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Fighter Class: Description

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Fighter Class

Description
The Fighter is also known as the Fighting-Man, the term fighter is preferred as being of
more general use. The fighter uses physical might and skill to accomplish their desired goals,
trusting more in strength, speed, and endurance than less substantial means such as magic. The
fighter can come from any of a number of backgrounds, ranging from the sophisticated urbanite
who employs light weapons of speed and subtlety, such as cloak and rapier, to the barbarian of
the wild lands, entering into adventure with broad axe and round shield.
Members of the fighter class have received training under the purview of a fighter of 9th
level or higher, most likely receiving their direct training from a fighter of 4th level or higher along-
side other trainees like themselves. Typically training will involve at least one actual incidence of
combat where the traineeʼs life was as risk. This may have been single combat, or participation in
some form of massed combat. In some cases it may have been stylized combat, as a “final exam”
of single combat versus a convict or another trainee, or it may have been a period of enforced
service as payment or the reason for the training being provided. The form will vary depending on
the cultural background of the fighter and the relationship they had with their trainer in that cul-
ture.
Fighters generally develop as they do as a result of a basic distrust of magic, either ar-
cane or supernatural, as well as a distrust of the more subtle physical means, such as alchemy.
They may individually prefer either hand-to-hand or missile combat, fighters can be master
swordsmen or archers or they may prefer some other weapons while being proficient enough to
use other weapons when needed.
They take pride in their ability to use their physical skills, and they take joy in improving
those skills. While they are not typically known for their intellect, in fact they use the intellect they
have, whether meager or plentiful, to figure out methods for solving problems through the use of
their physical skills. While also not known for their wisdom, they employ that which they have to
them to assist them in managing people and situations with which they are confronted.
Players playing fighters should incorporate these views into their characterʼs outlook on
life, since these views are every bit as integral to the character of the fighter as their ability to bear
arms.

Requirements
Race:
Any race may play a fighter. Any racial abilities concerning the use of spells, either ar-
cane or supernatural, are lost.

Characteristics:
Characters must have a strength of at least 7 to be a fighter. It is recommended that they
have a strength of 12 or higher.

Starting Conditions
A starting fighter will have the following possessions:
• A worn shirt and trousers of material appropriate to the climate where they completed their
training.
• A worn padded cloth coif.
• A pair of worn boots.
• A worn leather belt.
• One set of appropriate undergarments, including socks.
• A small leather belt pouch, of about 1 dry pint capacity.
• 3D6x10 gold pieces.
Fighter Combat

Fighter Combat Attack Matrix


To Hit on D20
Armor Class of Target
Level of Fighter 9 8 7 6 5 4 3 2
1 10 11 12 13 14 15 16 17
2 9 10 11 12 13 14 15 16
3 8 9 10 11 12 13 14 15
4 6 7 8 9 11 12 13 14
5 5 6 7 8 9 10 11 12
6 4 5 6 7 8 9 10 11
7 3 4 5 6 7 8 9 10
8 3 3 4 5 7 8 9 10
9 2 3 4 5 6 7 8 9
10+ 2 2 3 4 5 6 7 8

A roll of a “natural 20” (the number 20 appears on the die when rolled, as opposed to a 20 as a
result of modifiers to the die roll) results in a “critical hit.” A critical hit causes any damage done to
be double that rolled for the hit. If the to-hit roll requirement is 19 or higher, no critical hit occurs.

A roll of a “natural 1” (the number 1 or 01 appears on the die when rolled, as opposed to a 1
rolled as a result of modifiers to the die roll) results in a “fumble.” A fumble results in the character
losing the ability to act in the following combat round. If the to-hit roll is 2 or less, no fumble oc-
curs.

Weapons:
Fighters may use any weapons for which they meet the requirements of use.

Armor:
Fighters may use any armor for which they meet the requirements for its use.

Saving Throws

When struck by the following types of attacks, roll 1D20 to determine whether the full effect of the
attack is taken by the character, or whether the effect is nullified or reduced as noted. Rolling the
indicated number or higher results on no or reduced effects.

Death Ray/ Stoning/ Dragon Staves, Rods,


Level Poison Wands Paralysis Breath & Spells
1-3 12 13 14 15 16
4-6 10 11 12 13 14
7-9 8 9 10 10 12
10-12 6 7 8 8 10
13+ 4 5 5 5 8
On Save:
No Effect 1/2 No Effect 1/2 No Effect for
for Ray, 1/2 Damage Damage Spells, 1/2
Damage Damage for Staffs,
for Poison Rods
Resurrection:
When an attempt is made to resurrect a character, the given value or lower must be rolled on
percentile dice for the resurrection to be successful. A character can only be resurrected a num-
ber of times equal to their constitution using normal resurrection spells.

Constitution: 3-6 7-10 11-12 13-14 15 16 17 18 19+


30% 50% 75% 85% 90% 95% 98% 99% 100%

Fighter Advancement

The prime requisite of a fighter is strength. Fighters receive the following bonuses for prime req-
uisite scores above 12: 13-14: 5% Bonus, 15+: 15% Bonus. This means that for all experience
gained, an additional amount of experience equal to 5 or 10% of the experience gained is added
to that amount (there is no bonus on experience bonuses, naturally.)

Level Standard Title Experience Points Required Hit Dice


1 Veteran 0 (8 hit points)
2 Warrior 2,000 +1D8 per level
3 Swordsman 4,000
4 Hero 8,000
5 Swashbuckler 16,000
6 Myrmidon 32,000
7 Champion 64,000
8 Superhero 120,000
9 Lord 240,000
10-12 +250,000 +2 points
13-15 per per
16 + Level level

Keeps and Retainers


At or above 10th level, the fighter may establish a stronghold and attract retainers. They
may accomplish this either through obtaining a fief within an existing territory, or by becoming a
territorial power through their own actions. In some cases a fighter may take over or establish a
stronghold earlier in their career, if they are sufficiently adept at managing the various monetary,
political, and social issues involved.

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