Fighter 2

Class GroupWarrior
Ability Score RequirementsStrength 9
Prime RequisiteStrength
Allowed Races
Alignment AllowedAll
 
The Fighter
LevelXP NeededHit Dice (d10)THAC0/BABMelee Attacks/RoundWeapon Proficiency Slots TotalNonweapon Proficiency Slots Total
10120/+01/round43
22,000219/+11/round43
34,000318/+21/round54
48,000417/+31/round54
516,000516/+41/round54
632,000615/+51/round65
764,000714/+63/2 rounds65
8125,000813/+73/2 rounds65
9250,000912/+83/2 rounds76
10500,0009+311/+93/2 rounds76
11750,0009+610/+103/2 rounds76
121,000,0009+99/+113/2 rounds87
131,250,0009+128/+122/round87
141,500,0009+157/+132/round87
151,750,0009+186/+142/round98
162,000,0009+215/+152/round98
172,250,0009+244/+162/round98
182,500,0009+273/+172/round109
192,750,0009+302/+182/round109
203,000,0009+331/+192/round109
 

Class Features

Hit Points

Hit Dice (Levels 1-9): 1d10 + HP Adjustment per level
Hit Dice (Levels 10+): +3 HP per level

Starting Equipmrnt

Start with 5d4 x 10 gp to purchase starting equipment with. Can keep left over money. Using the Alternate Starting Wealthhouse rule, the fighter can instead begin play with 120 gp or the following pre-selected equipment:

Combat Proficiency

  • Can wear any armor.
  • Can use any weapon.
  • Can use potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.

Proficiencies

Non-Weapon Proficiencies

  • Starts at Level 1 with 3 Non-Weapon Proficiencies Slots
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18)
  • Can choose a Non-Weapon Proficiency at normal cost in the General and Warrior categories.
  • Can choose a Non-Weapon Proficiency at +1 cost from any other category.

Weapon Proficiencies

  • Starts at Level 1 with 4 Weapon Proficiency Slots
    • -2 Penalty to hit with weapons without proficiency
  • Gains a Weapon Proficiency Slot every multiple of 3 levels (level 3, 6, 9, 12, 15, 18)
  • Can spend Weapon Proficiency Slots to choose a weapon from any category for allowed weapons
  • At Level 1, can spend an extra Weapon Proficiency Slot to become Skilled with a weapon the fighter is already proficient with.

Strongholds & Followers

At 9th level, automatically attract men-at-arms after gaining a castle or stronghold with sizable manor lands around it. The lands may be taxed or developed.
  • These followers are loyal as long as they are well-treated, successful, and paid well.
    • Abusive treatment or a disasterous campaign can lead to grumbling, desertion, and possibly mutiny.
The 9th-level fighter also attracts an elite bodyguard (his or her "household guards").
  • The elite bodyguard expects to be treated better than the men-at-arms.
The GM may roll on the tables below or choose the fighter's followers manually.

Saving Throws

Experience LevelParalyzation, Poison, or Death MagicRod, Staff, or WandPetrification or Polymorph1Breath Weapon2Spell3
01618172019
1-21416151717
3-41315141616
5-61113121314
7-81012111213
9-108109911
11-12798810
13-1457658
15-1646547
17+35446
1Exlusing polymorph wand attacks.
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Comments

Please Login in order to comment!