Fighter

This page is specifically for the fighter class in , , and .
For the version in and , refer to Fighter (Baldur's Gate).
== Introduction ==
Fighters, similar to Rangers and Paladins, have a 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 Scores==
Ability Score	Min. Score	Min. Score(Dwarven Defender)
Strength*^ 	9 	12
Dexterity 	3 	9
Constitution 	3 	16
Intelligence 	3 	3
Wisdom 	3 	3
Charisma 	3 	1
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. The Dwarven Defender stats use the values for Dwarves as they are the only race able to use that kit.
*Prime ability score Requisites for Dual-classing.
^ Fighters have access to percentile Strength.
==Special abilities of the Fighter==
===Advanced weapon specialization===
This class may achieve Grand Mastery in any weapon, allowing them to invest up to five points into a specific Weapon Proficiency, which will also unlock an achievement in the Enheanced Editions. As a result, Fighters may do more damage and hit more often with weapons from the specific proficiency.
Note:  Not all Fighter kits can achieve Grand Mastery, only Fighter, Kensai, Wizard Slayer and Berserker (only for melee weapons in Berserker's case) can use all the 5 points for each proficiency, Dwarven Defender and Barbarian have restrictions in this category.
The following table is accurate to the Enhanced Edition games.  See the Weapon Proficiency page for information on other versions.
Level of proficiency	Unskilled	Proficient	Specialized	Master	High Master	Grand Master
Points spent 	0 	1 	2 	3 	4 	5
Bonus to THAC0 	0 	 	 	 	 	
Bonus to damage 	0 	0 	 	 	 	
Bonus to APR 	 	 	 	 	 	
==Class kits==
=== Fighter ===
The Fighter is a champion, swordsman, 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 they hope 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
Gameplay
*Due to a minor bug in the code the game gives kitted fighters a +2 saving throw bonus against unschooled magic weapon effects that hit the fighter, as well as a -2 saving throw penalty to enemies hit by unschooled magic weapon effects caused by the weapon(s) the fighter is wielding.The Adventurer's Lounge: Guidance and Support for No Reload Challengers- Newbie or Veteran — Beamdog Forums
*Considerable dual-classing levels are 7 (+1/2 Attack Per Round bonus), 9 (maximum level for HD Roll), 13 (1 Attack Per Round bonus). The fighter and its class kits may dual class into thief, cleric, druid and mage
*Fighter->Thief dual-class is usually superior to pure thieves in backstabbing due to their combat abilities
*Fighter->Mage dual-class is usually superior to pure fighters in defensive abilities because of defensive arcane spells such as Protection From Magical Weapons
*Mage(2)->Fighter dual-class could be an interesting approach: Just like another fighter kit with an ability to use scrolls and wands, with some disadvantages
===Berserker===
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, stun (except mind flayer's Psionic Blast in classic versions [Confirmation Needed]), 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. This lasts for 5 rounds and Enrage cannot be used while winded.
*May not Specialize in ranged weapons
*Alignment restricted to any non-lawful
Gameplay
* 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. 
* Only being able to put one dot in ranged weapon proficiencies is totally negligible. Axe and dagger proficiencies can allow Berserkers to have viable ranged options.
===Wizard Slayer===
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 arcane spell failure on the target for 5 rounds (bypass MR, no save), 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, helmets, body armor, boots, shields, healing potions and antidotes
Gameplay
* The spell failure effect includes no damage hits against mages protected by Stoneskin or Mirror Image, also works with all throwing weapons (daggers, axes etc.) such as Dwarven Thrower, K'logarath, plus all ranged weapons in 
* Creatures' inherent effects, spells effects like Protection From Magical Weapons and Mantle will block damage and spell failure from taking place if not using the correct weapon type to bypass the damage immunity.
* Special abilities, including stored spells like Contingency, Wands, and Items may still be used by those at 100% spell failure.
* If dualled to a mage, Melf's Minute Meteors and Energy Blades can apply miscast magic, the latter being also available if dualled to clerics or druids.
* Druid's Fire Seeds area of effect bypasses any defenses, and is also true for the wizard slayer's spell failure effect. It may be done by either dual classing to a druid or having a druid party member cast it. Send your summons near enemy casters, then throw the seeds upon them.
* Dual-class to thief and take the Use Any Item HLA to bypass the equipment restrictions.
===Kensai===
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 his weapon(s). 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.
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, to a maximum of -10 bonus at level 36
*Has access to the Kai ability. Starts with one use per day at level 1 and gains an additional use every 4 levels thereafter. All successful attacks within the next 10 seconds deal maximum damage.
Disadvantages:
*May not wear any body armor, helmets, shields or bracers
*May not use missile weapons other than throwing weapons with a melee component (dagger, axe, hammer).
*Alignment restricted to any non-chaotic
Gameplay
*It is advisable to make acquiring a Shield Amulet from Nashkel Carnival () and De'Arnise Keep () a priority, in order to lower your AC for tough fights, especially when playing solo.
*When part of a group, a pure kensai works best when buffed by AC-boosting spells (like Barkskin and Spirit Armor), or wielding two-handed weapons and use their long reach in order to fight behind the party's tank.
*Mage dual-classing negates the disadvantage of inability to wear any armor.
*Druid and cleric dual-classing could be another method to deal with the inability to wear any armor because of Barkskin.
*Thief dual-classing can negate every equipment restriction penalty at high-levels, with the Use Any Item HLA.
===Barbarian===
A Barbarian can be an excellent warrior. While not as disciplined or as skilled as other fighter kits, they can willingly throw themselves into a rage, becoming tougher and stronger.
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, stun (except mind flayer's Psionic Blast in classic versions [Confirmation Needed]), 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
*Using the Defender of Easthaven in conjunction with Hardiness stacks physical damage resistance up to 80%.
*This class serves as a tank at the late game when physical damage resistance becomes more important than Armor Class.
*Can dual class by installing Tweaks Anthology mod.
===Dwarven Defender (EE only)===
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 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
*Defensive Stance provides better protection than Hardiness
*Defender of Easthaven is suggested to reach 90% physical damage reduction while in Defensive Stance.
*This class serves as a tank at the late game when physical damage resistance becomes more important than Armor Class.
==High-level class abilities==
High level class abilities are added in 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, which means they usually start to get HLA at level 21 and each level after. Single class fighters will have 20 HLA in total at level 40.
* 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 hitpoints==
Level	LevelCap	XPRequired	Hit Dice	Hit Dice (Barbarian,Dwarven Defender)	Attacks per round	Weapon Proficiency	THAC0	Saving throwsD/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 	
7 	 	64,000 	7d10 	7d12 	1.5 	 	14 	10/12/11/12/13 	
8 	 	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 	
10 	 	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 	
19 	 	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
40 	 	8,000,000 	9d10+93 	9d12+93 	2 	 	0 	3/5/4/4/6 	21
Total	 	 	 	 	 	17 	 	 	21
==Stronghold==
In Baldur's Gate II: Shadows of Amn, after completing the Quest "The de'Arnise Keep has been Invaded", protagonist fighters acquire the keep as their stronghold and the privilege to rule it, as do monks and blackguards.
==Class exclusive items==
*Helm of the Rock
==Class Group exclusive items==
*Composite Longbows such as Heartseeker, Ripper, and Strong Arm
*Gauntlets of Extraordinary Specialization
*Rod of Reversal
==Warrior and Monk exclusive items==
*Potion of Heroism
*Potion of Invulnerability
*Potion of Hill Giant Strength
*Potion of Stone Giant Strength
*Potion of Frost Giant Strength
*Potion of Fire Giant Strength
*Potion of Cloud Giant Strength
*Potion of Storm Giant Strength
==Achievements==
Increasing the proficiency with any weapon to five points, becoming a "Grand Master", will unlock an achievement in the Enhanced Editions.
==Gameplay (community)==
~Write your insights below, different from the Gameplay section above, you may use your signatures here, example page~
==External Links==
*
*