Fighter
Prime Requisite and Minimum Ability Score Requirements
The principal attribute (Prime Requisite) of a fighter is Strength. To become a fighter, a character must have a minimum Strength score of 9. Good Dexterity and Constitution ratings are also highly desirable.
A fighter who has a Strength of 16 or more gains a 10 percent bonus to the experience points he earns. This means if a DM awards this fighter an XP (Experience Point) award of 1000 XP, this character actually earms 1100 XP.
Also, high Strength gives the fighter a better chance to hit an opponent and enables him to cause more damage.
If a warrior has a Strength of 18, they are allowed to roll percentile dice to determine exceptional strength. Exceptional strength generates a number from 01 - 00, and is denoted thusly: Baldric the fighter has a strength of 18. He rolls percentile dice and generates the number 64. His strength is noted as 18/64. The strength is greater than 18, but less than 19. A strength of 18/64 gives the warrior an additional +1 to hit and to damage. He is also able to carry 160 pounds, and bend bars 25% of the time.
For comparison purposes, an ogre has a strength of 18/00, and the strength of a hill giant is 19.
Racial Restrictions
All races can become fighters.
Alignment restrictions
Fighters can have any alignment: good or evil, lawful or chaotic, or neutral.
Weapon Proficiency & Specializations
In order to fight effectively, every character must be proficient in the use of any weapon they wield. This means they can't pick up a random weapon and use it effectively. If a fighter uses a weapon they are not proficient with, they suffer a -2 penalty to hit with that weapon. See Weapon Proficiencies for information on weapon proficiencies.
As a master of weapons, the fighter is able to train in Weapon Specialization. Weapon specialization enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter character is not required to specialize in a weapon; the choice is up to the player. No other warrior class, not even the Ranger or Paladin, is allowed weapon specialization. However, priests of certain deities are allowed to specialize with some weapons.
Fighters are also able to practice Style Specialization, mastering particular fighting styles. See Weapon Proficiencies for more information.
As an added bonus, fighters can become proficient with, and specialize in Tight Weapon Groups and Broad Weapon Groups. This allows them to use any weapon that is similar to a weapon they already know how to use. For example, a fighter proficient with a broad sword can pick up a long sword and use it without the normal penalties.
Magic Use
While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
Fighter's Followers (Leader)
Die Roll | Leader (and suggested Magical Items) |
---|---|
01-40 | 5th-level fighter, plate mail, shield, battle axe +2 |
41-75 | 6th-level fighter, plate mail, shield +1. spear +1 dagger +1 |
76-95 | 6th-level fighter. plate mail +1, shield, spear +1, dagger +1, plus 3rd-level fighter, splint mail, shield, crossbow of distance |
96-99 | 7th-level fighter, plate mail +1, shield +1, broad sword +2, heavy war horse with horseshoes of speed |
00 | DM's Option |
Fighter's Followers (Troops)
Die Roll | Troops (all 0 Level) |
---|---|
01-50 | 20 with ring mail, shield, 3 javelins, long sword, hand axe; 100 infantry with scale mail, polearm*, club |
51-75 | 20 infantry with splint mail, morning star, hand axe; 60 infantry with leather armor, pike, short sword |
76-90 | 40 infantry with chain mail, heavy crossbow, short sword; 20 infantry with chain mail, light crossbow, military fork |
91-99 | 10 cavalry with banded mail, shield, lance, bastard sword, mace; 20 cavalry with scale mail, shield, lance, long sword, mace; 30 cavalry with studded leather armor, shield, lance, long sword |
00 | DM's Option (Barbarians. Headhunters, armed peasants, extra-heavy cavalry. etc.) |
Fighter's Followers (Elite Troops)
Die Roll | Elite Units |
---|---|
01-10 | 10 mounted knights: 1st-level fighters with field plate, large shield, lance, broad sword, morning star, and heavy war horse with full barding |
11-20 | 10 1st-level elven fighter/mages with chain mail, long sword, long bow, dagger |
21-30 | 15 wardens: 1st-level rangers with scale mail, shield, long sword, spear, long bow |
31-40 | 20 berserkers: 2nd-level fighters with leather armor. shield, battle axe, broad sword, dagger (berserkers receive bonus to attack and damage rolls) |
41-65 | 20 expert archers: 1st-level fighters with studded leather armor, long bows or crossbows (+2 to hit, or bow specialization, if using that optional rule) |
66-99 | 30 infantry: 1st-level fighters with plate mail, body shield, spear, short sword |
00 | DM's Option (pegasi cavalry, eagle riders, demihumans, siege train, etc.) |
Strongholds and Followers
When a fighter attains 9th level (becomes a "Lord"), he can automatically attract men- at-arms. These soldiers, having heard of the fighter, come for the chance to gain fame, adventure, and cash. They are loyal as long as they are well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny. To attract the men, the fighter must have a castle or stronghold and sizeable manor lands around it. As he claims and rules this land, soldiers journey to his domain, thereby increasing his power.
Furthermore, the fighter can tax and develop these lands, gaining a steady income from them. Your DM has information about gaining and running a barony.
In addition to regular men-at-arms, the 9th-level fighter also attracts an elite bodyguard (his "household guards"). Although these soldiers are still mercenaries, they have greater loyalty to their Lord than do common soldiers. In return, they expect better treatment and more pay than the common soldier receives. Although the elite unit can be chosen randomly, it is better to ask your DM what unit your fighter attracts. This allows him to choose a troop consistent with the campaign.
The DM may design other tables that are more appropriate to his campaign. Check with your DM upon reaching 9th level.
A fighter can hold property, including a castle or stronghold, long before he reaches 9th level. However, it is only when he reaches this level that his name is so widely known that he attracts the loyalty of other warriors.
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