Fighter / Thief

Fighter / Thief is a multi-classing option available in the entire Baldur's Gate series. It is the only multi-class option available to all non-Human races.
Humans can dual-class this combination as well with the sufficient stats.
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== Introduction ==
The Fighter / Thief is a skilled melee combatant, able to execute devastating openers with its increased backstab capabilities and then continue brawling with other warriors.
As a fighter, the character benefits from high Hit Dice, low THAC0, multiple attacks per round, advanced weapon proficiencies, and access to all kinds of weapon, armor, and shields. This enables the character to act as a frontline melee character, though it will never be as good as a pure fighter in that respect.
As a thief, the character has access to higher lore, thieving abilities and backstabbing. This allows the character to act as an assassin for devastating damage, to detect and disarm traps, to hide in shadows in order to scout ahead of the group, to pick locks, and to pickpocket. The thief also requires the character to give up heavy armor in order to use its skills (with few exceptions). The player should also keep in mind that the backstab ability only works with weapons usable by a single-class thief and build their proficiencies accordingly.
== Gameplay ==
The Fighter / Thief is relatively uncomplicated. Outside of combat, the class can perform thief responsibilities well; within combat, the class can play very similarly to a single-class fighter, albeit with more restrictive weapon skills and less HP.
The F/T benefits from the better THAC0 and specialization bonuses of the fighter, increasing the consistency and damage of their backstab.
At extremely high levels, this class can utilize the Use Any Item HLA to cast spells from scrolls as long as their Intelligence is 9 or greater, allowing them some of the tactical options available to the Mage / Thief. The Critical Strike HLA also synergizes with backstabs, since the 2x damage critical hit multiplier is cumulative with the backstab multiplier. Set Time Trap can allow the F/T to score multiple guaranteed hits, and Assassination can turn all of those hits into backstabs. Alternatively, (Greater) Whirlwind Attack can be used within the time stop to maximize the number of strikes.
===As a Dual-Class===
Humans can dual-class if they meet the attribute requirements for doing so. Note when creating a character that they may not be Lawful Good and dual-class into thief. As with other dual-class combinations, it is generally preferable to dual from fighter into thief, as your HP is better and the kits have much greater synergy with dual-classing. With Use Any Item, this dual-class allows the powerful paladin-exclusive swords Carsomyr, Purifier, and Ir'revrykal to be wielded with grandmaster proficiency. However, dualing from thief into fighter gives access to the warrior HLAs which are are quite strong, too, and so dual-classing in either direction can be viable.
Kit Comparison for Dual-Classing:
*Berserker: The Enrage ability grants immunity to Level drain, imprisonment and other status effects to thieves who otherwise don't have many means of protecting themselves. The damage and THAC0 boost helps in backstabs and regular attacks. There is no reason to take a plain fighter except if you want to use missile weapons well.
*Wizard Slayer: Each attack grants a 25% arcane spell failure which also applies to magical projectiles. You can shut down mages with high APR missile weapons like darts. Mages who survive a backstab will have a 25% casting failure. The magic resistance gained helps since thieves don't have many protections against magic. The wizard slayer's restriction on magical items will be nullified by Use Any Item, which also enables inflicting spell failure through magical means such as Melf's Minute Meteors.
*Kensai: THAC0 and damage bonuses increase based on level. At level 9 kensai, a common breakpoint to get the maximum fighter Hit Dice, they get a +3 bonus to both. The Kai ability makes weapons deal maximum damage for a short period. This in combination with the combat boosts makes backstabs deal a lot of damage. The speed factor bonus makes slow long swords almost as fast as daggers. Since most thieving skills don't work with heavy armor, the downside to being unable to wear one is somewhat reduced, until finally Use Any Item cancels it out. The -2 AC bonus would then be added on top of the armor worn.
*Assassin: The Poison Weapon ability synergizes very well with the fighter's superior APR and THAC0. Because of this, it's not necessary to rely on stealth and backstab. Thus it is still possible to be a utility thief despite the 10 point thieving ability penalty.
*Swashbuckler: The AC, THAC0 and damage are improved based on level, and since thieves level up quickly, it is easy to obtain bonuses of 3 AC and 2 THAC0/damage at level 10 without hampering the fighter progression. The AC bonus is useful for a fighter who is always at the frontline. If you find backstabbing tedious, then this kit has no disadvantages compared to a plain thief.
*Bounty Hunter: While you may not obtain the higher level versions of special snares, it may be considered an advantage since those traps aren't necessarily better. The lower level special snares deal damage and have a higher chance of crippling the enemy with slow or hold. The 5 point thieving ability penalty is minimal so this character can still serve as a utility thief with trapping abilities.
*Shadowdancer: This kit has a +1 bonus to all saves. Hide in Shadows can be done in plain sight. Shadowstep can be used to avoid being cornered or to position oneself favorably for a backstab. With 5 points thieving ability penalty and reliance on stealth, it is difficult to play the utility thief role. The dual class requirements are restrictive.
Common Level Ranges for Dual-Classing:
*Level 3 F>T: At level 3, the fighter gains another proficiency point. The thief's level 4 and 8 proficiency points can be added to that, making this character able to attain grandmastery in the original, unexpanded Baldur's Gate.
* Level 7 F>T: At level 7, the fighter gains an extra +1/2 APR. This is the latest dual-class that can reactivate its fighter levels within the Tales of the Sword Coast and Baldur's Gate: Enhanced Edition experience cap.
* Level 9 F>T: At level 9, the fighter is able to achieve grandmastery in a single weapon class and stops receiving its d10 Hit Dice, slowing its HP progression afterwards. The kensai also gains +3 to their innate THAC0 and damage bonus. This is the latest dual-class that can reactivate its fighter levels within the Siege of Dragonspear experience cap.
* Level 9 T>F: At level 9, thieves other than swashbucklers or shadowdancers gain a x4 backstab multiplier and have acquired enough thieving skill points to max out a few abilities. Additionally, this is a breakpoint for the assassin's Poison Weapon ability, which is extended to an 3 round duration and increases its save penalty to -1.
*Level 10 T>F: At level 10, thieves receive their final Hit Die. Because the fighter class does not gain Hit Dice at level 10, this actually gives a T>F dual a few more hit points than if it had dualed at level 9. This level is a breakpoint for swashbuckler attack and AC bonuses. Also for bounty hunters, specifically, this is the highest level they can dual at to keep the slow trap as their Special Snare (which inflicts slow with a -4 saving throw penalty).
*Level 14 is the latest that either starting class can dual and regain its skills within the Shadows of Amn experience cap. This is one level past the maximum APR for fighter and highest backstab multiplier for thieves other than assassins and swashbucklers. This is also the latest level the fighter can dual-class to thief while still being able to max out at level 39 as a thief (important if you want the maximum number of thief HLAs possible for a dual-class).
* Level 25 is the latest that either starting class can dual and be reactivated within the Throne of Bhaal experience cap. The character will receive HLA's from both classes, but need an impractically long time to regain the skills of the first.
==Companions==
===Baldur's Gate===
*Montaron is a neutral evil halfling F/T.
*Coran is a chaotic good elf F/T.
*Shar-Teel Dosan has sufficient attributes to dual-class from unkitted fighter to thief.
===Shadows of Amn===
*Yoshimo has sufficient attributes to dual-class from Bounty Hunter to fighter.
===Throne of Bhaal===
*Sarevok Anchev has sufficient attributes to dual-class from unkitted fighter to thief.
== Ability Scores table==
Character Ability Score	Elf 	Half-Elf	Dwarf	Halfling	Gnome	Half-Orc
Strength^ 	9-18	9-18 	9-18 	9-17 	9-18 	9-19
Dexterity 	9-19	9-18 	9-17 	9-19 	9-18 	9-18
Constitution 	6-17	6-18 	12-19	10-18 	8-18 	4-19
Intelligence 	8-18	4-18 	3-18 	6-18 	7-19 	1-16
Wisdom 	3-18	3-18 	3-18 	2-17 	2-17 	3-18
Charisma 	8-18	3-18 	1-16 	3-18 	3-18 	3-18
During character creation, rolls below the minimum value for the class will be increased to that value.
^ - Fighters have access to percentile Strength (except Halflings).
== Special Abilities of the Fighter / Thief==
===Advanced Weapon Specialization===
This class may Specialize in any weapon, allowing them to invest up to two points into a specific Weapon Proficiency. As a result, fighters may do more damage and hit more often with weapons from the specific proficiency. The F/T may still invest three points into Two-Weapon Style.
Level of proficiency 	Unskilled	Proficient	Specialized
Points spent 	0 	1 	2
Change in THAC0 	+2 	0 	-1
Bonus to damage 	0 	0 	+2
Bonus to APR (Melee Only)	0 	0 	+1/2
===Thieving abilities===
This class gains thieving abilities (including the backstab multiplier) identical to those of the unkitted thief. See their abilities for information on these abilities. Note that the F/T will only improve their thieving abilities when the thief class levels up.
==High-Level Class Abilities ==
High level class abilities are added in the expansion Baldur's Gate II: Throne of Bhaal and are in Baldur's Gate II: Enhanced Edition. These abilities are available at level 14/16, reached at 3,000,000 XP.
This class gains all HLA's from the standard fighter and thief pools. With overall 23 HLAs at max level, this class combination gains the highest number of HLAs out of all classes (together with Cleric / Thief). Note that any HLA may be selected regardless of the class which is leveling up.
* Power Attack
*Critical Strike (Requires Power Attack)
*Smite1 (Requires Power Attack and Critical Strike)
*Deathblow
*Greater Deathblow (Requires Deathblow)
*Whirlwind
*Greater Whirlwind (Requires Whirlwind)
*War Cry
*Hardiness
*Resist Magic
*Alchemy
*Assassination1
* Avoid Death
*Evasion
*Greater Evasion (Requires Evasion)
*Use Any Item1
*Scribe Scrolls (Requires Use Any Item)
*Set Spike Trap
*Set Exploding Trap
*Set Time Trap
1 - May only be selected once
==Table for experience, weapon proficiency points, and hitpoints==
Level (F/T)	Level Cap	Experience required	Hit Dice 	APR	Weapon Prof.	Base THAC0	Saving Throws (D/W/P/B/S)	BS Mult.	# ofHLAs
1/1 	 	0 	½*(1d10+1d6) 	1 	4 	20 	13/14/12/16/15 	×2 	
1/2 	 	2,500 	½*(1d10+2d6) 	1 	 	20 	13/14/12/16/15 	×2 	
2/2 	 	4,000 	½*(2d10+2d6) 	1 	 	19 	13/14/12/16/15 	×2 	
2/3 	 	5,000 	½*(2d10+3d6) 	1 	 	19 	13/14/12/16/15 	×2 	
3/3 	 	8,000 	½*(3d10+3d6) 	1 	+1 	18 	13/14/12/16/15 	×2 	
3/4 	 	10,000 	½*(3d10+4d6) 	1 	 	18 	13/14/12/16/15 	×2 	
4/4 	 	16,000 	½*(4d10+4d6) 	1 	 	17 	13/14/12/16/15 	×2 	
4/5 	 	20,000 	½*(4d10+5d6) 	1 	 	17 	12/12/11/15/13 	×3 	
5/5 	 	32,000 	½*(5d10+5d6) 	1 	 	16 	11/12/11/13/13 	×3 	
5/6 	 	40,000 	½*(5d10+6d6) 	1 	 	16 	11/12/11/13/13 	×3 	
6/6 	 	64,000 	½*(6d10+6d6) 	1 	+1 	15 	11/12/11/13/13 	×3 	
6/7 	 	80,000 	½*(6d10+7d6) 	1 	 	15 	11/12/11/13/13 	×3 	
7/7 	 	128,000 	½*(7d10+7d6) 	1.5	 	14 	10/12/11/12/13 	×3 	
7/8 	 	140,000 	½*(7d10+8d6) 	1.5	 	14 	10/12/11/12/13 	×3 	
7/9 	 	220,000 	½*(7d10+9d6) 	1.5	 	14 	10/10/10/12/11 	×4 	
8/9 	 	250,000 	½*(8d10+9d6) 	1.5	 	13 	10/10/10/12/11 	×4 	
8/10 	 	320,000 	½*(8d10+10d6) 	1.5	 	13 	10/10/10/12/11 	×4 	
8/11 	 	440,000 	½*(8d10+10d6) + 1 	1.5	 	13 	10/10/10/12/11 	×4 	
9/11 	 	500,000 	½*(9d10+10d6) + 1 	1.5	+1 	12 	8/10/9/9/11 	×4 	
9/12 	 	880,000 	½*(9d10+10d6) + 2 	1.5	 	12 	8/10/9/9/11 	×4 	
10/12 	 	1,000,000 	½*(9d10+10d6) + 3 	1.5	 	11 	8/10/9/9/11 	×4 	
10/13 	 	1,320,000 	½*(9d10+10d6) + 4 	1.5	 	11 	8/8/9/9/9 	×5 	
11/13 	 	1,500,000 	½*(9d10+10d6) + 5 	1.5	 	10 	7/8/8/8/9 	×5 	
11/14 	 	1,760,000 	½*(9d10+10d6) + 6 	1.5	 	10 	7/8/8/8/9 	×5 	
12/14 	 	2,000,000 	½*(9d10+10d6) + 7 	1.5	+1 	9 	7/8/8/8/9 	×5 	
12/15 	 	2,200,000 	½*(9d10+10d6) + 8 	1.5	 	9 	7/8/8/8/9 	×5 	
13/15 	 	2,500,000 	½*(9d10+10d6) + 9 	2 	 	8 	5/7/6/5/8 	×5 	
13/16 	 	2,640,000 	½*(9d10+10d6) + 10	2 	 	8 	5/7/6/5/8 	×5 	
14/16 	 	3,000,000 	½*(9d10+10d6) + 11	2 	 	7 	5/7/6/5/8 	×5 	1
14/17 	 	3,080,000 	½*(9d10+10d6) + 12	2 	 	7 	5/6/6/5/7 	×5 	2
15/17 	 	3,500,000 	½*(9d10+10d6) + 13	2 	+1 	6 	4/6/5/4/7 	×5 	3
15/18 	 	3,520,000 	½*(9d10+10d6) + 14	2 	 	6 	4/6/5/4/7 	×5 	4
15/19 	 	3,960,000 	½*(9d10+10d6) + 15	2 	 	6 	4/6/5/4/7 	×5 	5
16/19 	 	4,000,000 	½*(9d10+10d6) + 16	2 	 	5 	4/6/5/4/7 	×5 	6
16/20 	 	4,400,000 	½*(9d10+10d6) + 17	2 	 	5 	4/6/5/4/7 	×5 	7
17/20 	 	4,500,000 	½*(9d10+10d6) + 18	2 	 	4 	3/5/4/4/6 	×5 	8
17/21 	 	4,840,000 	½*(9d10+10d6) + 19	2 	 	4 	3/4/4/4/5 	×5 	9
18/21 	 	5,000,000 	½*(9d10+10d6) + 20	2 	+1 	3 	3/4/4/4/5 	×5 	10
18/22 	 	5,280,000 	½*(9d10+10d6) + 21	2 	 	3 	3/4/4/4/5 	×5 	11
19/22 	 	5,500,000 	½*(9d10+10d6) + 22	2 	 	2 	3/4/4/4/5 	×5 	12
19/23 	 	5,720,000 	½*(9d10+10d6) + 23	2 	 	2 	3/4/4/4/5 	×5 	13
20/23 	 	6,000,000 	½*(9d10+10d6) + 24	2 	 	1 	3/4/4/4/5 	×5 	14
20/24 	 	6,160,000 	½*(9d10+10d6) + 25	2 	 	1 	3/4/4/4/5 	×5 	15
21/24 	 	6,500,000 	½*(9d10+10d6) + 26	2 	+1 	0 	3/4/4/4/5 	×5 	16
21/25 	 	6,600,000 	½*(9d10+10d6) + 27	2 	 	0 	3/4/4/4/5 	×5 	17
22/25 	 	7,000,000 	½*(9d10+10d6) + 28	2 	 	0 	3/4/4/4/5 	×5 	18
22/26 	 	7,040,000 	½*(9d10+10d6) + 29	2 	 	0 	3/4/4/4/5 	×5 	19
22/27 	 	7,480,000 	½*(9d10+10d6) + 30	2 	 	0 	3/4/4/4/5 	×5 	20
23/27 	 	7,500,000 	½*(9d10+10d6) + 31	2 	 	0 	3/4/4/4/5 	×5 	21
23/28 	 	7,920,000 	½*(9d10+10d6) + 32	2 	 	0 	3/4/4/4/5 	×5 	22
24/28 	 	8,000,000 	½*(9d10+10d6) + 33	2 	+1 	0 	3/4/4/4/5 	×5 	23
Total 	 	 	 	 	12 	 	 	 	23
==Stronghold==
In the Shadows of Amn campaign, F/T protagonists may choose between one of two strongholds.  Upon accepting one, they will be unable to accept another.
*Fighters are able to rule the de'Arnise Keep after completing "The de'Arnise Keep has been Invaded" sidequest.
* Thieves are able to manage a Shadow Thief guildhall after completing the "Find Proof of Mae'Var's Treachery" sidequest.
Category:Infobox incomplete
Category:Multi-classes