Fighter

Fighters are men-at-arms and specialist at weapon combat. They're the frontlines of every battle, the archers that soften targets from afar, the charging cavalry, and with a little luck, skill in arms, and a lot of determination, they eventually become warrior-lords that lead entire armies.

Perhaps the most common adventurer in any region of Oerik is the trusty and doughty fighter. All fighter kits could find a home in Oerik, but some are best suited to specific regions; the Samurai is an obvious fit with the Ryuujin Empire, for example.

Class Group. Warrior

Ability Score Requirements. Strength 9

Race. Any

Prime Requisite. Fighters with a Strength score of 16+ gain an additional 10% bonus experience.

Alignment. Any

Class Features

Hit Points

  • Hit Dice (levels 1-9): 1d10 + HP Adjustment per level
  • Hit Dice (levels 10+): +3 HP per level

Magic

  • Fighters cannot cast magical spells, but they can use magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.

Starting Equipment

  • Start with 5d4 x 10 gp to purchase starting equipment with.

Equipment

  • Armor: Can wear any armor.
  • Weapon: Can use any weapon.

Proficiencies

Non-Weapon Proficiencies

  • Starts at level 1 with 3 NWP slots
  • Gaints a NWP every multiple of 3 levels (3, 6, 9, 12, etc.)
  • Can choose a NWP at normal cost in the General and Warrior categories.
  • Can choose a NWP at +1 additional cost from any other category.

Weapon Proficiencies

  • Starts are level 1 with 4 WP slots
  • -2 Penalty to hit with weapons without proficiency.
  • Cost is 1 WP slot per weapon
  • Gains a WP slot every multiple of 3 levels (3, 6, 9, 12, etc.)
  • Can also spend WP on Fighting Styles.
  • Can use Language Slots for Additional WP and NWPs.

Fighting Styles. Single Weapon, Two-handed Weapon, Weapon and Shield, Two Weapon, Unarmed, Missile/Thrown Weapons

Weapon Specialization

  • Cost is 1 WP for melee and 2 WP for ranged if you already have a proficiency with that weapon.
  • Only single-class fighters can specialize in a weapon.
  • You may have as many weapon specializations as you want.

Melee Weapon Specialist:

  • +1 bonus to attack rolls with that weapon
  • +2 bonus to damage rolls with that weapon
  • gains an extra attack once per two rounds

Bow and Crossbow Specialists:

  • Bow specialists do not gain any additional attacks per round.
  • Crossbow specialists have an increased rate of fire.
  • Gain point blank range category which gives +2 to attacks rolls.

Weapon Master

Single-classed fighters can upgrade a single weapon specialization to Weapon Mastery at cost of 1 WP slot, after reaching 5th level.

Melee Weapon Master. +3 bonus to attack rolls; +3 bonus to damage rolls (replaces Specialization bonuses)

Bow or Crossbow Master. +3 bonus to attack rolls, +3 bonus to damage rolls at Point-blank range(replaces Specialization bonuses). All other ranges gain a +2 bonus to attack rolls.

High Master

A fighter can upgrade a Weapon Mastery to a High Mastery at a cost of 1 WP slot after reaching 6th level.

  • Increases the speed factor of their chosen weapon by 1
  • High masters with ranged weapons gain extreme-range

Grand Master

A fighter can upgrade High Master to Grand Master at a cost of 1 WP slot after reachign 9th level.

  • gain one additional attack per round above and beyond a specialists rate.
  • the weapon's base damage die are increased to the next greater size.

Fighting Style Specialization

Fighters know every fighting style, so they can specialize in any number of fighting styles at the cost of 1 WP slot each.

Weapon Proficiency

Strongholds & Followers

At 9th level, fighters become a "Lord" or gain some other title. Lords are entitled to land and have the right to build a stronghold. Characters of less than 9th level may still build strongholds, but require all the permissions of the local ruler. After constructing a stronghold, the Lord attracts a small army of men-at-arms as well as an elite guard to enforce their rule. While the loyalty of these troops is greater than the average hireling, the lord is still expected to pay their wages and treat them fairly.

Level 1 Character

  • Starting HP: 10 HP
  • Starting funds: 5d4 x 10 gp
  • 3 NWP slots
  • 4 WP slots
  • Can use Language Slots from Intelligence for NWP and WP slots.

Leveling Up

At level up:

  • Roll 1d10 HP (unless level 10 or higher, then add 3 HP instead)
  • Improve THAC0 by one
  • Update Fighter Saving Throws if necessary
  • 1 WP slot gained at level 3, 6, 9, 12, 15, 18
  • 1 NWP slot gained at level 3, 6, 9, 12, 15, 18
  • Improve the number of attacks per round at level 7 and 13, if without Weapon Specialization

Fighter Quick Builds

Below are recommendations for how you could build a fighter to reflect the various types of warriors of Oerik.

Each of these builds contains suggested place of origin, secondary skills, weapon proficiencies, nonweapon proficiencies, and armor. Feel free to adjust these to fit the style that you would enjoy. You must still roll for starting gold and buy your equipment.

Celestial Legionary

With nagninata in hand, you follow in the footsteps of the heroes of ages past. You rely on strict discipline and athleticism to overcome improbable odds. Whether fighting in ranks alongside your comrades or squaring off as a lone warrior, you're equal to the task.

Place of Origin. Celestial Empire.

Races. Human (Suhfeng), Half-elf, Halfling (tallfellow), Elves (high).

Secondary Skills. Weaponsmith.

Weapon Proficiencies. Specialization: Naginata and Two-handed Weapon Style.

Nonweapon Proficiencies. Weaponsmithing.

Armor. Splint.

Sea Prince Duelist

You regard the duel as a proud tradition, a test of skill and wits that brings honor to those who can defeat an enemy while respecting the art. Your search for improvement is a consuming passion, and you draw on the expertise of the msaters who've come before you as you work to perfect your form.

Place of Origin. Hold of the Sea Princes.

Races. Any.

Secondary Skills. Shipwright.

Weapon Proficiencies. Specialization: Rapier and One-handed Weapon Style OR Two-Weapon Style.

Nonweapon Proficiencies. Blind-fighting, Seamanship.

Armor. Studded leather or higher.

Ryuujin Daimyo

Daiymo means Commander in the Ryuujin dialect of the Suh language. To you, battles unfold like a game of chess. You understand that strength and speed are important in a fight, but it takes intellect and experience to know how best to apply them. That's where you come in.

Place of Origin. Ryuujin Empire (Kozan Isles)

Races. Human (Suhfeng)

Secondary Skill. Armorer.

Weapon Proficiencies. Specialization: Nagamaki and Weapon and Shield Style.

Nonweapon Proficiencies. Etiquette, Heraldry, Riding (land-based).

Armor. Splint or higher

Eurozary Trooper

Serving as the powerful and elite royal guard in Zeif, the Eurozary Corp is made up exclusively of Euroz, Demi-Euroz, and Demi-Eiger troops, raised from a young age in the Corp. They are widely respected in Zeif and feared outside that realm.

Place of Origin. Zeif

Races. Half-orc

Secondary Skill. Armorer

Weapon Proficiencies. Specialization: Polearm (any) and Two-handed Weapon Style.

Nonweapon Proficiencies. Armorer and Mountaineering, OR Weaponsmithing.

Armor. Splint or higher.

Fist of Hextor

Subtlety is not your style. You're trained to get straight into the fighting, busting through enemy lines and applying tremendous pressure quickly. Those who ignore you in combat do so at their peril.

Place of Origin. The Great Kingdom, Crystalmist Mountains, Yatil Mountains, or any human nation in the Sheldomar Valley.

Races. Human (Oeridian)

Secondary Skill. Weaponsmith

Weapon Proficiencies. Two-handed sword and Two-handed Weapon Style.

Nonweapon Proficiencies. Weaponsmithing

Armor. Splint or higher.

Fruztii Sea Raider

Dreaded along the Solnor coast from Ratik to the holds of the Sea Barons, the Frost barbarians make seasonal lightning raids all along the east coast of Oerik where they are greatly feared. The Frost Barbarians are amongst the most skilled seaman on the continent and their vessels are able to travel well upriver to reach settlements further inland.

Place of Origin. The Frost Barbarians / Kingdom of the Fruztii.

Races. Human (Suel)

Secondary Skill. Shipwright.

Weapon Proficiencies. Sword (any) and Two-Weapon Style

Nonweapon Proficiencies. Direction sense, Navigation, Swimming.

Armor. Studded leather

Geoffite Longbowman

Renowned as far away as The Great Kingdom, the longbowman of Geoff are unsurpassed in their skill and accuracy. Companies of Geoffite archers are in high demand when war breaks out and they have served the Kingdom of Keoland more than they have been called upon to defend their own nation.

Place of Origin. Geoff.

Races. Human (Flan, Suel, Oeridian), Elf (sylvan), Dwarf (mountain), Gnome, Halfling.

Secondary Skill. Bowyer/Fletcher

Weapon Proficiencies. Bow (any) and Missile Weapon Style

Nonweapon Proficiencies. Bowyer/Fletcher, Leatherworking, Hunting.

Armor. Studded Leather

Olman/Suel Amedi Guerrilla Warrior

You thrie amid the chaos of battle. You use your mobility and versatility in combat to soften your adversaries and disrupt their formations. An enemy's plan rarely survives contact with you.

Place of Origin. Amedio Jungle

Races. Human (Olman, Suel)

Secondary Skill. Hunter

Weapon Proficiencies. Bow (any) and Missile Weapon Style.

Nonweapon Proficiencies. Set Snares, Tracking

Armor. Studded Leather

Paynim Nomad

You find freedom in the saddle and a companion in your mount. A headlong charge into combat is a blunt instrument for oafs. You prefer mobility and range, opting to find advantageous positions that allow you to deal with foes at full gallop while evading the most dangerous threats.

Place of Origin. Plains of Paynims

Races. Human (Baklunish)

Secondary Skill. Groom

Weapon Proficiencies. Bow (any) and Missile Weapon Style (Horse Archers).

Nonweapon Proficiencies. Animal Handling, Animal Training, Riding (land-based)

Armor. Studded Leather

Perrenland Highlander

The broad valley between the Yatils and Clatspur mountains was once a major Flan stronghold. As the Oeridians moved into the Flanaess and especially after the Great Kingdom founded the Viceroyalty of Ferrond, most of the Flannae clans of the region were pushed into the highland as Oeridian settlers claimed the more fertile lands surrounding Lake Quag. These hardy Flan warriors maintain a fierce sense of independence and are usually armed with sword and targe (a round, wooden shield), or a two-handed sword.

Place of Origin. Perrenland

Races. Human (Flan)

Secondary Skill. Weaponsmith

Weapon Proficiencies. Sword (any) and Sword and Shield Style, OR Two-handed sword and Two-handed Weapon Style.

Nonweapon Proficiencies. Weaponsmithing

Armor. Scale


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