Dungeons&D6:Fighter
Fighters start play as grizzled Veterans of many battles. From there, they may grow to become Heroes, Superheroes, and even Demigods in their own right.
Fighters all have several primary class abilities:
- Fighters don't count worn armor towards their encumbrance totals. They do establish base movement from the armor worn.
- Fighters do base damage in dice equal to their level. The player decides how to distribute this damage as described under Combat.
- Fighters can take advantage of the listed special abilities for weapons. No other class may use those.
- Fighters gain a +1 to saving throws vs. poison, disease, and other physical trauma.
Levels | Title | Experience Points | Hit Dice | Combat Bonus | Special Ability |
---|---|---|---|---|---|
1 | Veteran | 0 | 1d6 | +1 | |
2 | Warrior | 200 | 2d6 | +1 | |
3 | Weaponmaster | 400 | 3d6 | +1 | |
4 | Hero | 800 | 4d6 | +2 | |
5 | Swashbuckler | 1600 | 5d6 | +2 | |
6 | Myrmidon | 3200 | 6d6 | +2 | |
7 | Champion | 6400 | 7d6 | +3 | |
8 | Superhero | 12000 | 8d6 | +3 | |
9 | Lord/Lady | 24000 | 9d6 | +3 | |
10 | Lord/Lady | 48000 | 9d6+2 | +4 | |
11 | Lord/Lady | 96000 | 9d6+4 | +4 | |
12 | Lord/Lady | 180000 | 9d6+6 | +4 |