Fighter 2
Class Group | Warrior |
---|---|
Ability Score Requirements | Strength 9 |
Prime Requisite | Strength |
Allowed Races | |
Alignment Allowed | All |
The Fighter | ||||||
---|---|---|---|---|---|---|
Level | XP Needed | Hit Dice (d10) | THAC0/BAB | Melee Attacks/Round | Weapon Proficiency Slots Total | Nonweapon Proficiency Slots Total |
1 | 0 | 1 | 20/+0 | 1/round | 4 | 3 |
2 | 2,000 | 2 | 19/+1 | 1/round | 4 | 3 |
3 | 4,000 | 3 | 18/+2 | 1/round | 5 | 4 |
4 | 8,000 | 4 | 17/+3 | 1/round | 5 | 4 |
5 | 16,000 | 5 | 16/+4 | 1/round | 5 | 4 |
6 | 32,000 | 6 | 15/+5 | 1/round | 6 | 5 |
7 | 64,000 | 7 | 14/+6 | 3/2 rounds | 6 | 5 |
8 | 125,000 | 8 | 13/+7 | 3/2 rounds | 6 | 5 |
9 | 250,000 | 9 | 12/+8 | 3/2 rounds | 7 | 6 |
10 | 500,000 | 9+3 | 11/+9 | 3/2 rounds | 7 | 6 |
11 | 750,000 | 9+6 | 10/+10 | 3/2 rounds | 7 | 6 |
12 | 1,000,000 | 9+9 | 9/+11 | 3/2 rounds | 8 | 7 |
13 | 1,250,000 | 9+12 | 8/+12 | 2/round | 8 | 7 |
14 | 1,500,000 | 9+15 | 7/+13 | 2/round | 8 | 7 |
15 | 1,750,000 | 9+18 | 6/+14 | 2/round | 9 | 8 |
16 | 2,000,000 | 9+21 | 5/+15 | 2/round | 9 | 8 |
17 | 2,250,000 | 9+24 | 4/+16 | 2/round | 9 | 8 |
18 | 2,500,000 | 9+27 | 3/+17 | 2/round | 10 | 9 |
19 | 2,750,000 | 9+30 | 2/+18 | 2/round | 10 | 9 |
20 | 3,000,000 | 9+33 | 1/+19 | 2/round | 10 | 9 |
Class Features
Hit Points
Hit Dice (Levels 1-9): 1d10 + HP Adjustment per levelHit 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 elite bodyguard expects to be treated better than the men-at-arms.
Saving Throws
Experience Level | Paralyzation, Poison, or Death Magic | Rod, Staff, or Wand | Petrification or Polymorph1 | Breath Weapon2 | Spell3 |
---|---|---|---|---|---|
0 | 16 | 18 | 17 | 20 | 19 |
1-2 | 14 | 16 | 15 | 17 | 17 |
3-4 | 13 | 15 | 14 | 16 | 16 |
5-6 | 11 | 13 | 12 | 13 | 14 |
7-8 | 10 | 12 | 11 | 12 | 13 |
9-10 | 8 | 10 | 9 | 9 | 11 |
11-12 | 7 | 9 | 8 | 8 | 10 |
13-14 | 5 | 7 | 6 | 5 | 8 |
15-16 | 4 | 6 | 5 | 4 | 7 |
17+ | 3 | 5 | 4 | 4 | 6 |
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
Comments