FIGHTER ------- * HIT POINTS: D6+1 + CON bonus per level. 3pts/level after 9th level. * +2 to TOUGHNESS and REFLEX Saving Throws. * Can wear any armor and use shields. * Can use any weapon. * Can fight Florentine. * Fighters get a number of attacks(melee or missile, excluding crossbows) 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. --------------------------------------------------------------------------- Fighting Ability: Begin with +1 to Normal Man THACO. Add +1 at levels: 3, 4, 5, 6, 7, 8, 9, 11, 13, 14, 15, 16. (STR/DEX)Athletics: Begin with +1. Add +1 at every level through level 16. (DEX/PER)Filching: Begin with +0. Add +1 levels 3, 6, 9, 12, 15. --------------------------------------------------------------------------- * Knows siege warfare, engineering, sapping, constructing fortifications. * Languages: Begins with Common plus 2 others. * Fighters can use all general purpose magic items as well as those for the Fighter class. * 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 in- cludes flying mounts(griffons, pegasi, skydragons, etc). * Wilderness Survival ----------------------------------------------------------------------------- At 4th Level(Hero) ------------------ * +2 to Saving Throws vs Fear spells/effects. * +1 to Morale of any troops the Fighter is leading in combat. * Normal Types have their morale lowered by 1 and must make a Morale Check when the Fighter charges them unless they are led by someone of Hero-Level. * Pugilism: At 4th level, empty hand attacks do REAL damage equal to 1 + the amount of their STR bonus(although the Fighter can decide to do only temporary/stunning 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'". At 7th Level ------------ * A Fighter gets 2 attacks/round At 8th Level(Superhero) ----------------------- * +4 to Saving Throws vs Fear spells/effects. * +2 to Morale of any troops the Fighter is leading in combat. * Normal Types have their morale lowered by 2 and must make a Morale Check when the Fighter charges them unless they are led by someone of Superhero- Level. * 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 second damage die to all damage rolls. At 13th Level ------------- * Add another damage die to all damage rolls. At 14th Level ------------- * Immune to Fear spells/effects. * +3 to Morale of any troops the Fighter is leading in combat. * Normal Types have their morale lowered by 3 and must make a Morale Check when the Fighter charges them unless they are led by someone of Superhero- Level.