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Fighters are a class available to player characters.

Description[]

The fighter is a champion, swordsman, soldier, and brawler who lives or dies by their 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 he hopes to survive.

Class features[]

Class KitsEE only[]

Berserker EE only[]

This is a warrior in tune with their animalistic side and, during combat, can achieve an ecstatic state of mind that will enable them 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 Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.
    • RAGE: The enraged state lasts one turn. While enraged, a Berserker gains a bonus of +2 to their attack and damage rolls as well as to their Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The Berserker also gains 15 temporary Hit Points which are taken away at the end of their berserk spree, possibly knocking them unconscious.

Disadvantages

  • Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • May not Specialize in ranged weapons.

Wizard Slayer EE only[]

This warrior has been specially trained by their 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.
  • +1% Magic Resistance per level through level 19.
  • Alternating +5% and +1% Magic Resistance from level 20 onwards.

Disadvantages


Kensai EE only[]

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 their weapon. The Kensai is deadly, fast, and trained to fight without the protection of armor.
Note: Despite its common name, a Kensai may use any melee weapon with which they are proficient.

Advantages

  • +2 bonus to Armor Class.
  • +1 to hit and 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.
    • KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages

  • May not wear any armor.
  • May not use ranged weapons (both missile and thrown).
  • May not wear gauntlets or bracers.

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.
    • DEFENSIVE STANCE: 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.
  • 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


Barbarian EE only[]

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

Note: Originally, Barbarian was a separate class by itself, but the recent patches of the Enhanced Edition have included it as a class kit under Fighter.

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 characters.
  • Immune to backstab.
  • May use the Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.
    • RAGE: The enraged status lasts for 5 rounds and provides a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, 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

Biography

"Although the life of a warrior has always held your heart, the huge cities and bustling crowds of southern Faerûn has made you restless. You have tired of following the orders of too many career-minded officers that seek office rather than success on the battlefield, and become irritated by the presence of so many soldiers upon the streets looking for work, that it seemed oftentimes you couldn't swing a blade on a street without hitting a newly formed mercenary company. Perhaps it was for this reason you chose to head to the North, where the untamed wilderness would be a better place to seek one's fortune, and the lands themselves had yet to be broken by the passage of man and the slow creep of civilization. Perhaps in the shadow of the Spine of the World, you can find the adventure and glory you seek, and a chance to carve a name for yourself in the snow-covered lands."

Source

  • Icewind Dale: Enhanced Edition - Manual 2 - Mastering Melee & Magic

External Links[]

See also[]

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