Sissy Church
fighter

fighter

Welcome to fighter!

Hit Dice:

Hit Dice Type: d10 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Maximum Number of Hit Dice: 9 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Starting Money:

Your character is unusual, exceptional as compared to the norm. This applies to abilities and funds as well. Thus, he or she will have a large supply of coins with which to purchase equipment and supplies to begin adventuring. The possible number of gold pieces which a player begins depends upon the character class: —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Fighter: 50-200 g.p. (5d4) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

To determine the number of gold pieces your character has at the start, simply roll the appropriate dice and total the sum (adding a decimal place if necessary). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Most of these funds will quickly be spent on the costs of staying in the adventuring area and acquiring the equipment which will be used for adventuring. (See BASIC EQUIPMENT AND SUPPLIES COSTS table hereafter.) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Armor and Weapons Permitted:

Armor: any —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Shield: any —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Weapons: any —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Oil: yes —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Poison: DM’s choice —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Starting Equipment for Fighter:

From Dungeons & Dragons 5th edition

You start with the following equipment, in addition to the equipment granted by your background:

(a) chain mail or (b) leather, longbow, and 20 arrows

(a) a martial weapon and a shield or (b) two martial weapons

(a) a light crossbow and 20 bolts or (b) two handaxes

(a) a dungeoneer’s pack or (b) an explorer’s pack

Magic Item Use:

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. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Freehold:

When a fighter attains 9th level (Lord), 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. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Whenever such a freehold is established and cleared, the fighter will: —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

1. Automatically attract a body of men-at-arms led by an above-average fighter. These men will serve as mercentaries as long as the fighter maintains his or her freehold and pay the men-at-arms; and —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

2. Collect a monthly revenue of 7 silver pieces for each and every inhabitant of the freehold due to trade, tariffs, and taxes. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook


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