The Young and Virtuous Fighter.


Level: Swashbuckler (5th) Race: Human Class: Fighter Alignment: NG Age: 16 Height: 6’0" Weight: 190lbs.


Strength 18 55%| Hit Adjustment: +2 Damage Adjustment: +3 Weight Adjustment: +1250 Open Doors: 1-4 Bend Bars: 25%
Intelligence 9| Additional Languages: 1 Know Spells: – Minimum Spells: – Maximum Spells: -
Wisdom 9| Mind Save: – Spell Failure: – Bonus Spells: -
Dexterity 15| Surprise Adjustment: – Missile Adjustment: – Defense Adjustment: -1
Constitution 16| Hit Point Adjustment: +2 System Shock: 95% Resurrection Survival: 96%
Charisma 9| Maximum Henchmen: 4 Loyalty Base: Normal Reaction Adjustment: Normal

Saving Throws:

All made at +1 to dice face from Ring of Protection +1

  • Paralyzation, Poison, Death Magic: 11
  • Petrification, Polymorph: 12
  • Rod, Staff, or Wand: 13
  • Breath Weapon: 13
  • Spells: 14


Hit Points: 52
Armor Class: 0 Armor worn: +1 Plate Mail, +1 Ring of Protection and -1 per Dexterity.
Movement Base Rate: 9"
Vision: Normal
Class Specifications: +10% Experience earned.

Weapon: Mag. Adj. 10 9 8 7 6 5 4 3 2
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


Item Weight
Backpack 20
Hobo Sack 20
Lantern 60
Tinder Box 2
Iron Spike (11) 110
Small Mallet 10
Waterskin 50
Iron Rations 75
Rope 45’ 25
Plate Mail +1 45
Shield +1 50
Zweihander +2 250
Javelins (5) 100
Footman’s Flail 150
Ruined Boot 5
Ring of Protection +1
Ring of Vampiric Regeneration
Potion of Healing (3)
Greyhawk Citizenship
Total 895


Silver: 37


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 thearea 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.


  • Common
  • Neutral
  • Good
  • Bugbear

Etheridge, born on the 23rd Day of Reaping, joined the party when working for a mercenary guild operating under orders of the Fighter’s Guild of Greyhawk. The group had just lost their fighter’s to battle and other circumstances. Etheridge gladly joined the group requesting only a fair share of wealth gained; and has hopes of also gaining notoriety.

Upon joining the party the thief offered him 1,000 gold for various sundries and necessities. Unbeknownst to the thief; who kindly said here take this if you need it, Etheridge has full plans to pay this debt in kind. He also inherited Smokey, the horse of the parties deceased paladin; Winton.

He is most comfortable using his Zweihander, that he inherited from his late father, Gerreth. But when need be he will use javelins to take ranged foes on. He is seeking nothing more than adventure and to experience the world and to make his late father proud. His mother still remains in Greyhawk, she fears she will lose him like she lost her beloved, Gerreth.


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