on FRwiki.

External Links

Information about default NWN class are available on NWNWiki.