Fighter (Warriors)

General

Men and Women with a urge for traveling, a lust for adventure, and a desire to pit their physical strength against all that the world has to throw at them in the ultimate challenge to see just who is the very best. And as such they go through extreme physical training making them tougher and allowing them to take more physical punishment than normal.

Races

While members of all races may choose to become fighters, dwarves seem particularly predisposed to choose this career path.

Weapons

These warriors have the flexibility to, with proper training, learn any physical weapon in order to defeat their opponents. They may specialize in any weapon. Once specialization is achieved, further training garners bonuses to the warriors ability to hit and bonuses to the amount of damage a warrior can do with their chosen weapon.

Armor

These warriors can use any armor, usually the best, that they can get their hands on (provided it is the correct size) to protect themselves for the challenges that lie ahead. Some warriors prefer lighter armor for more speed and flexibility, others prefer heavier armor for more protection. Few are the warriors that will turn down un-cursed magic armor for any reason.

Attributes

Strength and speed are prized skills for a warrior, but one can never underestimate the effectiveness of a smart or cunning warrior who may find a way to win situations where pure brute force could fail. Fighters generally have a good constitution because they are of heartier stock than other adventurers. In fact, they tend to have great physical prowess. This is balanced out, by the fact that they are unable to use any of the magical rune flows.

Money

The best warriors command a high price for their services, but as a class they are generally broke. This is because they are constantly spending the money on better weapons and armor or repairing those that are damaged.

Racial, Physical, Mental, or Special Class-Granted Abilities

With their great strength fighters generally have a higher weight allowance, so they can carry more supplies and treasure. This also gives them a good chance to open stubborn doors or other similar portals. Due to their intense physical training they can better withstand massive shocks to their body that might kill others. There are warriors with such exceptional physiques that may be able to withstand damage that could kill even other hearty fighters. In legends long past the histories are ripe with warriors who possessed the wisdom to see through the deceptions offered by those who follow the path of magic, however, it is unknown if any such warriors exist today. There are many well known heroes and villains who have such powerful strength of character than both men and beast flock to their banner to aid in their cause whether for good or for ill.

Non Weapon Proficiencies

Not all of a warriors skill is put solely into his weapon. There are many secondary skills that a warrior must learn. These may complement his already fearsome warrior skills (like the medieval knight) or present a completely picture of the warrior outside of the battle (like the japanese samurai). It is these skills that the warrior must fall back on during the large portion of his life that he spends not fight creatures intent on his death. They add depth to the warriors character and open up possibilities for adventure.

Languages

While few warriors have ever been accused of being too smart, intelligence does have its uses. The more intelligent warriors can learn several different languages to communicate with new and strange creatures creating allies instead of enemies. Though a good portion of these intelligent warriors often choose to study other non-weapon skills instead of learning a new language.

Weapon Proficiencies

A warrior without his weapon is not a warrior, he is a target waiting to be killed. A warrior with his weapon isn't necessarily assured victory. This all depends upon how much practice and skill the warrior has. Some warrior practice with many weapons so when the time comes to battle they can use whatever is at hand competently and not hurt themselves with some new and unfamilar weapon. Others concentrate their skills to specialize with only one type of weapon and gain such great skill as to put many other warriors to shame.

Normal Equipment

No true adventurer would ever step a single foot away from civilization with at least the basic camping gear, for you never know when disaster might strike. Most adventurers go out with some food provisions and camping gear for the type of terrain they expect to be visiting (i.e. machete for jungle trails, metal grapling hook for climbing). There are a few who attempt to travel with enough supplies to feed and army and wonder why after several hours of hard back breaking labor they are only twenty feet outside the city gates. Simply put it is good to be well prepared but there is a such thing as over-prepared.

Magical Equipment

Whether it was a gift from a benefactor, found on the corpse of a defeated enemy, or paid for with hard earned money. Few will argue that magic items are of little benefit to the common adventurer. Warrior are especially enamoured with magic armor and weapons. Scale mail as light as leather armor, is worth more than two sets of fine scale mail, because not only does it protect better, but it lets the warrior attack faster. Magic Equipment comes in an infinite array of types and powers. Some will be beneficial some will be detrimental, but even the most useless of magic items is worth money to the right buyer and thus warriors will collect even items they cannot use to sell for money to buy better equipment.

Class

Level

Number of Initial Magic Items Allowed*

Fighters, Rangers, etc.

2  -  4

1

Fighters, Rangers, etc.

5+

2

*No magic item may have a plus value greater than 3.

Character Description

Most legends are immortalized in picture, song, statue, etc. But everyone knows that with each retelling of the stories some element is exaggerated and soon the truth is all but lost and then those intrepid historians have to step back and say, "But what did he really look like? How tall was he? What was his hair/eye/skin color? Was he thin/muscular/rotund? Did he have a beard/mustache/baldspot? Was he really as pristine as the legends say or did he have a broken nose, three teeth left in his mouth and a huge wart on his chin?"

Personality and Background Description

Most legends start with the beginning of a warriors first great deed. But what did he really look like? But what drove that legend to that place in time? What was in his mind? What secrets does he have in his past? This is where those questions are answered. Here is a brief look into an adventurers mind/personality/past. It is with this information that we see how the past shapes the future.

Battle Strategies

There are many different fighting styles. Two adventurers who grew up together and trained together might have similar fighting styles or they may have very different fighting styles. However one thing you can count on is that every single adventurer sees combat differently. Some prefer the direct attack on sight approach, other prefer the run on sight approach. Somewhere in the middle are those who prefer to feel a situation out. While most adventurers hover around this area, fighters and especially dwarves tend to lean toward the more direct approach. What kind of tactics and strategy this legendary warriors use? Did they use any at all. Here is a brief look into the methods used by and adventurer.

Character Sheet

Player Name:

Name:

Race:

Class: Fighter

AC:

HP:

Alignment:

PR: STRENGTH

Level:

EA: %

EXP:

Attributes

Saving throws

System Shock:

STR: 00

PPDM: 00

00%

DEX: 00

RSW:  00

Resurrection

Survival:

CON: 00

PP:   00

INT: 00

BW:   00

00%

WIS: 00

SP:   00

Chance to Learn Spells:

CHA: 00

 

N/A

Money

Gems

Platinum:

Type

Value

Gold:

   

Electrum

   

Silver:

   

Copper:

   

To Hit Armor Class 0 (THAC0)

AC

9

8

7

6

5

4

3

2

1

0

-1

-2

-3

-4

-5

-6

-7

-8

-9

Roll

01

02

03

04

05

06

07

08

09

10

12

13

14

15

16

17

18

19 20

Racial, Physical, Mental, or Special Class-Granted Abilities

(Strength)

+00  Bonus to Hit
+00  Bonus to Damage
000  Maximum Weight Allowance
000  Maximum Press
 00  Chance to Open doors (on d 20)
 00% Chance to Bend Bars/Lift Gates

(Dexterity)

 +0  Reaction Adjustment vs. Surprise
 +0  Bonus to Hit with Missile Weapon
 +0  Defensive Adjustment to Saving Throws

(Constitution)

 +0  Hit Point Adjustment
 00% System Shock
 00% Ressurection Survival
 +0  Bonus to Save vs. Poison/Regeneration

(Wisdom)

 +0  Bonus to Defense Against Mind-Affecting Spells

(Charisma)

 00  Maximum Number of Henchmen/Retainers that will serve the character.
 +0  Loyalty base of Henchmen/Retainers
 +0  Bonus to Reaction Adjustment for NPC's

(Race)

 

Non-Weapon Proficiencies: ( ) + ( ) languages

 

Weapon Proficiencies: ( )

 

Equipment Carried

Normal Items:

Magic Items:

Magic Item Description:

 

 

 

 

Character Description

Height: 0' 00"

Weight: 000 lbs.  
Hair: Eyes: Age: 000 Years

Personality and Background description:

 

 

Battle strategies:

 

Abbreviations:

PPDM - Paralysis, Poison, or Death Magic
PP   - Petrification or Polymorph
SP   - Spell
RSW  - Rod, Staff or Wand
BW   - Breath Weapon

PR   - Prime Requisite
EA   - Experience Adjustment
SS   - System Shock
RS   - Resurrection Survival
CLS  - Chance to learn spell

 

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