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Dwarf Male Fighter Portrait DMF G

Portrait of a dwarven fighter

The fighter is a champion, soldier, and brawler. They live or die by their knowledge of weapons and tactics. Fighters can be found at the front of any battle, standing toe-to-toe with monsters and villains. A good Fighter needs to be strong and healthy to survive.

Class Features Edit

  • 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

Class Kits Edit

Berserker Edit

This is a warrior in tune with their animalistic side. During combat, they can achieve an ecstatic state of mind that enables them to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but this is not always the case; sometimes it’s a conscious choice a warrior in training makes.

Advantages

  • 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 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. They become 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 Edit

This warrior has been specially trained to excel in hunting and fighting spellcasters of all kinds.

Advantages

  • Each successful hit bestows a 10% cumulative chance of spell failure on the target.
  • 1% Magic Resistance per level.

Disadvantages


Kensai Edit

This class’s name, which means “sword saint” in the common tongue, refers to a warrior specially trained to be one with their weapon. Kensais are 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 Edit

The Dwarven Defender is a formidable warrior 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 one 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 five levels to a maximum of 20% at level 20.
  • Hit Die: d12

Disadvantages

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

Barbarian Edit

Barbarians can be excellent warriors. While not as disciplined or specialized as a Fighter, Barbarians can willingly throw themselves into a barbarian rage, becoming tougher, stronger opponents.

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 Edit

  • 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

Source

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

See alsoEdit