Tags
B/X, BECMI, BX, Classic Fantasy, Medieval Fantasy, old school, old school renaissance, old school revival, OSR, warrior
Human Fighter
Prime Requisite: Strength
Special Abilities: Armor and Weapon Familiarity, Fight Multiple Opponents, Weapon Mastery.
Restrictions and Weaknesses: None.
Hit Dice: d8 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any
Starting Age: 14+d10
Starting Language(s): Western Common.
Alternate Ability Generation: Str: 1d8+10 | Int: 3d6 | Wis: 3d6 | Dex: 3d6 | Con: 1d8+10 | Cha: 3d6
Typical Starting Equipment for Fighters
- Chain Mail Armor.
- Shield
- Great Helm.
- Sword, Battle Axe, or Polarm.
- Dagger.
- Bag of caltrops (enough to cover a 10’ x 10’ area).
- 10’ pole.
- Backpack.
- 1 set of ordinary clothes.
- 1 set of dice, or playing cards.
- 12 iron spikes.
- Hammer.
- 6 torches.
- 50’ of hemp rope.
- Tinderbox (with flint and steel).
- 1 pot of oil (stoppered with a rag).
- Sharpening stone.
- 8 ounces of coarse salt (for cleaning armor).
- Ceramic pot of vinegar (for cleaning armor).
- Sponge.
- Rag (for wiping blades).
- Needle & thread (for sewing up wounds).
- Rag strips (for dressing wounds).
- Sphagnum moss (for dressing wounds).
- Woodblock-printed chapbook of scantily-clad women (or men).
- 1 Wineskin (filled with cheap wine or hoppy beer).
- 1 week of rations (dried sausage, hard cheese, hardtack bread, and dried apples).
- Mule, War Dog, or Falcon.
- 2d10 gp.
Your character is a young devotee of the combative arts. They are no mere man-at-arms, but a student at the school of life and death. They wield their weapon like a painter does their brush, and wear their armor like a second skin. Their fellow adventurers might command the power of magic, have the ability to see in the dark, or be more stealthy than your character – but everyone will look to the Fighter when Monsters attack!
How did your character become a Fighter? Did they need to defend their family against rampaging monsters? Were they conscripted into the military, and discovered that they actually had an unusual aptitude for it? Where their tutored from their youth by a mother renowned for her skill with a sword? Or are they the young son or daughter of a noble house – set to inherit nothing but crushing responsibility, and resolved to make their own way in the world?
Armor and Weapon Familiarity
Not only does your character know how to properly employ all common types of armor and weapons, but you can also roll an Intelligence Check for see if they can:
- identify the materials from which armor or weapons are made, and know what special properties the item may have as a result.
- appraise the quality and value of armor or weapons.
- know whether a weapon is Enchanted (but not the quality of the enchantment).
identify strange or exotic armor and weapons.
Fight Multiple Opponents
Starting at 3rd Level, your character can choose to either concentrate their attack against a single opponent, or engage multiple opponents (with less effectiveness).
- If you character attacks only a single opponent in Round, they use their normal THAC0 (or Attack Bonus). The benefits of Weapon Mastery still apply, however.
- If they Fight Multiple Opponents that Round, your character can make a number of attacks equal to half their current Level (rounded up), but they make each attack as a 1st Level character.
- A Fighter cannot attack any single opponent more than once in a Round.
Your character cannot attack multiple times in a Round with any weapon that requires mechanical reloading, such as a crossbow. They can use thrown weapons, or a bow, however.
Weapon Mastery
Choose a preferred weapon – melee or missile – for your character. They enjoy a +1 Bonus to Attacks and Damage with that weapon.
- You character gains Mastery of an additional weapon at 2nd, 4th, 6th, 8th, 10th, 12th, and 14th Level.
Destiny at 9th Level
At 9th Level your character universally addressed with the unofficial title “Lord” or “Lady”. They will automatically attract 1d6 1st level Fighters who desire instruction. Any of the following may also occur:
- If they apply for an official title, build a stronghold, and pledge allegiance to the national government (or local ruler), they will be granted the title of “Baron” or “Governor”. 20+d20 men-at-arms commanded by a 6th Level Fighter will arrive (or be sent) to form the core of their stronghold’s defense.
- If they reclaim land in one of the remaining Monster enclaves (or claim part of the Wasteland), and build a stronghold there, they may formally claim whatever noble title they like. If the title is something reasonable such as “Lord”, “Baron”, or “Count”, they will be invited to pledge allegiance to the bordering nation. If they accept and expand that nation’s borders, they will be sent 10 +d20 men-at-arms to help them garrison their outpost, and 200+d100 Human settlers will arrive to build a village near their fortress. Even if they decide to remain independent, 5+d20 soldiers will nonetheless come, and 50+d100 Human settlers will arrive in an initial wave.
Destiny at 14th Level
Tales of your character’s deeds are now told in every inn, and Bards sing about their bravery.
- The government of the nation where they dwell (or the nearest nation, if they are an independent ruler), will look to your character as the “Protector of the Realm”, and expect them to help solve all major threats.
- If they are not married, they will be invited to marry into the most powerful family of the area – including the royal family, if the nation concerned is some kind of monarchy.
- Any descendants they have, regardless of whether or not you character has accepted any formal titles, will be accorded respect and honors for generations to come.
Human Fighter Advancement Table
| Exp. Points (Hours played) |
Exp. Level |
Level Title |
Hit Points |
THAC0 [Attack Roll Bonus] |
THAC0 [Attack Roll Bonus] With Mastered Weapon |
Maximum Number of Opponents per Round |
| 0 |
1 |
Warrior |
1d8 |
19 [0] |
18 [+1] |
1 |
| 2,250 (12 hours) |
2 |
Veteran |
2d8 |
18 [+1] |
17 [+2] |
1 |
| 5,000 (24 hours) |
3 |
Bravo / Brava |
3d8 |
17 [+2] |
16 [+3] |
2 |
| 9,000 (36 hours) |
4 |
Hero / Heroine |
4d8 |
16 [+3] |
15 [+4] |
2 |
| 16,000 (48 hours) |
5 |
Master of Arms / Mistress of Arms |
5d8 |
15 [+4] |
14 [+5] |
3 |
| 30,000 (60 hours) |
6 |
Commander |
6d8 |
14 [+5] |
13 [+6] |
3 |
| 60,000 (72 hours) |
7 |
Champion |
7d8 |
13 [+6] |
12 [+7] |
4 |
| 120,000 (84 hours) |
8 |
Captain |
8d8 |
12 [+7] |
11 [+8] |
4 |
| 220,000 (96 hours) |
9 |
Warlord / Lady of War |
9d8 |
11 [+8] |
10 [+9] |
5 |
| 300,000 (108 hours) |
10 |
Warlord / Lady of War |
9d8+2 |
10 [+9] |
9 [+10] |
5 |
| 420,000 (120 hours) |
11 |
Warlord / Lady of War |
9d8+4 |
9 [+10] |
8 [+11] |
6 |
| 540,000 (132 hours) |
12 |
Warlord / Lady of War |
9d8+6 |
8 [+11] |
7 [+12] |
6 |
| 660,000 (144 hours) |
13 |
Warlord / Lady of War |
9d8+8 |
7 [+12] |
6 [+13] |
7 |
| 780,000 (156 hours) |
14 |
Legendary Hero / Legendary Heroine |
9d8+10 |
6 [+13] |
5 [+14] |
7 |
Human Fighter Saving Throws
| Level |
Poison / Death Ray / Disease |
Wands / Psionics |
Paralysis / Petrification |
Dragon Breath / Explosives / Firearms |
Spell /Staff / Rod |
| 1 |
12 |
13 |
14 |
15 |
16 |
| 2 – 3 |
11 |
12 |
13 |
14 |
15 |
| 4 – 5 |
10 |
11 |
12 |
13 |
14 |
| 6 – 7 |
9 |
10 |
11 |
12 |
13 |
| 8 – 9 |
8 |
9 |
10 |
11 |
12 |
| 10 –11 |
7 |
8 |
9 |
10 |
11 |
| 12 – 13 |
6 |
7 |
8 |
9 |
10 |
| 14 |
5 |
6 |
7 |
8 |
9 |
Permutations and Variations of the Human Fighter
DWARVEN FIGHTER
Special Abilities: Armor and Weapon Familiarity, Darkvision (as per Dwarven Dungeoneer), Fight Multiple Opponents, Resist Poison (As Dwarven Dungeoneer), Weapon Mastery.
Restrictions and Weaknesses: Can Only Wear Dwarven Armor (as per Dwarven Dungeoneer), Short Legs (as per Dwarven Dungeoneer).
Destiny at 9th Level: As Human Fighter.
Destiny at 14th Level: As Dwarven Dungeoneer or Human Fighter (your choice).
Special: Most Dwarven Fighters are assumed to have been raised in Human cities or towns, and be somewhat alienated from traditional Dwarven culture. Therefore, their 9th Level Destinies are like those of Humans. However, if a Dwarven Fighter reaches 14th Level the Fighter will be embraced as as “Protector of Dwarfkind” by even the most conservative Dwarves.
ELVEN FIGHTER
Special Abilities: Armor and Weapon Familiarity, Fight Multiple Opponents, Nightvision (as per Elven Warrior-Wizard), Resist Paralysis (as per Elven Warrior Wizard), Weapon Mastery.
Restrictions and Weaknesses: Enmity of the Bogeymen (as per Elven Warrior-Wizard), Slight Build and Large Ears (as per Elven Warrior-Wizard).
Destiny at 9th Level: As Elven Warrior-Wizard.
Destiny at 14th Level: As Elven Warrior-Wizard.
GNOMISH FIGHTER
Special Abilities: Armor and Weapon Familiarity, Darkvision (as per Gnomish Tinkerer), Fight Multiple Opponents, Friend of Burrowing Critters (as per Gnomish Tinkerer), Weapon Mastery.
Restrictions and Weaknesses: Short Legs (as per Gnomish Tinkerer), Small Stature (as per Gnomish Tinkerer).
Destiny at 9th Level: As Human Fighter, but the soldiers and settlers will be Gnomish.
Destiny at 14th Level: As Human Fighter. (Most Gnomes do not believe that martial prowess, however great, qualifies one to be considered an “Elder”.)
HALFLING FIGHTER
Special Abilities: Armor and Weapon Familiarity, Fight Multiple Opponents, Nightvision (as per Halfling Rover), Small Target (as per Halfling Rover), Weapon Mastery.
Restrictions and Weaknesses: Gourmand (as per Halfling Rover), Small Stature (as per Halfling Rover).
Destiny at 9th Level: As Halfling Rover.
Destiny at 14th Level: As Halfling Rover.
Typical Weapons and Armor for Fighters in the Ultimate West
Auddisland: Morning Star. Flail. Military Pick. Warhammer. Chainmail or Full Suit of Armor (AC 0 [19])
Bythebia: Javelin. Trident. Pike. Short Sword. Scale Mail or Lorica Segmentata (Banded Mail). Rectangular Tower Shield.
Corthis: Normal Sword. Partisan. Mace. Steel Breastplate (AC 6 [13]) or Full Suit of Armor (AC 0 [19])
Edister: Long Bow. Short Sword. Spiked Buckler (or knife-bladed). Jack-of-Plates (AC 6 [13])
Free March: Halberd. Pole Arm (any). Heavy Crossbow. Plate Mail.
Maeland: Claymore (Two-Handed Sword). Spear. Shillelagh (Club of blackthorn root). Chainmail. Round Shield.
Ombratia: Hand Axe. Dual Short Swords (designed to be wielded simultaneously as a single attack. 2d4 damage, and +1 to AC). Light Crossbow. Net. Brigandine coat (AC 6 [13])
Ydez: Rapier (typical for mainlanders). Cutlass (typical for islanders). Parrying Dagger (either use to add +1 to AC for Round, or as second weapon attack). Whip. Steel Breastplate (AC 6 [13])
Typical Weapons and Armor of the Lands Adjacent to the Ultimate West
Fjaldarheim: Warhammer. Battle Axe. Broadsword. Harpoon. Chainmail. Medium Shield.
Ha’wakun: Thunder Rod (Musket). Thunder Stick (Pistol). Tomahawk (Hand Axe). Spear. Short Bow. Bone Breastplate (AC 7 [12]) or Blue Dragon Scale Breastplate (AC 5 [14]). Round Shield (of wood, bone and skin). (Ha’wakuni warriors traditionally don’t wear metal armor because of the continuing danger from the lighting-breathing Blue Dragons.)
Nederbratzya: Bardiche. Saber. Heavy Crossbow. Large Teardrop Shield.
Tezaca: Macuahuitl (Short Sword of obsidian blades set in wood). Hand Axe. Spear. Short Bow. Blowgun. Leather Armor. Round Shield.
Qozanistan: Scimitar. Jambiya (curved Dagger) Short Bow. Chainmail. Medium Shield.