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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.

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