Fighters
Ability Requirement: |
|
Strength 9+ |
Prime Requisite: |
|
Strength |
Races Allowed: |
|
All |
A warrior who does not fall into another class is considered
a fighter, which is the general class in this group.
Ability Requirements
To become a fighter, a character must have a Strength score
of 9 or better. Unusually strong fighters (those with a Strength
score of 16 or better) gain a +10% bonus to any experience
points that they earn. In addition to this bonus, a high
Strength score improves the character's melee attack and
damage rolls, making him more dangerous in close combat.
Fighters benefit greatly from, but are not required to
have, high Dexterity and Constitution scores. The former, of
course, improves the character's attack rolls with missile
weapons and reduces his Armor Class, making him harder
to hit in combat. The latter provides a bonus to the fighter's
hit points, which can be invaluable in a pitched battle.
Alignment
Ravenloft fighter player characters can be of any nonevil
alignment. Those of a lawful alignment tend to be part of a
military force, mercenary company, or other organized
group. Chaotic fighters might be wild barbarians or berserkers who seek battle for the sheer thrill of it. Lastly, those of a
neutral alignment are often loners who have found the ways
of battle forced upon them over the years. As often as not,
such characters do not seek out combat, it seeks them.
Arms and Armor
Since fighters are weapons experts, they have access to any
weapon and any armor available. They also have the ability
to specialize in a weapon of their choosing.
Weapon Specialization
Fighters are the only characters able to specialize in the use
of a given weapon, although the avenger has a limited
version of this ability. A fighter who specializes in the use of
a specific weapon must have trained extensively in its use.
In addition to being proficient with that weapon, the
character receives a bonus to his attack and damage rolls.
Complete details on weapon specialization are presented in
Appendix Five: Character Proficiencies.
Spells and Magical Items
Fighters cannot cast spells. Their training in the weapons of
the world leaves them little or no time for the heavily
academic pursuit of sorcery. Certain magical items are
usable by fighters, however. Indeed, most magical weapons,
armors, and shields are intended especially for the use of
warriors. Beyond that, many magical rings, potions, and
protection scrolls can also be used by these folk.
Bravery
As fighters adventure, they become hardened to the dangers
of the world. Natives of the Demiplane of Dread even come
to expect some of the grim things that life throws them. This
doesn't mean that they ignore fear, only that they function
better than most while their nerves are challenged. In game
terms, bravery is reflected in an adjustment to the
character's fear and horror checks. Table 77: Bravery and
Inspiration Bonuses indicates the bonus that a fighter
character receives when making such a roll.
Table 77: Bravery and Inspiration Bonuses*
Character
Level |
|
Fear
Check |
|
Horror
Check |
|
Inspire
Others |
1-5 |
|
+1 |
|
- |
|
+1 |
6-10 |
|
+2 |
|
- |
|
+2 |
11-15 |
|
+3 |
|
+1 |
|
+4 |
16-20 |
|
+4 |
|
+2 |
|
+6 |
* Bonuses are in addition to other racial or situational adjustments.
Inspiring Others
Because of their own self-confidence and experience in
battle, a fighter can inspire bravery in those around him.
The "Inspire Others" column on Table 77 lists the bonus
that those around the fighter gain on their fear checks. This
bonus can be added to a single character or divided among
many people. It reflects the fighter's ability to inspire
confidence through his bravado, mannerisms, and
conversation. If more than one fighter works with a given
party of adventurers, they provide cumulative bonuses.
However, no individual can receive a bonus of +4 or higher,
no matter how many warriors devote their attentions to him.
A fighter must announce his intention to inspire a
companion at least one turn (ten minutes) prior to the need
for the fear check. It is not possible for the character to
announce his intentions the moment that the Dungeon
Master calls for a check.
Followers and Holdings
In other campaigns, fighter characters attract large numbers
of followers as they attain higher levels. In essence, such
characters forge their own armies and, before long, set out
to conquer new lands and set themselves up as kings or
even emperors. Such aspirations, while practical and
perhaps even laudable in other settings, have no place in
the gloom of Ravenloft. Thus, fighters native to the
Demiplane of Dread do not have this ability.
Just as Ravenloft's fighters are not prone to assembling
large armies about themselves, so too do they shy away
from the construction of a keep or stronghold. Power in
Ravenloft does not rest in the strength of one's military
forces or holdings, and an experienced fighter recognizes
this fact.