Warriors
In every land, during every time, disputes occur
that reason seems unable to solve. When matters
come to blows, the warrior's job is to secure
victory for his faction.
Exceptional Strength
As mentioned in the ability score section, warrior characters
(except those of halfling or half-Vistani blood) are entitled to
the advantages of exceptional Strength. When such a
character has a Strength score of 18, percentile dice are
rolled, and the result is appended parenthetically to that
ability score. Thus, a character with an 18 Strength who
rolls a 27 would record his Strength score as 18 (27).
Exceptional Constitution
Warriors are far more hearty than members of other groups.
Their ability to take advantage of the higher hit point
adjustments available for Constitution reflects this. For most
characters, the greatest hit point bonus that can be obtained
as a result of a high Constitution score is +2. Warriors,
however, can exceed these normal limits. Those with a
score of 17 receive a bonus of +3, while a Constitution of 18
earns the character a +4 adjustment to every Hit Die rolled.
For characters with higher scores, even greater increases
are possible, as indicated on Table 42 in Appendix One:
Ability Scores.
Hit Dice
Warriors use ten-sided dice to determine their hit points.
They start with 10 hit points and add any Constitution
adjustments that they receive. With the attainment of each
new level (up to the 9th) a ten-sided die is rolled, and the
result (as adjusted for the Constitution score) is added to his
hit point total. When advancing to the 10th and subsequent
levels, the character receives a flat +3 increase in his hit
points. At this point, the character no longer receives
bonuses for high Constitution scores.
Attack Rolls
A warrior's attack roll reflects his skill at arms. Although
each of the character groups begins with a THAC0 of 20, a
warrior's THAC0 improves by one point for each experience
level. So, when a warrior gains a second experience level,
his THAC0 becomes 19. Once he reaches the third level, his
THAC0 becomes 18, and so on.
Multiply Attacks
As warriors progress in experience levels, they can attack
more frequently in combat situations. This reflects their
ability to act quickly to take advantage of weaknesses in an
opponent's defenses. Table 73: Warrior Attacks Per Round
indicates the number of times that a warrior of a given level
can attack.
Table 73: Warrior Attacks Per Round
Experience Level |
|
Number of Attacks |
1st through 6th |
|
1 per round |
7th through 12th |
|
3 every 2 rounds |
13th through 20th |
|
2 per round |
Warriors of 7th through 12th level attack once on the first
round of a battle and twice on the second. This process is
repeated on subsequent rounds, so that on even-numbered
rounds they are entitled to two attacks.
If using missile weapons or other attack forms that have a
rate of fire greater than one per round, each attack entitles
the warrior to a full volley of projectiles. Thus, a warrior who
can attack twice per round effectively doubles the rate of
fire with a bow or similar weapon.
Saving Throws
All members of the warrior group make use of the Table 74
when determining their saving throws for various types of
attack. As a rule, these characters are more resistant to
physical attacks than other classes but are less able to repel
magical energies directed at them.
Table 74: Warrior Saving Throws
Character Level |
|
Paralyzation, Poison, or Death Magic |
|
Rod, Staff, or Wand |
|
Petrification or Polymorph* |
|
Breath Weapon** |
|
Spell*** |
0 |
|
16 |
|
18 |
|
17 |
|
20 |
|
19 |
1-2 |
|
14 |
|
16 |
|
15 |
|
17 |
|
17 |
3-4 |
|
13 |
|
15 |
|
14 |
|
16 |
|
16 |
5-6 |
|
11 |
|
13 |
|
12 |
|
13 |
|
14 |
7-8 |
|
10 |
|
12 |
|
11 |
|
12 |
|
13 |
9-10 |
|
8 |
|
10 |
|
9 |
|
9 |
|
11 |
11-12 |
|
7 |
|
9 |
|
8 |
|
8 |
|
10 |
13-14 |
|
5 |
|
7 |
|
6 |
|
5 |
|
8 |
15-16 |
|
4 |
|
6 |
|
5 |
|
4 |
|
7 |
17+ |
|
3 |
|
5 |
|
4 |
|
4 |
|
6 |
* |
|
Excluding polymorph wand attacks. |
** |
|
Excluding those that cause petrificafion or polymorph. |
*** |
|
Excluding thosefor which another saving throw type is specified, such as death magic, petrification, polymorph, etc. |
Fear, Horror and Madness
Warriors are noted for their bravery and resolute courage in
the face of even the greatest danger. As such, they have the
best chance of succeeding when called upon to make fear
checks. Their resistance to horror is average, reflecting their
exposure to the awful terrors of war. Their ability to resist
madness is less than that of other groups, however, for their
mindset is firmly grounded in the real world, and the
macabre often leaves them disoriented.
Table 75: Warrior Fear, Horror and Madness Checks
Character Level |
|
Fear Check |
|
Horror Check |
|
Madness Check |
0 |
|
13 |
|
19 |
|
19 |
1-2 |
|
12 |
|
18 |
|
18 |
3-4 |
|
11 |
|
17 |
|
17 |
5-6 |
|
10 |
|
16 |
|
16 |
7-8 |
|
9 |
|
15 |
|
15 |
9-10 |
|
7 |
|
14 |
|
14 |
11-12 |
|
6 |
|
13 |
|
13 |
13-14 |
|
4 |
|
12 |
|
12 |
15-16 |
|
2 |
|
10 |
|
11 |
17-18 |
|
2 |
|
8 |
|
10 |
19-20 |
|
2 |
|
6 |
|
8 |
Level Advancement
As they adventure, warrior characters acquire experience
points to reflect their increased skill and prowess. All
warriors use Table 76: Warrior Experience Levels to
determine their level based upon the number of experience
points acquired.
Table 76: Warrior Experience Levels
Character
Level |
|
Fighter |
|
Ranger/
Avenger |
|
Hit
Dice |
1 |
|
0 |
|
0 |
|
1d10* |
2 |
|
2000 |
|
2250 |
|
2d10 |
3 |
|
4000 |
|
4500 |
|
3d10 |
4 |
|
8000 |
|
9000 |
|
4d10 |
5 |
|
16000 |
|
18000 |
|
5d10 |
6 |
|
32000 |
|
36000 |
|
6d10 |
7 |
|
64000 |
|
75000 |
|
7d10 |
8 |
|
125000 |
|
150000 |
|
8d10 |
9 |
|
250000 |
|
300000 |
|
9d10 |
10 |
|
500000 |
|
600000 |
|
9d10+3 |
11 |
|
750000 |
|
900000 |
|
9d10+6 |
12 |
|
1000000 |
|
1200000 |
|
9d10+9 |
13 |
|
1250000 |
|
1500000 |
|
9d10+12 |
14 |
|
1500000 |
|
1800000 |
|
9d10+15 |
15 |
|
1750000 |
|
2100000 |
|
9d10+18 |
16 |
|
2000000 |
|
2400000 |
|
9d10+21 |
17 |
|
2250000 |
|
2700000 |
|
9d10+24 |
18 |
|
2500000 |
|
3000000 |
|
9d10+27 |
19 |
|
2750000 |
|
3300000 |
|
9d10+30 |
20 |
|
3000000 |
|
3600000 |
|
9d10+33 |
* Player Characters begin with 10 hit points plus Constitution adjustments
Starting Wealth
All warrior characters begin play with 5d4x10 gold pieces.
They can use this wealth to purchase weapons, armor, and
other equipment prior to the start of play. In most cases, any
unspent money remains with the character for use during
his adventures.