Greyhawk - Back to the Beginning
Aldavi Nuu Tuu Venuu'un
A young and headstrong fighter
Level: Myrmidon (6th) Race: Human Class: Fighter Alignment: CG Age: 18 Height: 6’0" Weight: 190lbs.
Strength 18 84%| Hit Adjust.: +2 Damage Adjust.: +4 Weight Adjust.: +1500 Open Doors: 1-4 Bend Bars: 30%
Intelligence 8| Additional Languages: 1 Know Spells: – Minimum Spells: – Maximum Spells: -
Wisdom 9| Mind Save: – Spell Failure: – Bonus Spells: -
Dexterity 17| Surprise Adjustment: +2 Missile Adjustment: +2 Defense Adjustment: -3
Constitution 16| Hit Point Adjustment: +2 System Shock: 95% Resurrection Survival: 96%
Charisma 9| Maximum Henchmen: 4 Loyalty Base: Normal Reaction Adjustment: Normal
All made at +1 to die from Ring of Protection +1 not factored into chart below
- Paralyzation, Poison, Death Magic: 11
- Petrification, Polymorph: 12
- Rod, Staff, or Wand: 13
- Breath Weapon: 13
- Spells: 14
Hit Points: 58
Armor Class: -2 Armor worn: +1 Plate Mail, +1 Ring of Protection and -3 per Dexterity.
Movement Base Rate: 9"
Class Specifications: +10% Experience earned.
|Zweihander THAC0: 16||+2||2||2||1||2||3||5||6||7||8|
|Javelin THAC0: 16||3||2||2||7||9||11||13||15||17|
|Footman’s Flail THAC0: 16||5||4||5||6||7||7||9||9||10|
|Spear THAC0: 16|
|Dagger THAC0: 16|
|Iron Spike (11)||110|
|Plate Mail +1||45|
|Ring of Protection +1|
|Ring of Vampiric Regeneration|
|Potion of Healing (3)|
The principal attribute of a fighter is strength. To become a fighter, a character must have a minimum strength of 9 and a constitution of 7 or greater. A good dexterity rating is also highly desirable. If a fighter has strength above 15, he or she adds 10% to experience points awarded by the DM. Also, high strength gives the fighter a better chance to hit an opponent and causes an increased amount of damage.
Fighters have a ten-sided die (d10) for determination of their hit points per level. No other class of character (save the paladin and ranger (qq.v.) subclasses of fighters) is so strong in this regard. Fighters ore the strongest of characters in regards to sheer physical strength, and they are the best at hand-to-hand combat. Any sort of armor or weapon is usable by fighters. Fighters may be of any alignment — good or evil, lawful or chaotic, or neutral.
Although fighters do not have magic spells to use, their armor and weapons can compensate. They have the most advantageous combat table and generally have good saving throw (q.v.) possibilities as well. Fighters can employ many magical items, including potions; “protection” scrolls; many rings; a few wands; one rod; many other magic items; and all forms of armor, shields and weapons.
When a fighter attains the title of Lord (9th level), he or she may opt to establish a freehold. This is done by building some type of castle and clearing the area in a radius of 20 to 50 miles around the stronghold, making it free from all sorts of hostile creatures. Whenever such a freehold is established and cleared, the fighter will:
1. Automatically attract a body of men-at-arms led by an above average fighter. These men will serve as mercenaries so long as the fighter maintains his or her freehold and pays the men-at-arms; and
2. Collect a monthly revenue of 7 silver pieces for each and every inhabitant of the freehold due to trade, tariffs, and taxes.
- Chaotic Good