FIGHTER ------- * HIT POINTS: D6+1 + CON bonus per level. 3pts/level after 9th level. * +1 to TOUGHNESS and REFLEX Saving Throws. * Can wear any armor and use shields. * Can use any weapon. * Fighters can use all general purpose magic items as well as those for the Fighter class. * Languages: Begins with Common plus 2 others. Fighting Ability: Begin with +1 to Normal Man THACO. Add +1 at levels: 2, 4, 5, 6, 7, 8, 10, 11, 13, 14, 15, 16. (STR)Athletics: Begin with +1. Add +1 at every level. (DEX)Stealth: Begin with +0. Add +1 every even level: (2, 4, 6, 8, 10, 12, 14, 16) (DEX)Filching: Begin with +0. Add +1 every 3rd level: (3, 6, 9, 12, 15). (PER)Awareness(spot, listen, find secret doors): Begin with +0. Add +1 at levels 3, 6, 9, 12, 15 (PER)Tracking: Begin at +0. Add +1 at levels 3, 6, 9, 12, 15. (INT)Wilderness Survival: Begin with +0. Add +1 at levels 3, 6, 9, 12, 15. * Can fight Florentine. * Fighters get a number of melee attacks against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their level each round. So a 3rd level Fighter would have 3 attacks/round against these. * Knows siege warfare, engineering, sapping, constructing fortifications. * Athletic attempts(leaping a bottomless chasm, climbing/swinging through the rigging of a tossing ship, sliding down a heavy curtain using a dagger, swimming in rough seas, dodging a gauntlet of scything blades in a passage- way, slipping under a rapidly descending door before all escape is cut off, etc). See Skill List above. * Animal Handling: Anybody can ride a horse, but a Fighter can ride a trained warhorse into battle, couch a lance, and shoot from the saddle. They can also appraise, train, and care for war mounts. At 4th level, this also includes flying mounts(griffons, pegasi, skydragons, etc). At 4th Level(Hero) ------------------ * +2 to Saving Throws vs Fear spells/effects. * +1 on Reaction Rolls with Intelligent Normal Types. * +1 to Morale of any troops the Fighter is leading in combat. * Normal Types check Morale at -1 when the Fighter charges them unless they are led by someone of Hero-Level or above. * Pugilism: At 4th level, empty hand attacks do REAL damage equal to the amount of their STR bonus(although the Fighter can decide to do only temporary/pummeling damage, or a mixture of the two). A Natural 20 is a critical hit. At 8th level, the Fighter gets 2 attacks/round. If the attack roll is a Natural 18-20, it is a critical hit. Pugilism is useful against any creature of ogre-size or less (and not including oozes, slimes, and other "non-punchable monsters"). Pugilism is included in "attacks against 'Normal Men'". See R3 Combat file. * Challenge: At 4th level, once per combat encounter, a Fighter may call out a challenge to a single foe in battle who must make a Saving Throw vs Magic. Failure means the enemy immediately disengages their current opponent and charges the Fighter. A Challenge is meant to draw off an attacker from a weaker combatant or injured ally. This ability may be used against any adversary of up to twice the hit die or levels of the Fighter issuing the challenge. If there is a mental conflict within the target(such as they are engaged in combat with a mortal enemy or are being controlled by a spell), they get a +4 to their save. At 7th Level ------------ * A Fighter gets 2 attacks/round At 8th Level(Superhero) ----------------------- * +4 to Saving Throws vs Fear spells/effects. * +2 on Reaction Rolls with Intelligent Normal Types and +1 with Intelligent Hero Types(lvl 4 and above). * +2 to Morale of any troops the Fighter is leading in combat. * Normal Types check Morale at -2 when the Fighter charges them unless led by someone of Superhero-Level or above. * At 8th level, a Fighter can sense invisible/out of phase creatures nearby and can fight them without penalty. This also applies to fighting when blindfolded or in the dark. At 9th Level ------------ * At Level 9, a Fighter's reputation is widely known and they will attract 8D6+2 men-at-arms of level 0-2 as followers to serve in their castle if they decide to build one. One of the men-at-arms will be 3rd level and serve as the captain of the guard. Fighters at 9th level, whether or not they have a castle and lands, are considered "Lords". At 10th Level ------------- * Add a D6 to damage rolls. At 13th Level ------------- * A Fighter gets 3 attacks/round. At 16th Level ------------- * Add another D6 to damage rolls.