The Fighter

SUMMARY: THE FIGHTER
 

  • Must have min. STR of 9
  • Must have min. CON of 7
  • If STR = greater than 15, +10% XP
  • Can use potions, many rings, some wands, one rod, other magic items, and any armor, shield, or weapon
  • Upon becoming 9th level, can establish freehold
  • See multiple attack tables

  •  

     

    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.

    FIGHTERS TABLE
    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). 21, 18 (T3), 54, 52 (T3).
    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 -
    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)
     
     


    Fighters

    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. <>
     
     



    Ecology Fund

    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



     
     
     


    FIGHTER

    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