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. * Fighters add their full STR bonus to melee attack and damage rolls. They are also the only class, along with Rangers, that may use a great bow. * 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 passageway, pole vaulting an obstacle, slipping under a rapidly descending door before all escape is cut off, etc). Fighters make all athletics checks with Advantage. * 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. * Pugilism: At 4th level, empty hand attacks do REAL damage equal to 1 for each dice rolled + the amount of their STR bonus(although the Fighter can decide to do only temporary/stunning damage, or a mixture of the two). The remaining damage rolled is temp- orary damage. At 7th level, the Fighter gets 2 attacks/round. 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 ------------ * 2 attacks per round. At 8th Level ------------ * +4 to Saving Throws vs Fear spells/effects. * Fighters can fight blindfolded, in the dark, or against invisible creatures with only a -2 penalty. At 9th Level(Lord) ------------- * 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". Fighters, at this level, are also adept at building fortifications, const- ructing siege engines, and undermining the walls of enemy fortifications. At 13th Level ------------- * 3 attacks per round. At 14th Level ------------- * Fighters are immune to Fear spells/effects. * Fighters can fight blindfolded, in the dark, or against invisible creatures with no penalty.