Basic Warrior

In the future the Warrior or Fighter will be referred to as the “Basic Warrior.”

Ability Requirements: 11 Strength.
Prime Requisite: Strength.
Hit Die: d10 per level until 10th, +3 HP from 11th level on.
Alignment: Any.
Allowed Races: Any.
To-hit Progression (Thac0): As Warrior.
Experience Progression: XPro Chart 3.
Saving Throws: As Warrior.

Mythology, history and fiction are all replete with images of brave warriors (see every historic epic ever told). You could model your warrior after any one of those figures or you could make it unique. Warriors come in all shapes and sizes and yours could be a monumental hero like Hercules or a reluctant one like Samwise Gamgee.

Whether they know it or not each Warrior chooses a path to follow, be it bandit, bare knuckle brawler, solder, mercenary, weapon master, or bounty hunter. A warrior’s path can be honorable or underhanded, pitiful or glorious, inconsequential or momentous. The path of the warrior is always fraught with danger but it can lead to unimaginable riches and reward.

The warrior is considered the most basic of classes but there is nothing basic about a warrior. This class boasts the most flexibility of any fighting class and has the most options open to it. The warrior’s Prime Requisite is Strength and every warrior must have a minimum score of 11. High Strength also gives the fighter a better chance to hit an opponent and enables him to cause more damage making him a true expert with weapons. A fighter who has a Strength score (his prime requisite) of 16 or more gains a 10% bonus to the experience points he earns. The warrior class has no Secondary or Tertiary score requirements.

A warrior might desire to have good scores in Dexterity and Constitution. Higher Dexterity will provide a warrior a lower Armor Class, making it harder for his enemies to hit him. A warrior on the Archer’s path will also find a high Dexterity to be a great help when shooting his bow. High Constitution will provide a greater number of Hit Points at every level, making your warrior more resilient.

Warriors might also benefit from a higher than average Intelligence, Wisdom or Charisma, because if he is clever he can be an expert on tactics and strategy. While intelligence gives no bonuses to fighting abilities, it provides extra Non-weapon Proficiencies when the character is being created. A minimum Intelligence of 12 is also required to follow the path of the Weapon Master. A minimum Wisdom of 12 is required to follow the Archer Path. A high Charisma is essential for any warrior who wishes to be a leader of men (or women).

The benefits of the warrior class are as follows:

Use of Weapons, Armor and Shields: Warriors use any of the weapons, armors and shields allowed by the GM and the time period. They can gain proficiency in any weapon provided they can find an instructor. They may wear any armor and/or shield (with exception) without fear of penalties to their movement or abilities.

Proficiencies: When being created warriors gain; 4 Weapon Proficiencies and 3 Non-weapon Proficiencies. Additionally, they gain 1 Weapon Proficiency every 3 levels and 1 Non-Weapon Proficiency every 4 levels.

Magic Item Use: While warriors cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, most miscellaneous items, and all forms of enchanted armor, weapons, and shields.

Weapon Style Proficiency and Specialization: When being created, warriors are Proficient in all of the Basic Fighting Styles (two handed weapon, weapon and shield, single hand single weapon, two weapon, thrown missile/sling, bow missile). Additionally, they may use Weapon and/or Tactics Proficiencies to become proficient in any other style or to specialize in any of the Weapon Styles (though specific training may be needed to gain some of the more obscure styles).

Unarmed Fighting Styles: When being created, all warriors are Proficient in the basic unarmed fighting styles: Boxing and Wrestling. They are allowed to use their Weapon Proficiencies to specialize in Unarmed Fighting Styles. There are several specialized unarmed fighting styles that are only available to starting heroes from only certain geographical areas. Warriors can later become Proficient and Specialize in these styles if they can locate a proper tutor.

Combat Prowess: Due to their extensive combat training, warriors gain a + 1 bonus to hit for all attacks. They also gain a +2 bonus to all opposed strength checks involved in making and resisting disarm attempts.

Weapon Specialization: Weapon Specialization enables the warrior to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon (note: warrior characters are not required to specialize in a weapon; the choice is up to the player). In addition to gaining attack and damage bonuses with specialized weapons, a warrior using his specialized weapon gains additional attacks per round.

If your warrior is going to specialize in a weapon you must simply choose a weapon with which to specialize. The warrior must first be proficient in the use of the weapon (you must spend 1 weapon proficiency slot) and must then spend another slot (a total of 2) to become specialized. This weapon, once chosen, cannot be changed. If a warrior has not chosen to start either the Archer or Weapon Master Path by 11th level he gains the ability to specialize in a second weapon.

Only a member of a warrior sub-class with weapon specialization in light crossbow may fire one more than once per round. Likewise, only a member of a warrior sub-class specialized with heavy crossbow may fire more than once every other round.

Combat Dominance: From 5th level onward, warriors may double their usual number of melee attacks per round when fighting opponents with 1 hit die or less. In order to use this ability the warrior must direct all melee attacks in a combat round toward opponents that meet this criterion. The warrior can split the available attacks among qualified opponents as desired. This ability may not be used with ranged attacks unless the warrior is following the Archer path.

The Weapon Master/Archer Path: The warrior is the only character class allowed to attain levels of Weapon Mastery. Weapon mastery is a single-minded pursuit of excellence and perfection. It is related to both the Weapon Master path and the Archer path. A warrior may begin training for weapon mastery at level 5 but because the rules for gaining mastery are exacting you must make the chose to do so when you are creating your warrior.

The actual specifics of Weapon Mastery are given on the LP but this is but a brief summery: it takes at least until level 11 to gain the highest level of mastery, it costs 3 additional Weapon Proficiencies to gain the highest level of mastery, attack and damage bonuses rise twice during the course of becoming a Grandmaster, the speed, number of attacks that can be made in one round and the amount of damage dealt by those attacks increases, critical hits are scored much easier, and mastery imparts a lower Armor Class for those wielding their mastered weapon.

Multiple Attacks: Basic warriors gain the ability to make additional attacks per round. At levels 1-6 they are limited to making 1 attack each round with weapons they are proficient in (or 3 every 2 rounds with a specialized weapon). At levels 7-12 proficient basic warriors may make 3 attacks every 2 rounds (or 2 attacks every round when specialized). At level 13-18 proficient basic warriors may make 2 attacks per round (or 5 every 2 rounds if specialized). Finally, at level 19 and beyond, they can make 5 attacks every 2 rounds (or 3 attacks per round if specialized) These figures are compounded with any additional attacks gained from specialism and mastery.

A partial additional attack (e.g. 3/2 attacks) means that an extra attack is taken on even-numbered rounds in the combat sequence (i.e. one attack on the first round, two on the second, one on the third, two on the fourth and so on).

Level Attacks/Round Level Attacks/Round
1-6 1/round 13-18 2/1 round
7-12 3/2 rounds 19+ 5/2 rounds

Additional Weapon Proficiencies: There are a few proficiencies listed on the Weapon Proficiencies linked page. Basic warriors may use their weapon proficiencies to acquire these abilities. Additionally, Basic warriors may also use non-weapon proficiencies to acquire these abilities.

Kits: Basic Warriors may utilize kits from any published TSR source. If you wish to utilize a kit you must get the GM to OK the specific kit because some kits may not fit the flavor of the campaign world or time period.

Lordship: When a Warrior attains 9th level he becomes a “Lord” (though he may not have been granted this title by a local ruler). His reputation automatically attracts men-at-arms. These soldiers, having heard of the warrior, come for the chance to gain fame, adventure, and cash. They are loyal as long as they are well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny.

To attract the men, the warrior must have a castle or stronghold and sizeable manor lands around it. As he claims and rules this land, soldiers journey to his domain, thereby increasing his power. Furthermore, the warrior can tax and develop these lands, gaining a steady income from them. Your GM has information about gaining and running a barony.

In addition to regular men-at-arms, the 9th-level warrior also attracts an elite bodyguard (his “household guards”). Although these soldiers are still mercenaries, they have greater loyalty to their Lord than do common soldiers. In return, they expect better treatment and more pay than the common soldier receives. Although the elite unit can be chosen randomly, it is better to ask your GM what unit your fighter attracts. This allows him to choose a troop consistent with the campaign.


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