Dungeons&D6:Fighter

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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 Weapon and Armor Abilities
2 Warrior 200 2d6 +1 Multiple Attacks
3 Weaponmaster 400 3d6 +1 Silver Damage/Combat Style (1)
4 Hero 800 4d6 +2 Immune to Fear Attacks
5 Swashbuckler 1600 5d6 +2
6 Myrmidon 3200 6d6 +2 Magic Damage/Combat Style (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
13 Lord/Lady 360000 9d6+8 +5
14 Lord/Lady 720000 9d6+10 +5
15 Lord/Lady 1400000 9d6+12 +5