&&&&&&&&& Dragons

Fighter class

Fighters have more hit points than any other class, and—though they cannot cast spells or utilize spell scrolls—their fighting prowess is far above that of their companions from the other professions.


Progression


Starting equipment

You can either roll 3d6 x 10 silver besants and purchase gear from the house rules page or quickly roll up randomized starting gear from below.

Basic equipment: All characters have a backpack, a tinder box, 1d6 torches, a waterskin, 1d6 hardy rations, and 3d6 sb.

Armour: Roll 1d6 to determine your starting armour.

  1. Leather (AC 7)
  2. Leather + shield (AC 6)
  3. Chainmail (AC 5)
  4. Chainmail + shield (AC 4)
  5. Plate mail (AC 3)
  6. Plate mail + shield (AC 2)

Weapons: Roll 1d12 twice to determine your starting weapons.

  1. Battle axe
  2. Crossbow + 20 bolts
  3. Hand axe
  4. Mace
  5. Pole arm
  6. Short bow + 20 arrows
  7. Short sword
  8. Silver dagger
  9. Sling + 20 stones
  10. Spear
  11. Sword
  12. War hammer

Adventuring gear: Roll 1d12 twice to determine your extra adventuring gear.

  1. Crowbar
  2. Hammer (small) + 12 iron spikes
  3. Holy water
  4. Lantern + 3 flasks of oil
  5. Mirror (hand-sized, steel)
  6. Pole (10’ long, wooden)
  7. Rope (50’)
  8. Rope (50’) + grappling hook
  9. Sack (large)
  10. Sack (small)
  11. Stakes (3) + mallet
  12. Wolfsbane (1 bunch)

Combat talents

Fighters select one of the following combat talents at 1st and 3rd levels.

  1. Cleave: When in melee with multiple foes, if the fighter strikes a killing blow, they may immediately make another attack against a second foe. The second attack roll is penalized at -2.
  2. Defender: When the fighter is in melee with a foe, any attacks the foe makes at characters other than the fighter are penalized at –2.
  3. Leader: Mercenaries or retainers under the fighter’s command and within 60’ gain a +1 bonus to morale/loyalty. All the fighter’s allies within 60’ gain a +1 bonus to saves against fear effects.
  4. Main gauche: When fighting with a dagger in the off hand (in place of a shield), the fighter may choose each combat round to gain a -1 bonus to AC or a +1 bonus to attack rolls.
  5. Slayer: The fighter gains a +1 bonus to attack and damage rolls when in combat with foes of a specific type. The type of enemy must be chosen when this talent is selected.
  6. Weapon specialist: The fighter is an expert with a specific type of weapon chosen by the player (e.g. maces, two-handed swords, longbows, etc.). They gain a +1 bonus to attack and damage rolls using this type of weapon.