Art by Storn Cook |
It seems that, by and large, the OSR as a whole has embraced the idea that the fighter needs a little something extra - the writeup as it appears in Holmes, B/X, or BECMI is lacking somewhat compared to other classes. There are some hints in Chainmail and the LBBs as to rectifying the imperfection, and some ideas have become so prevalent as to be almost standardized within the OSR. I've got my own ideas.
The Fighter is already a veteran of several battles before he begins his dungeon-delving career. He may have been a member of a village militia or a city guard, or may have fought in some warlord's campaign. He may come from a lineage of knights or similar warrior-lords charged with safeguarding the realm. Whatever his background, he has left the battlefield behind and turned to crypts and catacombs, hoping that his battle-skills will keep him alive long enough to collect lost treasures.
The Fighter is already a veteran of several battles before he begins his dungeon-delving career. He may have been a member of a village militia or a city guard, or may have fought in some warlord's campaign. He may come from a lineage of knights or similar warrior-lords charged with safeguarding the realm. Whatever his background, he has left the battlefield behind and turned to crypts and catacombs, hoping that his battle-skills will keep him alive long enough to collect lost treasures.
The fighter is in many ways the easiest class to play. He doesn't depend greatly on planning and forethought (though he will benefit from both!) and with proper equipment is about as ready as he'll ever be for whatever situations come up. He can adapt to most any situation as needed, but his standard tactic (kill monsters and stay alive) is a smart choice most of the time.
Basic Traits
Guard: When a fighter chooses to fight defensively, he gets the normal
+2 bonus to AC, but can also grant an additional +2 AC bonus to a nearby
ally. Guard bonuses do not stack, so a given individual can benefit
from only a single fighter's protection.
Overkill: The fighter is trained to fight his enemies not as individuals but as a unit. When he deals damage in excess of that needed to slay a foe, he can deliver the excess damage to another foe in reach (so long as that target's AC is no greater than the fighter's attack). He can combine his movement and attack if needed to deliver the overkill.
Martial Skill: The fighter has learned how to get optimal performance out of all manner of weapons. A fighter can:
Hero: +1 to Command and Leadership [that's Number of Retainers and Retainer Morale]
Champion: a further +1 to Command and Leadership
Daunting: Starting at 8th level, when the fighter moves to engage enemies of 4HD or less, he may force them to make a morale check.
Warlord: By ancient custom, only the most powerful warriors could be recognized as boyars, the warlords who governed and protected the clans. Imperial rule replaced the boyars with barons who grant their position to legal heirs, but with the decay of Imperial authority, the ancient customs are being revived. A fighter who declares himself a Warlord will attract a small army of followers above and beyond the command allotted by his Charisma. If he doesn't want trouble with the local barons or Duke Bellorum, he may seek to pledge fealty or claim a domain in the wilderness beyond Imperial control. If he doesn't mind defying the authorities, he may claim existing settlements as his own, or he and his men can live as brigands and outlaws within Imperial lands.
Martial Skill: The fighter has learned how to get optimal performance out of all manner of weapons. A fighter can:
- can move and shoot with bow or crossbow
- use a spear one-handed, or set against a charge for first strike and x2 damage
- charge with a spear or lance for +2 AP and x2 damage
- add his Dex bonus to AP and damage when fighting with two weapons
Hero: +1 to Command and Leadership [that's Number of Retainers and Retainer Morale]
Champion: a further +1 to Command and Leadership
Daunting: Starting at 8th level, when the fighter moves to engage enemies of 4HD or less, he may force them to make a morale check.
Warlord: By ancient custom, only the most powerful warriors could be recognized as boyars, the warlords who governed and protected the clans. Imperial rule replaced the boyars with barons who grant their position to legal heirs, but with the decay of Imperial authority, the ancient customs are being revived. A fighter who declares himself a Warlord will attract a small army of followers above and beyond the command allotted by his Charisma. If he doesn't want trouble with the local barons or Duke Bellorum, he may seek to pledge fealty or claim a domain in the wilderness beyond Imperial control. If he doesn't mind defying the authorities, he may claim existing settlements as his own, or he and his men can live as brigands and outlaws within Imperial lands.
Level | XP | HD | AP | Traits | |
---|---|---|---|---|---|
1 | 0 | 1+1 | 1 | Guard, Overkill, Martial Skill | |
2 | 2,000 | 2 | 2 | ||
3 | 4,000 | 3 | 3 | ||
4 | 8,000 | 4 | 3 | 1d8 damage, Hero | |
5 | 16,000 | 5 | 4 | ||
6 | 32,000 | 6 | 5 | Champion | |
7 | 64,000 | 7 | 5 | ||
8 | 120,000 | 8 | 6 | 1d10 damage, Daunting | |
9 | 240,000 | 9 | 7 | Warlord | |
10 | 360,000 | 10 | 7 | ||
... | +120,000 | +2 hp | ... |
Saves: +2 Physical
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