Fighter

Ability Requirements:
Strength 9
Prime Requisite:
Strength
Allowed Races:
All

Fighters are experts with weapons, and they are often masters of tactics and strategy. Perseus, Hercules, Hiawatha, Beowulf, and Sinbad are fighters of legend. Hannibal, Alexander the Great, Charlemagne, and Spartacus are real-world warriors.

The principal attribute of a fighter is
Strength, as he needs to heft and use his weapons and carry the weight of his armor for long periods. Good scores in Dexterity and Constitution also are desirable. Fighters can be of any alignment.

Building a Fighter

with Character Points

Fighters have 15 character points to spend on abilities. Each of the abilities below cost 5 to 10 character points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. A standard fighter spends his character points to acquire the abilities of weapon specialization and gaining followers.

1d12 for hit points (10): Instead of rolling a 10-sided die to determine initial hit points and how many new hit points the fighter receives at each level, a 12-sided dice is rolled instead.

Building (5): The knowledge to construct heavy war machines, siege engines, and siege towers.

Defense bonus (10): +2 bonus to Armor Class if unarmored and unencumbered.

Followers (5/10): By purchasing this skill, a fighter can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 9th level. If this is purchased as a 10-point ability, the fighter can attract followers whenever he establishes a stronghold, regardless of level. Refer to the warrior section of the Player’s Handbook for more details on followers.

Increased movement (5): A fighter’s base movement score is 15 rather than 12.

Leadership (5): The ability to lead large numbers of troops into battle. The fighter is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men.

Magic resistance (10): Gain a 2% Magic Resistance for each level. For example, a 9th level fighter would have an 18% Magic Resistance score.

Move silently (10): A fighter with this ability has a chance to move silently like a thief. This chance is equal to his Dexterity score plus his level. For example, an 8th level fighter with a 17 Dexterity score has a 24% chance to move silently. The fighter cannot wear armor above studded leather. Look to the thief table for penalties for additional armor.

Multiple specialization (10): This ability can be taken in place of the 5-point ability to specialize in a single weapon. A fighter with this ability can specialize in as many weapons as he desires. The character point cost must be met for each individual specialization.

Poison resistance (5): Fighters with poison resistance gain a +1 bonus to all saving throws versus poison.

Spell resistance (5): Fighters with spell resistance gain a +1 bonus to all saving throws versus spells.

Supervisor (5): The authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the fighter also can supervise the building of semi-permanent fortifications.

War machines (5): The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.

Weapon specialization (5): This fighter has the ability to specialize in a particular weapon. The character point cost for acquiring the specialization must also be met (see page 118).

Optional Restrictions

A fighter can gain bonus character points to spend on the above abilities by accepting a voluntary restriction on his normal abilities. The restrictions with their point values follow:

Limited armor (5/10/15): A fighter with this restriction is limited in his selection of armor. If the character is restricted to chain mail or lighter armor, this restriction gives him 5 CPs; if he is limited to studded leather or lighter armor, he gains 10 CPs; and if he cannot wear any armor at all, this restriction is worth 15 CPs. (The character can always use a shield.)

Limited weapon selection (5): A fighter with this restriction is limited in his choice of weapons. He can choose to gain proficiency only in melee weapons (no missile weapons allowed); he can choose to learn only cleric weapons (bludgeoning weapons); or he can choose to learn only thief weapons (club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broadsword, long sword, short sword, and staff).

Limited magical item use (5+): A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.

Table of Contents