The
principal attribute of a fighter is STR.
To become a fighter, a
character must have a min.
STR of 9 and a CON
of 7 or
greater. A good DEX
rating is also highly desirable. If a fighter has
strength
above 15, he or she adds 10% to XP awarded by
the DM. Also, high strength
gives the fighter a better chance
to hit an opponent and causes
an increased amount of damage.
Fighters have a ten-sided
die (d10) for determination of their HP per
level. No other class of
character (save the paladin and ranger
(qq.v.) subclasses
of fighters) is so strong
in this regard. Fighters are the strongest of <this is debatable>
characters in regards to
sheer physical strength, and they are the best at
hand-to-hand combat. Any
sort of armor or weapon is usable by fighters.
Fighters may be of any alignment
-- good or evil, lawful or chaotic, or
neutral.
Although fighters do not
have magic spells to USE, their armor and
weapons can compensate.
They have the most advantageous combat
table and generally have
good saving throw (q.v.) possibilities
as well.
Fighters can employ many
magical items, including potions;
"protection"
scrolls; many rings; a few
wands; one rod; many other magic items; and <check UA for rods>
all forms of armor, shields
and weapons.
Weapon Specialization (UA) +
Freehold:
When a fighter attains 9th level (Lord), he or she may opt to establish
a
freehold. This is done by
building some type of castle and
clearing the
area in a radius of 20 to
50 miles around the stronghold, making it free
from all sorts of hostile
creatures. Whenever such a freehold is established
and cleared, the fighter
will:
1. Automatically attract
a body of men-at-arms led by an above
average
fighter. These men will
serve as mercenaries so long
as the fighter maintains
his or her freehold and pays the men-at-arms; and
2. Collect a monthly revenue
of 7 s.p. for each and
every inhabitant of the
freehold due to trade, tariffs, and taxes.
Experience Points | Experience Level | 10-Sided Dice
for Accumulated XP |
Level Title | THACO
/
Multiple Attacks * |
Saves | Proficienices | XP Value |
- | - | - | - | 20n | - | - | - |
- | - | - | - | 20n | - | - | 17, 15, 15, 14 (T3).
16, 14, 14, 14, 16, 15, 16, 15 (T3). 18, 20, 19, 18, 19, 19, 22, 20, 19, 19, 22, 20 (T3: missile). |
0 ---- 2,000 | 1 | 1 | Veteran | 20 | d14, p15, r16, b17, s17 | 4/2 | 21 (T2). 22 (T1), 25 (T2). 19, 16 (T3). |
2,001 ---- 4,000 | 2 | 2 | Warrior <(Inanna)> | 19 | d14, p15, r16, b17, s17 | - | 36, 42, 44, 48, 52, 58, 60 (T1). |
4,001 ---- 8,000 | 3 | 3 | Swordsman | 18 | d13, p14, r15, b16, s16 | - | 101 (T1),
116 (T2), 113, 107, 122 (T3) 122, 113, 110 (T3) 92, 104 (T3) |
8,001 ---- 18,000 | 4 | 4 | Hero | 17 | d13, p14, r15, b16, s16 | 5/3 | 214, 222, 259 (T1)
205 (T3) |
18,001 ---- 35,000 | 5 | 5 | Swashbuckler | 16 | d11, p12, r13, b13, s14 | - | 365 (T1),
265, 520, 558 (T2) 310 (T3) |
35,001 ---- 70,000 | 6 | 6 | Myrmidon
<(Svirfneblin: Burrow Warden)> |
15 | d11, p12, r13, b13, s14 | - | 504 (T1), 692 (T1) |
70,001 ---- 125,000 | 7 | 7 | Champion | 14 (3/2 rounds) | d10, p11, r12, b12, s13 | 6/4 | 1040 (T4) |
125,001 ---- 250,000 | 8 | 8 | Superhero | 13 (3/2 rounds) | d10, p11, r12, b12, s13 | - | 1520 (T2) |
250,001 ---- 500,000 | 9 | 9 | Lord | 12 (3/2 rounds) | d8, p9, r10, b9, s11 | - | - |
500,001 ---- 750,000 | 10 | 9+3 | Lord (10th level) | 11 (3/2 rounds) | d8, p9, r10, b9, s11 | 7/5 | - |
750,001 ---- 1,000,000 | 11 | 9+6 | Lord (11th level) | 10 (3/2 rounds) | d7, p8, r9, b8, s10 | - | - |
1,000,001 ---- 1,250,000 | 12 | 9+8 | Lord (12th level) | 9 (3/2 rounds) | d7, p8, r9, b8, s10 | - | - |
1,250,001 ---- 1,500,000 | 13 | 9+10 | Lord (13th level) | 8 (2/1 round) | d5, p6, r7, b5, s8 | 8/6 | - |
1,500,001 ---- 1,750,000 | 14 | 9+12 | Lord (14th level) | 7 (2/1 round) | d5, p6, r7, b5, s8 | - | - |
1,750,001 ---- 2,000,000 | 15 | - | Lord (15th level) | 6 (2/1 round) | d4, p5, r6, b4, s7 | - | - |
2,000,001 ---- 2,250,000 | 16 | - | Lord (16th level) | 5 (2/1 round) | d4, p5, r6, b4, s7 | 9/7 | - |
2,250,001 ---- 2,500,000 | 17 | - | Lord (17th level) | 4 (2/1 round) | d3, p4, r5, b4, s6 | - | - |
2,500,001 ---- 2,750,000 | 18 | - | Lord (18th level) | ^ | ^ | - | - |
2,750,001 ---- 3,000,000 | 19 | - | Lord (19th level) | ^ | ^ | 10/8 | - |
3,000,001 ---- 3,250,000 | 20 | - | Lord (20th level) | ^ | ^ | - | - |
Each level gained thereafter
requires 250,000 additional XP and gains 3 HP.
- OSRIC
* Fighting the Unskilled:
When the fighter is attacking creaturs
with less than a full HD
(i.e. less than 1d8 HP), the
fighter receives one attack
for each of his or her levels of
experience, e.g. a 4th level
fighter attacking goblins would receive
4 attacks per round.
- OSRIC
NB: A fighter excercising
multiple attacks departs from the
normal initiative procedure.
The fighter will automatically attack
first in the round unless
fighting an opponent with multiple attacks
of its own (in which case
initiative should be rolled as normal).
The fighter's second attack
in any given melee round
will come last in the sequence.
- OSRIC
Optional Rule: Where
a fighter of extremely high level or
with many bonuses "to hit"
actually requires a negative score
to hit his or her targer,
then at the GM's option, the negative
score may be converted into
a positive and applied as additional
damage to the automatic
hit. Thus, for example, a 20th level
fighter with 19 STR and
a +5 sword attacking an AC2 dragon
would require a roll of
-8 to hit it; the character would be
allowed to modify his or
her damage roll by +8.
- OSRIC
Q: How do you pronounce
the word
"myrmidon"?
A: Myrmidon is pronounced
MUR-mi-don.
The "ur" is sounded like
the "ur" in cur or
burr. The "mi" is like the
"mi" in miss.
(126.14)
AT A GLANCE:
The good sword-arm
of the Realms are those individuals trained in the USE of weaponry &&
tactics, and they may be found, in various forms, throughout the Realms.
ELMINSTER'S
NOTES:
The services of trained fighters, warriors,
rangers,
and barbarians are in constant demand
in the FR, owing to the large number of hostile
creatures (incl. men) to be found in the world.
Fighters and their sub-groupings tend to gravitate to certain positions and responsibilities, incl.:
* Local Militias, incl.
police patrols, sentries, watchmen, and in times of hostilities as foot
troops in battle.
Such positions are
usu. low-paying and hold little status, as in the battlefield such troops
are often used to soften enemy attacks with "acceptable losses."
* Mercenary
Companies which engage in fighting for a price.
These pay better, but
have the disadvantage that the local rulers/employers usu. give the Mercenary
Companies the most difficult positions or tasks, as they have earned it.
* Trade Guards have
the advantage of good benefits and travel with the disadvantage tha tthe
fighter must fight not only to protect his own life but the property of
others.
Some of the smaller
traders offer high wages but deduct any losses from those wages.
* Raiders are the other
side of the coin, and incl. acts of banditry && piracy.
The disadvantage of
this life-style is that the fighter does not normally operate in civilized
areas and may be hunted down by more law-abiding groups.
* Bodyguards and other protection opportunities offer low pay at relatively little risk.
* Leadership possibilities are available at high level for fighter-types, as their abilities are generally understood by the populace (as opposed to magic-users and clerics) allowing a measure of trust.
* Adventuring
Companies offer the highest return in advancement and moneys, as well
as allowing the warrior a great degree of independence.
The disadvantage of
these operations is the great deal of personal risk the fighter is placed
in and the essential need of cooperation with others.
* Gladiators and professional
fighters are a rare occurence in the North, though some debauched regions
do set up such matches, usually between slaves or prisoners against monsters.
The older realms to
the south, incl. Amn, Calimshan, and Unther,
have established gladitorial guilds. <>
GAME INFORMATION:
Fighters may be found in every part of
the Realms, though the tools of their trades vary according to area and
wealth.
All the weapons
and armor listed in PH
and
UA are available in "the North"--the
region of the FR detailed in the enclosed maps. <>
Those weapons which cost more than 50
gp and armor costing more than 500 gp
can only be readily found in cities, or in those towns that have smiths
of sufficient ability to make armor.
Further information on the role of the fighter in the Realms is delineated in the DM's Sourcebook of the Realms. <>
Reduce - Reuse - Recycle
Quote:
Originally Posted by solomanii
2) The Fighter, where did
the name come from?
Seems strange since a fighter
implies a ring (boxer) in my mind.
I wonder why you didnt go
with Warrior or Hero or some such.
Always someone second-guessing...
<stick out tongue> the association of "fighter" with a boxer is a relatively
recent thing, but let's not get into that sort of discussion,
The reason was to have a
generic name for those who primarily rely upon weapons
when adventuring.
Note that each level of
that class had a specifin name.
A warrior was a lower-lever
fighter, a hero was 4th level, and so on.
that was done to steal a
march from potential competition, and all classes had level names.
Cheers,
Gary
Quote:
Originally Posted by mistere29
Were you trying to up the
power of the warrior classes in D&D. Between WS
and Full/Feild plate armor, fighters and cavaliers got a pretty big got
a pretty big boost.
If so, why?
Absolutely so.
Magic-users
were very potent, so it was time to beef up the fighter class.
Quote:
Originally Posted by mistere29
Why just the fighter, or
where the other classes getting beefed up too?
IMO the other classes needed
no strengthening.
The fighter was played a
lot, and the class had turned out to be the weakest of the lot, lacking
anything potent to make it unique.
So weapons
specialization came into the rules.
Yuletide best,
Gary
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM = ULC (05: MLC)
3. ABILITY SCORE MINIMUMS
STRENGTH
= 9:16 (9d6)
INTELLIGENCE = 3 (3d6)
WISDOM = 6 (5d6)
DEXTERITY = 6 (7d6)
CONSTITUTION = 7 (8d6)
CHARISMA = 6 (6d6)
COMELINESS = 3 (4d6)
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
=
gray dwarf
(7+), hill dwarf
(6+), mountain dwarf (7+),
dark
elf (male: 7+, female: 9+),
gray
elf (5+), high elf (5+),
valley
elf (5+),
wild
elf (7+), wood
elf (6+), deep gnome (5+),
surface gnome (5+), half-elf (6+),
hairfoot halfling (4+), stout halfling (5+),
tallfellow halfling (6+), half-orc (10+),
human
(U)
5. MULTI-CLASS POSSIBILITIES = CF, DF,
FM, FI, FT, FA, CFM, CFT, FMT
6. HIT DIE TYPE = d10
7. MAXIMUM NUMBER OF HIT DICE = 9
8. SPELL ABILITY = no
9. ARMOR PERMITTED = any
10. SHIELD PERMITTED = any
11. WEAPONS PERMITTED = any
12. OIL PERMITTED = yes
13. POISON PERMITTED = DM's option
14. ALIGNMENT = any
15. STARTING MONEY = 50-200 gp
16. WEAPON PROFICIENCIES = 4, 1/3 levels
(1st: 4, 4th: 5, 7th: 6, 10th: 7, 13th: 8)
17. NON-PROFICIENCY PENALTY = -2
18. NON-WEAPON
PROFICIENCIES = 2, 1/3 levels (1st: 2, 4th: 3, 7th: 4, 10th: 5, 13th:
6)
19. STARTING AGE = dwarf (40+5d4:
YA
|| mature), elf (130+5d6:
YA
|| mature), gnome (60+5d4: YA),
half-elf (22+3d4:
YA), halfling (20+3d4:
YA),
half-orc (13+1d4:
YA
|| mature), human
(15+1d4: YA)
20. COMBAT = F
21. SAVING THROWS = F
22. MAGIC ITEMS = F