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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.

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