Character Creation — Fighters and their kits


FIGHTER
Race: Any
Alignment: Any

Description: Fighters are the archetypical Warrior, and their sole function is to employ brute force to mash enemies into a pulp. Seemingly rather generic when they start out, their unique ability to reach Grandmastery in any form of weapon makes them highly customizable: Depending on equipment, almost any Fighter can function as a Tank, a back-rank archer, or a flank attacker, or even switch back & forth between roles. Regardless of eventual weapon specialization or personal style of combat, however, all Fighters are a combat force to be reckoned with on the battlefield, and not to be passed over lightly: It takes plenty of killin' to bring them down, and they can DO plenty of killin' before that happens.

STRENGTHS:
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Can wear Helmets, any type of Shield, and any type of armor except Mage Robes
Can use any type of weapon
Can place the maximum amount of proficiency points (*****, Grandmastery) in any weapon
Can place the maximum amount of proficiency points in any Weapon Style
Gains Experience Levels more rapidly than other Warriors
Can be combined with the greatest number of other classes: Cleric, Druid, Thief, and Mage
Guaranteed at least 9 Strength
WEAKNESSES:
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Has no spellcasting abilities
Has no Thieving skills
Cannot use Wands or cast Priest or Wizard spells from scrolls
FUN RATING: 6.3 / 10

Notes: The "Strengths" and "Weaknesses" listed for each base class are intended both as a general description of the class, and compared to the other classes of the same superclass. In the descriptions of the kits, however, the Advantages and Disadvantages are always directly relative to their base class.


In the table to the right, the columns are as follows—

Level: The Experience Level of the Fighter.

EXP: The Experience Points required for a Fighter to reach that level.

Hitpoints: The number of hitpoints that a Fighter would gain at that level. "+CON" means the additional hitpoint bonus from having a high (or possibly low) Constitution stat.

THAC0: The base THAC0 (before any modifiers) of a Fighter at that level.

ApR: The base Attacks per Round (before any modifiers) of a Fighter at that level.

Profs: The number of Proficiency Points a Fighter would gain at the given level.

Saving Throws: The Saves—given in this order: vs. Death, vs. Wands, vs. Polymorph, vs. Breath, and vs. Spell—of a Fighter at the indicated level.
Level
EXP
Hitpoints
THAC0ApRProfsSaving Throws
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
0
2,000
4,000
8,000
16,000
32,000
64,000
125,000
250,000
500,000
750,000
1,000,000
1,250,000
1,500,000
1,750,000
2,000,000
2,250,000
2,500,000
2,750,000
3,000,000
3,250,000
3,500,000
3,750,000
4,000,000
4,250,000
4,500,000
4,750,000
5,000,000
5,250,000
5,500,000
5,750,000
6,000,000
6,250,000
6,500,000
6,750,000
7,000,000
7,250,000
7,500,000
7,750,000
8,000,000
10+CON
1D10+CON
1D10+CON
1D10+CON
1D10+CON
1D10+CON
1D10+CON
1D10+CON
1D10+CON
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
20
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
1
1
1
1
1
1.5
1.5
1.5
1.5
1.5
1.5
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
4

1


1


1


1


1


1


1


1


1


1


1


1


1

14 / 16 / 15 / 17 / 17
14 / 16 / 15 / 17 / 17
13 / 15 / 14 / 16 / 16
13 / 15 / 14 / 16 / 16
11 / 13 / 12 / 13 / 14
11 / 13 / 12 / 13 / 14
10 / 12 / 11 / 12 / 13
10 / 12 / 11 / 12 / 13
8 / 10 / 9 / 9 / 11
8 / 10 / 9 / 9 / 11
7 / 9 / 8 / 8 / 10
7 / 9 / 8 / 8 / 10
5 / 7 / 6 / 5 / 8
5 / 7 / 6 / 5 / 8
4 / 6 / 5 / 4 / 7
4 / 6 / 5 / 4 / 7
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6
3 / 5 / 4 / 4 / 6



Art by Charles KeeganBARBARIAN
Class: Fighter
Race: Any
Alignment: Any

Description: Barbarians are fairly common in the more remote areas of Faerun, where "civilization" has yet to make much of a mark. Here, leather is plentiful and forged metal is relatively scarce, so the practice of buckling many steel plates onto one's body is virtually unknown. Barbarians are highly adaptible, and live by their great endurance in the face of hardship—whether the challenges they face are cold, hunger, long journeys, or an opponent's blade, the hallmark of Barbarians is that they are always ready for more.

ADVANTAGES:
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Uses D12 Hit Dice, instead of a regular Warrior's D10 (for a maximum of 18 more hitpoints)
Immune to Backstab
Innate Physical Resistances: Starts at Level 11 with 10% Resistance to all forms of Physical damage, with another 5% gained at Levels 15 and 19
Special Ability of Barbarian Rage, usable 1x/day per 4 EXP levels: The Rage lasts for 5 rounds and gives +4 bonuses to both STR and CON, but applies a
          +2 penalty to AC, and grants immunity to Charm, Confusion, Hold, Fear, Maze, and Level Drain.
Movement Rate 2 points faster than normal (not always seen as an advantage)
DISADVANTAGES:
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Cannot wear any armor heavier than Splint Mail
Limited to Specialization (**) in all weapons
Cannot Dual-class
FUN RATING: 5.9 / 10

Notes: The Barbarian Rage's conferring of Level Drain may or may not be a bug. It is not mentioned in the in-game description of the ability, but the immunity is there nonetheless—neither the patch nor the Fixpack changes either of these conflicting facts.



BERSERKER
Class: Fighter
Race: Any
Alignment: Any non-Lawful

Description: Whether to avenge a wrong done to them or for the honor of their people, there is no place a Berserker would rather be than right in an enemy's face. These brawlers are empowered by an intense fury that ignites into sheer, bloody rage in battle, making them almost impossible to stop. Although they are relatively useless at anything except melee combat, Berserkers are known—and feared—throughout the Realms for being juggernauts of destruction.

ADVANTAGES:
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Special Ability of Berserker Rage, usable 1x/day per 4 EXP levels: The Rage lasts for 1 turn and gives -2 bonuses to THAC0 and AC, a +2 bonus to
          Damage, and grants immunity to Sleep, Charm, Fear, Hold, Stun, Confusion, Level Drain, Maze, and Imprisonment. The Rage also grants the
          Berserker +15 maximum hitpoints when it is invoked—these extra hitpoints are removed again when the Rage expires, killing the Berserker if his
          current hitpoints are at 15 or below. After the Rage runs out, the Berserker is winded: He takes +2 penalties to THAC0 and AC, a -2 penalty to
          Damage, and Fatigue for 1 turn. He cannot enter a Rage again until both the first Rage and its rest period have run their course.
DISADVANTAGES:
» Limited to Proficiency (*) in all ranged weapons
FUN RATING: 5.8 / 10

Notes: Because they also have melee components, the Axe and Dagger proficiencies are not treated as strictly ranged weapons.



Art by Luis RoyoKENSAI
Class: Fighter
Race: Any
Alignment: Any non-Chaotic

Description: The Kensai is the "Sword Saint," the warrior who has truly bonded with his weapon to the exclusion of all else. Kensai are duelists, not brawlers: They can quickly and efficiently bring down an opponent, but usually not without recieving significant injury themselves, and so cannot withstand being attacked by many foes at once. In combat, they typically dart forward, unencumbered by armor or other heavy equipment, make their kills, and then dart back to the safety of the party.

ADVANTAGES:
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-1 bonus to THAC0 and +1 bonus to Damage for every 3 EXP levels
Base -2 bonus to AC
Special Ability of Kai, usable 1x/day per 4 EXP levels (uses gained at Level 1, & every 4 levels thereafter): All hits in the next 10 seconds will inflict their
          maximum damage.
-1 bonus to Speed Factor every 4 levels
DISADVANTAGES:
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Cannot wear ANY armor, from Leather all the way up to Full Plate
Cannot wear Helmets, any form of Shield, or any kind of Gloves / Gauntlets / Bracers
Cannot use (or place any proficiency points in) any type of missile weapon
FUN RATING: 5.8 / 10

Notes: Mage Robes do not count as "armor" in this sense, as they are not specifically flagged against being worn by Kensai—although they can still be worn only by Mages. Because they also have melee components, (Throwing) Axes and (Throwing) Daggers may be used by Kensai.



Art by Gerrit Schneider & Quest007WIZARD SLAYER
Class: Fighter
Race: Any
Alignment: Any

Description: These warriors have, for various reasons of their own, an extreme distrust and hatred for nearly all magic and its practitioners, particularly Wizards. Whether their enmity is based on indignation against a specific spellcaster, or a desire to overthrow the entire system of arcane magic and replace it with more mundane methods of warfare, these warriors have made themselves the nemeses of wizardly magic-users everywhere, pushing all magic and its effects away from them with sheer force of will.

ADVANTAGES:
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Innate Magic Resistance: Starts at 1% MR per level during Levels 1 through 19, then at Level 20 starts alternating between 5% and 1% per level—capping
          out at 84% MR at Level 40.
Each melee hit inflicts a 10% chance of Spellcasting Failure upon the victim; this effect lasts for 1 turn, and is cumulative with itself.
DISADVANTAGES:
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Cannot wear ANY type of item except Weapons, Armor, Helmets, Shields, and Boots. This means that ALL magical Rings, Amulets, Cloaks, Belts, and
          Gloves/Gauntlets/Bracers are forbidden.
Cannot use any Wands or Wand-like items, or drink any type of Potion other than Healing Potions
FUN RATING: 2.1 / 10

Notes: Due to multiple oversights and other mistakes, the Wizard Slayer is almost nothing like it was intended to be. The chance of Spell Failure only prevents Wizard spellcasting (all Priest spells are unaffected), and of course in BG2 any Mage who can be hit with a physical weapon is about to die anyway, whether his attacker is a Wizard Slayer or not. Moreover, the game is littered with items that seem specifically made to be employed against spellcasters, and just about all of these items can be used by absolutely any type of character EXCEPT the Wizard Slayer.



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