FANDOM


Fighter / Druid is a multi-class for half-elves and a dual class combination with many helpful abilities of both classes combined. In the perspective of the druid, he gains the ability to use any armor, a better weapon proficiency system, a higher minimal character ability points which increases the total number of the character, and more hitpoints due to the higher roll of the fighter and constitution modifier for warriors. In the fighter's perspective the character gains the ability to cast priest spells. The weapons that may be used by this class are still limited to the druid's ethos.

This class combination is very similar to Fighter / Cleric, but the latter class combination offers arguably a better selection of spells (including Raise Dead and Resurrection).

As a dual-class combination, a player can combine all fighter and druid kits save for the Kensai (due to alignment restrictions), though it's advisable to start off as a fighter and then switch to a druid than the other way around, as this way you will have more lvl 7 priest spell slots in the later stages of the game. Note that spending proficiency points for weapons Druids can't use are wasted when dual-classing to Fighter/Druid.

While it's possible to combine both Wizard Slayer and Berserker with a druid, the Wizard Slayer class kit is not advised to pick as it limits the selection of items that improve the druid's abilities.

The Berserker kits limits proficiencies in slings to one point, but the Rage ability more than makes up for that.

Character abilities tableEdit

Character ability Min. requirement. Max. number
Strength 9 18
Dexterity 3 18
Constitution 3 18
Wisdom 12 18
Intelligence 3 18
Charisma 15

18

Note: For this table, the human race was used, as they don't have any penalties or bonuses to character abilities. This may slightly differ for half-elves

Please note that rolling a good Fighter dual-classed to Druid can be hard, as the minimal requirement for it are 15 Str, 17 Wis and 17 Cha.

Fighter/Druid abilitiesEdit

Weapon SpecializationEdit

Fighters/Druids can invest a maximum of two points into proficiency instead of only one point compared to the single-class druids. It also raises the starting proficiency point from two to four.

Immunity to poisonEdit

At lvl 15, druids become immune to poison.

ResistanceEdit

Druids gain 10% resistance to fire, cold, electricity and acid when they reach lvl 18. At lvl 21 and 24, they gain an additional bonus of 10%.

ShapeshiftingEdit

Druids unlock their shapeshifting abilities at lvl 7 and these are found under the special abilities. They can have three different forms to shapeshift to:

Priest spellsEdit

For the complete list of spells, see Spells (Baldur's Gate II). For the complete list of spell that can be used by clerics, druids and rangers, see Priest Spellbook (Baldur's Gate II). Here are all spells that can be used by druids.

Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
Armor of Faith Barkskin Call Lightning Animal Summoning I Animal Summoning II Animal Summoning III Confusion
Bless Charm Person or Mammal Cure Disease Cause Serious Wounds Cause Critical Wounds Conjure Animals Conjure Earth Elemental
Cure Light Wounds Find Traps Cure Medium Wounds Cloak of Fear Chaotic Commands Conjure Fire Elemental Creeping Doom
Detect Evil Flame Blade Dispel Magic Cure Serious Wounds Cure Critical Wounds Dolorous Decay Earthquake
Doom Goodberry Hold Animal Death Ward Insect Plague Fire Seeds Fire Storm
Entangle Know Alignment Invisibility Purge Defensive Harmony Iron Skins Harm Nature's Beauty
Shillelagh Resist Fire/Cold Miscast Magic Farsight Magic Resistance Heal Regeneration
Slow Poison Protection from Fire Negative Plane Protection Mass Cure Physical Mirror Shield of the Archons
Rigid Thinking Slow Poison Pixie Dust Wondrous Recall
Strength of One Poison True Seeing
Summon Insects Protection from Lightning 8
7 8 11 11 10 9 Total all spells: 64

Spell progressionEdit

Notes: Priests gain additional spell slots for their wisdom, see Character Abilities. +Usable by priest whose wisdom is 17 or higher. ++Usable by priest whose wisdom is 18 or higher. Note that the wisdom requirement is gone Baldur's Gate II: Throne of Bhaal, any priest whose wisdom is lower than 16 may learn lvl 6 and 7 spells, including quest level priest spells

Table for experience, weapon proficiency points and hitpointsEdit

Spell lvl/

Druid lvl

1 2 3 4 5 6+ 7++ Total # of spellslots
1 1 - - - - - - 1
2 2 - - - - - - 2
3 2 1 - - - - - 3
4 3 2 - - - - - 5
5 3 3 1 - - - - 7
6 3 3 2 - - - - 8
7 3 3 2 1 - - - 9
8 3 3 3 2 - - - 11
9 4 4 3 2 1 - - 14
10 4 4 3 3 2 - - 16
11 5 4 4 3 2 1 - 19
12 6 5 5 3 2 2 - 23
13 6 6 6 4 2 2 - 26
14 6 6 6 5 3 2 1 29
15 6 6 6 6 6 6 6 42
16 7 7 7 6 6 6 6 45
17 7 7 7 7 6 6 6 46
18 8 8 8 8 6 6 6 50
19 9 9 8 8 6 6 6 52
20 9 9 9 8 7 6 6 54
21 9 9 9 9 8 6 6 56
Level

Required experience

(fighter)

Required experience (druid) Weapon proficiency

Hit Dice (d10)

Fighter

Hit Dice (d8)

Druid

1 0 0 4 1 1
2 2,000 2,000 2 2
3 4,000 4,000 +1 3 3
4 8,000 7,500 4 4
5 16,000 12,500 5 5
6 32,000 20,000 +1 6 6
7 64,000 35,000 7 7
8 125,000 60,000 8 8
9 250,000 90,000 +1 9 9
10 500,000 125,000 9 + 3 9 + 2
11 750,000 200,000 9 + 6 9 + 4
12 1,000,000 300,000 +1 9 + 9 9 + 6
13 1,250,000 750,000 9 + 12 9 + 8
14 1,500,000 1,500,000 9 + 15 9 + 10
15 1,750,000 3,000,000 +1 9 + 18 9 + 12
16 2,000,000 3,150,000 9 + 21 9 + 14
17 2,250,000 3,300,000 9 + 24 9 + 16
18 2,500,000 3,450,000 +1 9 + 27 9 + 18
19 2,750,000 3,600,000 9 + 30 9 + 20
20 3,000,000 3,750,000 9 + 33 9 + 22
21 3,250,000 3,900,000 +1 9 + 36 9 + 24
22 3,500,000 above exp. cap 9 + 39 9 + 24
23 3,750,000 above exp. cap 9 + 42 9 + 24
24 4,000,000 above exp. cap +1 9 + 45 9 + 24
25 4,250,000 above exp. cap Max: 12 points 9 + 48 9 + 24

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.