Now for those beginners, or those that might not be aware of the break down worded QUITE like this.
Pros and cons of the different classes- FIGHTER
The fighter class provides plenty of tools for effective adventuring. Below are several assets you have going for you when you choose a fighter.
* High Hit Points: The fighter's 10-sided Hit Dice let him absorb lots of damage and keep right on going.
* Good Armor Class: The fighter's class features don't include much in the way of special defenses, but his ability to wear any kind of armor and use any kind of shield usually gives him an impressive Armor Class. This factor combined with his high hit points makes for a great defensive package.
* Good Attack Bonus: A fighter's base attack bonus is +1 per level, which is the best in the game. Thus, fighters can dish out damage as well as they can take it.
* Good Fortitude Saves: A fighter uses the best save progression in the game for Fortitude saves (see Table 3-1 in the Player's Handbook). This natural resilience helps him resist most effects that attack his body, such as poison, polymorphing, and energy draining.
* Good Weapon Selection: Because a fighter can use any simple or martial weapon, he's a deadly opponent no matter what weapon he wields.
* Many Bonus Feats: Fighters gain a generous selection of bonus feats. Though they're mostly combat-oriented, these feats allow you great flexibility in tailoring a character to your taste.
As with any class in the D&D game, the fighter's advantages come at a price. Here are a few of the disadvantages you should keep in mind if you're considering a fighter character.
* Low Skill Points: At a mere two skill points per level, most fighters don't accumulate many skill ranks, even with quadruple skill points at 1st level.
* Poor Reflex and Will Saves: Fighters have the worst progression for Reflex and Will saves in the game (see Table 3-1 in the Player's Handbook). Thus, they aren't good at avoiding most kinds of magical attacks.
* Low Mobility: A fighter's reliance on heavy armor tends to make him a slow mover on the battlefield.
Playing a Classy Fighter
People who play great fighters usually use the following techniques.
Be Prepared to Lead
A fighter's natural place in an adventuring party is the front rank, because he has to be able to place himself between his more vulnerable compatriots and the enemy. In like manner, many successful encounters begin when the party fighter kicks in a door and charges into battle. Simply because of this front-line placement, a fighter often bears the onus of party leadership.
But that leadership should have a cerebral element as well. Because of his place in the front rank, the fighter is in a good position to decide where the party should go, so it pays for him to think about the group's next move. It also pays for him to consider the party's marching order while everyone else is preparing for a play session. Besides its general utility, such planning gives his player something to do while the spellcaster players are choosing spells.
Friends in Need
Your fighter's combat ability provides a foundation for the party's overall fighting power. If you waste or misuse that ability, the whole party suffers. Likewise, the fighter needs the support of the rest of the party just to survive. So it pays for him to know how to scratch the backs of his fellow PCs.
The Party's Stealth Factor: If your group has a rogue, ranger, bard, or monk, that character can serve as a scout for the rest of the party. But a rogue playing that role will get into trouble sooner or later -- perhaps by falling into a pit, or by meeting a hidden monster, or by just plain offending someone. At such junctures, your timely intervention can save the scout's skin. In addition, a rogue or other character with the sneak attack ability needs combat support in the form of an ally who can help her flank enemies. So get used to fighting in partnership with such characters and make sure you incorporate the advantage it provides into your tactics.
The Party's Arcane Spellcaster: Wizards, sorcerers, and bards can pack a real punch with their spells, and they often serve as the party's heavy artillery. But since such characters usually have poor Armor Classes and very few hit points, they must rely on you to keep the opposition at a distance.
The Party's Divine Spellcaster: Get friendly and stay friendly with your party's cleric, druid, or paladin. This character's healing spells can keep you on your feet longer while you're hacking your way through foes.