Fighter/Necromancer

This combination requires the character to have a 15 Str and 17 Int. Along with the minimum 16 Wis of the necromancer, this combination can be hard to generate using the standard character generation procedures from the PHB. Although fighter/necromancers cannot wear armor, they retain their original fighter kit abilities, weapon proficiencies, excellent hit points, and THAC0. The character retains the ability to use of all weapons and magical items (including a girdle of giant strength and so on) that he or she enjoyed as a warrior. These benefits make the character a much more difficult opponent in physical combat (quite handy for an archvillain).

Of all the dual-classed characters, this is perhaps the easiest for the DM (or another player) to effectively role-play and justify. Consider the case of Talib the Magnificent, a 5th-level warrior/16th-level necromancer. Because of his physical strength, the character embarked on a career as a warrior of the desert until he encountered a mentor in the wilderness who recognized his “true calling” as a necromancer. From then on, Talib devoted his life to the Art, forsaking his earlier profession, except when it best served his purposes to appear like a fighter. Early in his magical career, when his supply of spells was frightfully limited, Talib’s specialization with the scimitar helped him in many battles.

Except in special circumstances, a dual-classed character will generally not have advanced to name (9th) level as a warrior before adapting necromancy. If the character had attained fame and notoriety as a warrior, there would have been little reason for him or her to switch professions! For simplicity, the DM may determine the character’s level of experience as a fighter by rolling 2d4 (resulting in 2nd to 8th level).

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