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This page is specifically for the fighter class in BG:EESoDBGIIToBBGII:EE.

For the version in BGTotSC, refer to Fighter (Baldur's Gate).

Introduction Edit

Fighters, like rangers and paladins, they have wide array of weapons and armor they can use, whereas barbarians can only use a limited amount of armor. They're allowed to spend over two on weapon proficiency points, which no other class except Archer can do, though multi-class fighters can't exceed Specialization.

Ability ScoresEdit

Ability Score Min. Score Min. Score
(Dwarven Defender)
Max. Score
(Dwarven Defender)
Strength*^ 9 12 18/00
Dexterity 3 9 17
Constitution 3 16 19
Intelligence 3 3 18
Wisdom 3 3 18
Charisma 3 1 16

During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for Humans, other Races have modified ability scores.

*Prime ability score Requisites for Dual-classing.

^ Fighters have access to percentile Strength.

Special abilities of the fighterEdit

Advanced weapon specializationEdit

The number of points that can be invested into a specific weapon proficiency is up to five points, as a result, fighters may do more damage and hit more often with weapons from the specific proficiency.

Level of proficiency Unskilled Proficient Specialised Master High Master Grand Master
Points spent 0 1 2 3 4 5
Bonus to THAC0 -1 0 +1 +3 +3 +3
Bonus to damage -1 0 +2 +3 +4 +5
Bonus to APR 1 1 3/2 3/2 3/2 2

Class kitsEdit

Fighter Edit

The Fighter is a champion, swordsman, swordswoman, soldier, and brawler who lives or dies by the knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good Fighter needs to be strong and healthy if hopes to survive.

Class features:

  • May wear helmets
  • May wear any armor and use any weapon
  • May achieve Grand Mastery (five slots) with any weapon class
  • May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style
  • Hit Die: d10
  • Prime Requisites for Dual-Classing: Strength

BerserkerEdit

This is a warrior who is in tune with animalistic side and, during combat, can achieve an ecstatic state of mind that will enable one to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless, opponents on the battlefield will be unsettled when they see the savage and inhuman elements of the Berserker's personality. This class is common amongst dwarves, known to them as the Battlerager.

Advantages:

  • May use Enrage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of -2 bonus to THAC0 and +2 to damage rolls as well as a -2 bonus to Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, and sleep. The Berserker also gains 15 temporary Hit Points which are taken away at the end of berserk spree, possibly knocking unconscious

Disadvantages:

  • Becomes winded after berserking: +2 penalty to Armor Class, THAC0, and -2 penalty to damage rolls.
  • May not Specialize in ranged weapons
  • Alignment restricted to any non-lawful

Gameplay

  • In official versions of the game, Rage (berserker) is not making berserkers immune to stun despite the kit description
  • Makes for an excellent dual-class for mages and clerics. Berserker rage is incredibly powerful in BG:EE due to the +15 hit points being a massive increase at low levels and the status immunities rendering most mages obsolete. The +2 to-hit, damage and AC also gives equivalent bonuses to a sixth-level kensai while still allowing you to wear helms, bracers and armor. Only being able to put one dot in ranged weapon proficiencies is totally negligible.

Wizard SlayerEdit

This warrior has been specially trained by one's sect to excel in hunting and combating spellcasters of all kinds.

Advantages:

  • Each successful hit bestows a 25% cumulative chance of spell failure on the target for 5 rounds, new hits refresh the duration
  • +1% Magic Resistance per level through level 19. Then starting at level 20, they gain +5% every even level and +1% every odd level, up to 84% MR max at level 40

Disadvantages:

  • May not use any magic items apart from weapons, armor, healing potions and antidotes

Gameplay

KensaiEdit

This class's name, which means "sword saint" in the common tongue, refers to a warrior who has been specially trained to be one with weapon. The Kensai is deadly, fast, and trained to fight without the protection of armor. Despite its common name, a Kensai may use any melee weapon with which is proficient.

Advantages:

  • -2 bonus to Armor Class
  • -1 bonus to THAC0 and +1 bonus to damage rolls every 3 levels
  • -1 bonus to Speed Factor every 4 levels
  • May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. All successful attacks within the next 10 seconds deal maximum damage

Disadvantages:

  • May not wear any armor, helms, shields or bracers
  • May not use any missile weapon except throwing-axes, throwing-daggers. Dwarven kensai may use the Dwarven Thrower hammer
  • Alignment restricted to any non-chaotic

Gameplay

  • When paying solo, it is advisable to make acquiring a Shield Amulet from Nashkel CarnivalBG and De'Arnise KeepBGII, a priority in order to lower your AC for tough fights
  • When part of a group, a pure kensai work best when buffed by AC-boosting spells like Barkskin, Spirit Armor, or wielding two-handed long reach weapons to fight behind your tanker
  • Considerable dual-classing routes include Kensai (13) > Thief, or Kensai (9) > Mage, or dual at other higher levels if you want go extreme for a stronger character who only shines end game

Dwarven Defender (EE only)Edit

The Dwarven Defender is a formidable warrior that is reputed to be worth two soldiers of any other race. Trained extensively in the art of dwarven warfare, a handful of these stout fighters can render a defensive line all but unbreakable. 

Advantages: 

  • May use Defensive Stance once per day. Gains one use at level 1, one use at level 4, and an additional use every every 4 levels thereafter. For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a -2 bonus to Saving Throws, and a 50% movement rate penalty. Does not stack with Hardiness high level ability. 
  • Gains +5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20  
  • Hit Die: d12  

Disadvantages: 

  • Race restricted to dwarf. May not dual-class due to race restriction 
  • May not exceed High Mastery (four slots) in axes and war hammers 
  • May not exceed Specialization (two slots) in any other weapon 

Gameplay

Barbarian Edit

A Barbarian can be an excellent warrior. While not as disciplined or as skilled as Fighters, the Barbarians can willingly throw themselves into a berserker rage, becoming tougher and stronger opponents.

Class Features:

  • May not wear armor heavier than splint mail
  • May not exceed Specialization (two slots) with any weapon class
  • May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style
  • Moves 2 points faster than other non-monk characters
  • Immune to backstab
  • May use the Barbarian Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. The enraged status lasts for 5 rounds with a +2 penalty to Armor Class, but provides a +4 bonus to Strength and Constitution, and a -2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, sleep, confusion, and level drain spells
  • 11th level: Gains +10% resistance to crushing, slashing, piercing, and missile damage. An additional +5% is gained at levels 15 and 19
  • Hit Die: d12
  • May not dual-class

Gameplay

  • In official versions of the game, Rage (barbarian) is not making Barbarians immune to stun despite the kit description

High-level class abilitiesEdit

High level class abilities are added the expansion Baldur's Gate II: Throne of Bhaal. For all warrior classes and Monks, the HLA pool consist of abilities which can be accessed from the special abilities menu. These abilities are available to fighters when they reach the next level exceeding 3,000,000 XP.

  • Power Attack, this ability can be selected as many times you like.
  • Critical Strike, requires power attack. This ability can be selected as many times you like.
  • Smite, requires power attack and critical strike. This ability can be selected only one time.
  • Deathblow, this ability can be selected as many times you like.
  • Greater Deathblow, requires deathblow. This ability can be selected as many times you like.
  • Whirlwind, this ability can be selected as many times you like.
  • Greater Whirlwind, it requires whirlwind. This ability can be selected as many times you like.
  • War Cry, this ability can be selected as many times you like.
  • Hardiness, this ability can be selected as many times you like.
  • Resist Magic, this ability can be selected as many times you like.

Table for experience, weapon proficiency points and hitpointsEdit

Level

XP Required

Hit Dice Hit Dice (Barbarian,
Dwarven Defender)
Attacks per Round Weapon Proficiency THAC0

Saving Throws D/W/P/B/S

No. of HLA

1 0 1d10 1d12 1 +4 20 14/16/15/17/17
2 2,000 2d10 2d12 1 19 14/16/15/17/17
3 4,000 3d10 3d12 1 +1 18 13/15/14/16/16
4 8,000 4d10 4d12 1 17 13/15/14/16/16
5 16,000 5d10 5d12 1 16 11/13/12/13/14
6 32,000 6d10 6d12 1 +1 15 11/13/12/13/14
7BG 64,000 7d10 7d12 1.5 14 10/12/11/12/13
8TotSCBG:EE 125,000 8d10 8d12 1.5 13 10/12/11/12/13
9 250,000 9d10 9d12 1.5 +1 12 8/10/9/9/11
10SoD 500,000 9d10+3 9d12+3 1.5 11 8/10/9/9/11
11 750,000 9d10+6 9d12+6 1.5 10 7/9/8/8/10
12 1,000,000 9d10+9 9d12+9 1.5 +1 9 7/9/8/8/10
13 1,250,000 9d10+12 9d12+12 2 8 5/7/6/5/8
14 1,500,000 9d10+15 9d12+15 2 7 5/7/6/5/8
15 1,750,000 9d10+18 9d12+18 2 +1 6 4/6/5/4/7
16 2,000,000 9d10+21 9d12+21 2 5 4/6/5/4/7
17 2,250,000 9d10+24 9d12+24 2 4 3/5/4/4/6
18 2,500,000 9d10+27 9d12+27 2 +1 3 3/5/4/4/6
19BGII 2,750,000 9d10+30 9d12+30 2 2 3/5/4/4/6
20 3,000,000 9d10+33 9d12+33 2 1 3/5/4/4/6 1
21 3,250,000 9d10+36 9d12+36 2 +1 0 3/5/4/4/6 2
22 3,500,000 9d10+39 9d12+39 2 0 3/5/4/4/6 3
23 3,750,000 9d10+42 9d12+42 2 0 3/5/4/4/6 4
24 4,000,000 9d10+45 9d12+45 2 +1 0 3/5/4/4/6 5
25 4,250,000 9d10+48 9d12+48 2 0 3/5/4/4/6 6
26 4,500,000 9d10+51 9d12+51 2 0 3/5/4/4/6 7
27 4,750,000 9d10+54 9d12+54 2 +1 0 3/5/4/4/6 8
28 5,000,000 9d10+57 9d12+57 2 0 3/5/4/4/6 9
29 5,250,000 9d10+60 9d12+60 2 0 3/5/4/4/6 10
30 5,500,000 9d10+63 9d12+63 2 +1 0 3/5/4/4/6 11
31 5,750,000 9d10+66 9d12+66 2 0 3/5/4/4/6 12
32 6,000,000 9d10+69 9d12+69 2 0 3/5/4/4/6 13
33 6,250,000 9d10+72 9d12+72 2 +1 0 3/5/4/4/6 14
34 6,500,000 9d10+75 9d12+75 2 0 3/5/4/4/6 15
35 6,750,000 9d10+78 9d12+78 2 0 3/5/4/4/6 16
36 7,000,000 9d10+81 9d12+81 2 +1 0 3/5/4/4/6 17
37 7,250,000 9d10+84 9d12+84 2 0 3/5/4/4/6 18
38 7,500,000 9d10+87 9d12+87 2 0 3/5/4/4/6 19
39 7,750,000 9d10+90 9d12+90 2 +1 0 3/5/4/4/6 20
40ToBBGII:EE 8,000,000 9d10+93 9d12+93 2 0 3/5/4/4/6 21
Total 17 21

StrongholdEdit

After completing The de'Arnise Keep has been Invaded, protagonist fighters acquire the keep as their stronghold and the privilege to rule it, same as monks.

Gameplay (community) Edit

~Write your insights below, different from the Gameplay section above, you may use your signatures here, example page~

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