FIGHTER

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PRIME ATTRIBUTE: Strength
ALIGNMENT: Any
HIT DICE: d10
WEAPONS: Any
ARMOR: Any
ABILITIES: Weapon specialization, combat dominance, extra attack

Table: The Fighter
  Level   HD      BtH     EPP 
  --------------------------------- 
   1    d10      +1       0 
   2    d10      +2      2,001 
   3    d10      +3      4,001 
   4    d10      +4      8,501 
   5    d10      +5      17,001 
   6    d10      +6      34,001 
   7    d10      +7      68,001 
   8    d10      +8      136,000 
   9    d10      +9      272,001 
  10    d10     +10      500,001 
  11   +4HP     +11      750,001 
  12   +4HP     +12      1,000,001 
  13   +4HP     +1      +250,000 EPP (per level)

Fighters include soldiers, gladiators, guardsmen, barbarian warriors, and anyone else for whom fighting is a way of life. They train in combat, and they generally approach problems head on, weapon drawn.

Not surprisingly, Fighters are best at fighting of all the classes. They are also the hardiest, able to take more punishment than any other class.

The Prime Requisite of Fighters is Strength; a character must have a Strength of 9 to become a Fighter. They may wear any armor and use any weapon.

ABILITIES

WEAPON SPECIALIZATION: At 1st level, the fighter can choose one weapon with which to specialize. All weapons are eligible, including ranged weapons such as the bow or sling. The weapon with which the fighter specializes is usually common to the fighter’s culture or society, but it need not be. The Castle Keeper and player should consult to determine which weapons are available for specialization, bearing in mind culture, location and availability. The fighter can only choose one weapon with which to specialize. Once chosen, the weapon cannot be changed. For fighters between 1st and 6th level, this specialization imparts a +1 bonus to hit and a +1 bonus to damage when being used. At 7th level and above, the bonuses increase to a +2 to hit and +2 to damage.

COMBAT DOMINANCE: At 4th level, the fighter gains an extra attack with any weapon when fighting opponents with 1 hit die. The opponents must also have a hit die type of d6 or smaller. In order to use this ability, the fighter must direct all attacks in a combat round against opponents that meet these criteria. The fighter can split the available attacks among qualified opponents as desired. This ability improves as the fighter progresses in levels. The fighter gains an additional attack for every four levels gained after 4th level. So, at 8th level, the fighter is allowed a total of three attacks, and at 12th level, the fighter gains four attacks against these opponents. This ability does not combine with the Extra Attack ability described below. This ability is only useable with melee weapons and cannot be applied to ranged combat.

For example, an 8th level fighter is battling 5 kobolds in a dank cavern. The kobolds are 1 hd and have a d4 hit dice type. When it comes time to attack, the fighter is allowed three swings against the kobolds; one swing for the class and two swings for the Combat Dominance ability. The fighter can choose to attack one kobold three times or three different kobolds one time each.

EXTRA ATTACK: At 10th level, the fighter gains one additional attack each combat round with any weapon. This ability does not combine with Combat Dominance. When in a combat where both abilities could be used, the player must choose to use either the Extra Attack or Combat Dominance ability during each round. The Extra Attack ability is useable with melee and ranged weapons.

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