[ +- ] OSRIC Fighter
Create character
| Race | Subculture | Class | Level | Age | Height | Weight | Alignment | Deity | Experience
|
| Human | Archontean | Fighter | 1 | 19 | 5'10" | 173 | LG | Ardenia Tessaeron | 0 / 0 |
[table="ht"]
Race |Subculture |Class | Level | Age | Height | Weight | Alignment | Deity | Experience
[_=Human] |[_=Archontean] | [_=Fighter] | [_lvl=1] | [_=19] | [_=5'10"] | [_=173] | [_=LG] | [_=Ardenia Tessaeron] | [_=0] / [_=0]
[/table]
| Attribute | Value | Mod1 | Mod2 | Mod3 | Mod4 | Mod5
|
| STR | 15 | ToHit 0 | Dmg 0 | Encumbrance +20 | Minor Tests (d6) 1-2 | Major Tests (d%)7
|
| DEX | 12 | Surprise 0 | | Missile Hit 0 | | AC adjustment 0
|
| CON | 15 | HP Bonus 1 | | Survive Res 94% | Survive Shock 91% |
|
| INT | 8 | Additional Languages 1 | | | |
|
| WIS | 7 | Mental Save -1 | | | |
|
| CHA | 11 | Max Follow 4 | Loyalty 0 | Reaction0 | | |
Languages Known:
Archontean, <open>
[table="stats hl"]
Attribute|Value|Mod1|Mod2|Mod3|Mod4|Mod5
STR | [_str=15] | ToHit [_hitadj=0] | Dmg [_dmgadj=0] | Encumbrance [_encadj=+20] | Minor Tests (d6) [_minor=1-2] | Major Tests (d%)[_major=7]
DEX | [_dex=12] | Surprise [_surp=0] | |Missile Hit [_misladj=0] | | AC adjustment [_acadj=0]
CON | [_con=15] | HP Bonus [_hpadj=1] | |Survive Res [_survres=94]% | Survive Shock [_survshock=91]%|
INT | [_int=8] | Additional Languages [_adlang=1]||||
WIS | [_wis=7] | Mental Save [_mentsv=-1] | | | |
CHA | [_cha=11] | Max Follow [_=4] | Loyalty [_=0] |Reaction[_=0]||
[/table]
Languages Known: [_$=adlang+1]
[_=Archontean, <open>]
| Aimed Magic Item | Breath Weapons | Death, Paralysis, Poison | Petrification, Polymorph | Spells
|
| 16 | 17 | 14 | 15 | 17 |
| Regular Saving Throw | Mental Saving Throw
|
| 1d20 | 1d20 |
[table="ht"]
Aimed Magic Item | Breath Weapons | Death, Paralysis, Poison | Petrification, Polymorph | Spells
[_=16] | [_=17] | [_=14] | [_=15] | [_=17]
[/table]
[table="rolls"]
Regular Saving Throw|Mental Saving Throw
1d20|1d20[_$=+mentsv]
[/table]
| HP Min/Max | AC(w/Shield) | Base THAC0
|
| 10/10 | 5() | |
| AC | -10 | -9 | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
|
| To Hit | 25 | 24 | 23 | 22 | 21 | | | | | | | | | | | | | | | | |
[table="ht"]HP Min/Max | AC(w/Shield) | Base THAC0
[_hp=10]/[_maxhp=10] | [_ac=5]([_$=ac-1]) | [_thac0$=21-lvl]
[/table]
[linebreak]
[table="htl"]AC|-10|-9|-8|-7|-6|-5|-4|-3|-2|-1|0|1|2|3|4|5|6|7|8|9|10
[b]To Hit[/b] |[_=25]|[_=24]|[_=23]|[_=22]|[_=21]|[_$=min(26-lvl, 20)]|[_$=min(25-lvl, 20)]|[_$=min(24-lvl, 20)]|[_$=min(23-lvl, 20)]|[_$=min(22-lvl, 20)]|[_$=thac0]|[_$=thac0-1]|[_$=thac0-2]|[_$=thac0-3]|[_$=thac0-4]|[_$=thac0-5]|[_$=thac0-6]|[_$=thac0-7]|[_$=thac0-8]|[_$=thac0-9]|[_$=thac0-10]
[/table]
[table="rolls"]Weapon|Proficient|Specialized|Double Special|+Hit | +Dmg | To Hit| Dmg vs. Small | Dmg vs. Large |Atk/Rd| RoF | Range
[_=Bastard Sword] | [_prof=1/1] | [_spec=1/1] | [_dspec=1/1] | [_bth=0] | [_btd=0] | 1d20[_$=+(bth+hitadj-2+2*prof+spec+2*dspec)] | [_=2]d[_=4][_$=+btd+dmgadj+2*spec+dspec] | [_=2]d[_=8][_$=+btd+dmgadj+2*spec+dspec] |[_$=(1+2*spec)]/[_$=(1+spec)] | [_rof=]|[_=]
[_=Long Sword] | [_prof=1/1] | [_spec=0/1] | [_dspec=0/1] | [_bth=0] | [_btd=0] | 1d20[_$=+(bth+hitadj-2+2*prof+spec+2*dspec)] | [_=1]d[_=8][_$=+btd+dmgadj+2*spec+dspec] | [_=1]d[_=12][_$=+btd+dmgadj+2*spec+dspec]|[_$=(1+2*spec)]/[_$=(1+spec)] | [_rof=]|[_=]
[_=] | [_prof=0/1] | [_spec=0/1] | [_dspec=0/1] | [_bth=] | [_btd=] | 1d20[_$=+(bth+hitadj-2+2*prof+spec+2*dspec)] | [_=]d[_=][_$=+btd+dmgadj+2*spec+dspec] | [_=]d[_=][_$=+btd+dmgadj+2*spec+dspec]|[_$=(1+2*spec)]/[_$=(1+spec)] | [_rof=]|[_=]
[/table]
Worn or Wielded
Items: / lbs.
Backpack (30 lb. max)
Items: / lbs.
Sack, small (10 lb. max)
Items: / lbs.
Pouch (2.5 lb. max)
Items: / lbs.
Coin Pouch (5 lb. max)
| Platinum | Gold | Electrum | Silver | Copper | Total Coins | Total Value in GP
|
| 4 | 2 | 0 | 5 | 3 | | |
Items: / lbs.
Total items: ; Total coins:; Total Weight: lbs
[f=h2]Worn or Wielded[/f]
[table="ht zebra"]
|Item [f=color:black][_ecnt=0][_elbs=0][/f]|Cost|Weight|Amount|Running Total Wt.|Location|Notes
[_act=1/1][_ecnt$=ecnt+act]|[_=Tunic, woolen, tan]|[_=0.05]|[_lb=1]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Hose]|[_=1]|[_lb=0]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Boots, heavy]|[_=2]|[_lb=5]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Chain Mail]|[_=75]|[_lb=30]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn]|[_=Max unencumbered movement: 90']
[_act=1/1][_ecnt$=ecnt+act]|[_=Shield, Large]|[_=15]|[_lb=10]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn or on back]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Sword, Bastard]|[_=25]|[_lb=10]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Wielded or in scabbard]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Backpack]|[_=2]|[_lb=10]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn on Back]|[_=Contents and their weight below.]
[_act=1/1][_ecnt$=ecnt+act]|[_=Sack, small]|[_=0.09]|[_lb=0]|[_nm=0]|[_elbs$=elbs+lb*nm*act]|[_=In Backpack]|[_=Currently empty and weight in backpack]
[_act=1/1][_ecnt$=ecnt+act]|[_=Pouch, small]|[_=.2]|[_lb=1]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=On belt]|[_=Contents and their weight below.]
[_act=1/1][_ecnt$=ecnt+act]|[_=Coin Pouch (large)]|[_=0.4]|[_lb=2]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=On belt]|[_=Contents and their weight below.]
[_act=1/1][_ecnt$=ecnt+act]|[_=Rope, silk, per ft]|[_=0.2]|[_lb=0.1]|[_nm=50]|[_elbs$=elbs+lb*nm*act]|[_=Looped on side of backpack]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Waterskin]|[_=1]|[_lb=1]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=At belt]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Water]|[_=0]|[_lb=1]|[_nm=3]|[_elbs$=elbs+lb*nm*act]|[_=In waterskin]|[_=Water is roughly 1lb per pint.]
[_act=0/1][_ecnt$=ecnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_elbs$=elbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_ecnt$=ecnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_elbs$=elbs+lb*nm*act]|[_=]|[_=]
[/table]
[f=small float-right]Items: [_$=ecnt] / [_$=elbs] lbs.[/f]
[f=h2]Backpack (30 lb. max)[/f]
[table="ht zebra"]
|Item [f=color:black][_bcnt=0][_blbs=0][/f]|Cost|Weight|Amount|Running Total Wt.|Location|Notes
[_act=1/1][_bcnt$=bcnt+act]|[_=Rations, trail (day)]|[_=6]|[_lb=1]|[_nm=5]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Torch]|[_=.01]|[_lb=1]|[_nm=5]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Bedroll]|[_=.20]|[_lb=5]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Whetstone]|[_=0.02]|[_lb=0.5]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Crowbar]|[_=2]|[_lb=5]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Shoes, common]|[_=0.5]|[_lb=1]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=For use where boots are too coarse]
[_act=1/1][_bcnt$=bcnt+act]|[_=Skillet]|[_=1]|[_lb=5]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Hose]|[_=1]|[_lb=0]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=Change of pants]
[_act=1/1][_bcnt$=bcnt+act]|[_=Tunic, woolen, olive]|[_=0.05]|[_lb=1]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=Change of shirt]
[_act=1/1][_bcnt$=bcnt+act]|[_=Sack, small]|[_=0]|[_lb=0.5]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=For use with loot, hopefully]
[_act=0/1][_bcnt$=bcnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_blbs$=blbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_bcnt$=bcnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_blbs$=blbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_bcnt$=bcnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_blbs$=blbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_bcnt$=bcnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_blbs$=blbs+lb*nm*act]|[_=]|[_=]
[/table]
[f=small float-right]Items: [_$=bcnt] / [_$=blbs] lbs.[/f]
[f=h2]Sack, small (10 lb. max)[/f]
[table="ht zebra"]
|Item [f=color:black][_scnt=0][_slbs=0][/f]|Cost|Weight|Amount|Running Total Wt.|Location|Notes
[_act=0/1][_scnt$=scnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_slbs$=slbs+lb*nm*act]|[_=]|[_=Currently empty and in backpack]
[_act=0/1][_scnt$=scnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_slbs$=slbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_scnt$=scnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_slbs$=slbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_scnt$=scnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_slbs$=slbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_scnt$=scnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_slbs$=slbs+lb*nm*act]|[_=]|[_=]
[/table]
[f=small float-right]Items: [_$=scnt] / [_$=slbs] lbs.[/f]
[f=h2]Pouch (2.5 lb. max)[/f]
[table="ht zebra"]
|Item [f=color:black][_pcnt=0][_plbs=0][/f]|Cost|Weight|Amount|Running Total Wt.|Location|Notes
[_act=1/1][_pcnt$=pcnt+act]|[_=Flint & Steel]|[_=1]|[_lb=0]|[_nm=1]|[_plbs$=plbs+lb*nm*act]|[_=In pouch]|[_=]
[/table]
[f=small float-right]Items: [_$=pcnt] / [_$=plbs] lbs.[/f]
[f=h2]Coin Pouch (5 lb. max)[/f]
[table="ht"]
Platinum|Gold|Electrum|Silver|Copper|Total Coins|Total Value in GP
[_pp=4]|[_gp=2]|[_ep=0]|[_sp=5]|[_cp=3]|[_tc$=pp+gp+ep+sp+cp]|[_tv$=floor(500*pp+100*gp+50*ep+10*sp+cp)/100]
[/table]
[f=small float-right]Items: [_$=tc] / [_cplbs$=tc / 10] lbs.[/f]
[f=centre]Total items: [_$=ecnt+bcnt+scnt+pcnt]; Total coins:[_$=tc]; Total Weight: [f=color:maroon bold][_ttllbs$=elbs+blbs+slbs+plbs+cplbs][/f] lbs[/f]
| Encumbrance Level | Weight Limit | Movement | Surprise
|
| Light | | 120' | +1 (for armor lighter than chain mail only)
|
| Medium | | 90' | Normal bonuses apply
|
| Heavy | | 60' | No normal bonuses apply (but penalties do)
|
| Encumbered | | 30' | No normal bonuses apply (but penalties do); -1 extra penalty |
Bonus Attacks
NotesFighters with melee weapons attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks); and at 13th or higher levels they attack twice per round (2/1 attacks). A partial additional attack (e.g. 3/2 attacks)
means that the extra attack is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable.
Fighters with melee weapons attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks); and at 13th or higher levels they attack twice per round (2/1 attacks). A partial additional attack (e.g. 3/2 attacks)
means that the extra attack is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable.
Fighting the Unskilled
NotesWhen the fighter is attacking creatures with less than a full hit die (i.e. less than 1d8 hit points), the fighter receives one attack for each of his or her levels of experience, e.g. a 4th-level fighter attacking goblins would receive 4 attacks per round. NB: A fighter exercising multiple attacks departs from the normal initiative procedure. The fighter will automatically attack first in the round unless fighting an opponent with multiple attacks of its own (in which case initiative should be rolled as normal). The fighter’s second attack in any given melee round will come last in the sequence.
When the fighter is attacking creatures with less than a full hit die (i.e. less than 1d8 hit points), the fighter receives one attack for each of his or her levels of experience, e.g. a 4th-level fighter attacking goblins would receive 4 attacks per round. [b]NB: A fighter exercising multiple attacks departs from the normal initiative procedure. The fighter will automatically attack first in the round unless fighting an opponent with multiple attacks of its own (in which case initiative should be rolled as normal). The fighter’s second attack in any given melee round will come last in the sequence.[/b]
Weapon Specialization (optional)
NotesWith the permission of the GM, weapon specialization may be selected during character generation. If weapon specialization is not selected during character generation, it remains forever unavailable to the character, barring some magical or divine intervention. If weapon specialization is in play, fighters may take a second proficiency in the same weapon as the first, granting them one extra attack every 2 rounds with the weapon (hence 3/2 attacks with a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1 to hit and +2 damage owing to their skill. Specialization costs one proficiency "slot" for melee weapons and crossbows, and two "slots" for missile weapons other than crossbows.
With the permission of the GM, weapon specialization may be selected during character generation. If weapon specialization is not selected during character generation, it remains forever unavailable to the character, barring some magical or divine intervention. If weapon specialization is in play, fighters may take a second proficiency in the same weapon as the first, granting them one extra attack every 2 rounds with the weapon (hence 3/2 attacks with a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1 to hit and +2 damage owing to their skill. Specialization costs one proficiency "slot" for melee weapons and crossbows, and two "slots" for missile weapons other than crossbows.
Double Specialization (optional)
NotesFor melee weapons that are not polearms or two-handed swords, a third weapon proficiency may be used to specialize further; this increases combat bonuses to +3 to hit and +3 damage with the weapon.
For melee weapons that are not polearms or two-handed swords, a third weapon proficiency may be used to specialize further; this increases combat bonuses to +3 to hit and +3 damage with the weapon.
[ +- ] Background
Zacharias has never been the sharpest cheese in the cave. Moreover, he wouldn't even understand the reference. Yet Zacharias is content. He knows his duty and is comfortable with it. His job is to push sharp, pointy objects into those who are a danger to him, others, his lawful commanders, or innocents. And despite his limitations, he has gotten pretty good at that. At least in the pushing pointy objects whilst not getting stuck himself. His commanders and trainers have tried to get him to expand his repertoire to include some longer-range options, like bows, crossbows, or even javelins. But Zacharias, or Zach at times, responds innocently "but when I hit them they fall down". To their consternation, Zach focused almost exclusively on his favorite weapon: the bastard sword. The largest sword he could swing and still hold a shield. To his credit, when he hits something, it usually DOES fall down.
A pleasant companion, Zach is most comfortable when he is given clear instructions that do not conflict with his sense of righteousness and morality—as simple as that may be. Too complicated of a conundrum will have him simply do nothing until he either gets an acceptable explanation or another order.
[abilities="Character Details"]
[table="ht"]
Race |Subculture |Class | Level | Age | Height | Weight | Alignment | Deity | Experience
[_=Human] |[_=Archontean] | [_=Fighter] | [_lvl=1] | [_=19] | [_=5'10"] | [_=173] | [_=LG] | [_=Ardenia Tessaeron] | [_=0] / [_=0]
[/table]
[/abilities]
[abilities="Attributes"]
[table="stats hl"]
Attribute|Value|Mod1|Mod2|Mod3|Mod4|Mod5
STR | [_str=15] | ToHit [_hitadj=0] | Dmg [_dmgadj=0] | Encumbrance [_encadj=+20] | Minor Tests (d6) [_minor=1-2] | Major Tests (d%)[_major=7]
DEX | [_dex=12] | Surprise [_surp=0] | |Missile Hit [_misladj=0] | | AC adjustment [_acadj=0]
CON | [_con=15] | HP Bonus [_hpadj=1] | |Survive Res [_survres=94]% | Survive Shock [_survshock=91]%|
INT | [_int=8] | Additional Languages [_adlang=1]||||
WIS | [_wis=7] | Mental Save [_mentsv=-1] | | | |
CHA | [_cha=11] | Max Follow [_=4] | Loyalty [_=0] |Reaction[_=0]||
[/table]
Languages Known: [_$=adlang+1]
[_=Archontean, <open>]
[/abilities]
[abilities="Saving Throws"]
[table="ht"]
Aimed Magic Item | Breath Weapons | Death, Paralysis, Poison | Petrification, Polymorph | Spells
[_=16] | [_=17] | [_=14] | [_=15] | [_=17]
[/table]
[table="rolls"]
Regular Saving Throw|Mental Saving Throw
1d20|1d20[_$=+mentsv]
[/table]
[/abilities]
[abilities="Combat"]
[table="ht"]HP Min/Max | AC(w/Shield) | Base THAC0
[_hp=10]/[_maxhp=10] | [_ac=5]([_$=ac-1]) | [_thac0$=21-lvl]
[/table]
[linebreak]
[table="htl"]AC|-10|-9|-8|-7|-6|-5|-4|-3|-2|-1|0|1|2|3|4|5|6|7|8|9|10
[b]To Hit[/b] |[_=25]|[_=24]|[_=23]|[_=22]|[_=21]|[_$=min(26-lvl, 20)]|[_$=min(25-lvl, 20)]|[_$=min(24-lvl, 20)]|[_$=min(23-lvl, 20)]|[_$=min(22-lvl, 20)]|[_$=thac0]|[_$=thac0-1]|[_$=thac0-2]|[_$=thac0-3]|[_$=thac0-4]|[_$=thac0-5]|[_$=thac0-6]|[_$=thac0-7]|[_$=thac0-8]|[_$=thac0-9]|[_$=thac0-10]
[/table]
[table="rolls"]Weapon|Proficient|Specialized|Double Special|+Hit | +Dmg | To Hit| Dmg vs. Small | Dmg vs. Large |Atk/Rd| RoF | Range
[_=Bastard Sword] | [_prof=1/1] | [_spec=1/1] | [_dspec=1/1] | [_bth=0] | [_btd=0] | 1d20[_$=+(bth+hitadj-2+2*prof+spec+2*dspec)] | [_=2]d[_=4][_$=+btd+dmgadj+2*spec+dspec] | [_=2]d[_=8][_$=+btd+dmgadj+2*spec+dspec] |[_$=(1+2*spec)]/[_$=(1+spec)] | [_rof=]|[_=]
[_=Long Sword] | [_prof=1/1] | [_spec=0/1] | [_dspec=0/1] | [_bth=0] | [_btd=0] | 1d20[_$=+(bth+hitadj-2+2*prof+spec+2*dspec)] | [_=1]d[_=8][_$=+btd+dmgadj+2*spec+dspec] | [_=1]d[_=12][_$=+btd+dmgadj+2*spec+dspec]|[_$=(1+2*spec)]/[_$=(1+spec)] | [_rof=]|[_=]
[_=] | [_prof=0/1] | [_spec=0/1] | [_dspec=0/1] | [_bth=] | [_btd=] | 1d20[_$=+(bth+hitadj-2+2*prof+spec+2*dspec)] | [_=]d[_=][_$=+btd+dmgadj+2*spec+dspec] | [_=]d[_=][_$=+btd+dmgadj+2*spec+dspec]|[_$=(1+2*spec)]/[_$=(1+spec)] | [_rof=]|[_=]
[/table]
[/abilities]
[abilities="Equipment"]
[f=h2]Worn or Wielded[/f]
[table="ht zebra"]
|Item [f=color:black][_ecnt=0][_elbs=0][/f]|Cost|Weight|Amount|Running Total Wt.|Location|Notes
[_act=1/1][_ecnt$=ecnt+act]|[_=Tunic, woolen, tan]|[_=0.05]|[_lb=1]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Hose]|[_=1]|[_lb=0]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Boots, heavy]|[_=2]|[_lb=5]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Chain Mail]|[_=75]|[_lb=30]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn]|[_=Max unencumbered movement: 90']
[_act=1/1][_ecnt$=ecnt+act]|[_=Shield, Large]|[_=15]|[_lb=10]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn or on back]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Sword, Bastard]|[_=25]|[_lb=10]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Wielded or in scabbard]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Backpack]|[_=2]|[_lb=10]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=Worn on Back]|[_=Contents and their weight below.]
[_act=1/1][_ecnt$=ecnt+act]|[_=Sack, small]|[_=0.09]|[_lb=0]|[_nm=0]|[_elbs$=elbs+lb*nm*act]|[_=In Backpack]|[_=Currently empty and weight in backpack]
[_act=1/1][_ecnt$=ecnt+act]|[_=Pouch, small]|[_=.2]|[_lb=1]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=On belt]|[_=Contents and their weight below.]
[_act=1/1][_ecnt$=ecnt+act]|[_=Coin Pouch (large)]|[_=0.4]|[_lb=2]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=On belt]|[_=Contents and their weight below.]
[_act=1/1][_ecnt$=ecnt+act]|[_=Rope, silk, per ft]|[_=0.2]|[_lb=0.1]|[_nm=50]|[_elbs$=elbs+lb*nm*act]|[_=Looped on side of backpack]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Waterskin]|[_=1]|[_lb=1]|[_nm=1]|[_elbs$=elbs+lb*nm*act]|[_=At belt]|[_=]
[_act=1/1][_ecnt$=ecnt+act]|[_=Water]|[_=0]|[_lb=1]|[_nm=3]|[_elbs$=elbs+lb*nm*act]|[_=In waterskin]|[_=Water is roughly 1lb per pint.]
[_act=0/1][_ecnt$=ecnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_elbs$=elbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_ecnt$=ecnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_elbs$=elbs+lb*nm*act]|[_=]|[_=]
[/table]
[f=small float-right]Items: [_$=ecnt] / [_$=elbs] lbs.[/f]
[f=h2]Backpack (30 lb. max)[/f]
[table="ht zebra"]
|Item [f=color:black][_bcnt=0][_blbs=0][/f]|Cost|Weight|Amount|Running Total Wt.|Location|Notes
[_act=1/1][_bcnt$=bcnt+act]|[_=Rations, trail (day)]|[_=6]|[_lb=1]|[_nm=5]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Torch]|[_=.01]|[_lb=1]|[_nm=5]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Bedroll]|[_=.20]|[_lb=5]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Whetstone]|[_=0.02]|[_lb=0.5]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Crowbar]|[_=2]|[_lb=5]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Shoes, common]|[_=0.5]|[_lb=1]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=For use where boots are too coarse]
[_act=1/1][_bcnt$=bcnt+act]|[_=Skillet]|[_=1]|[_lb=5]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=]
[_act=1/1][_bcnt$=bcnt+act]|[_=Hose]|[_=1]|[_lb=0]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=Change of pants]
[_act=1/1][_bcnt$=bcnt+act]|[_=Tunic, woolen, olive]|[_=0.05]|[_lb=1]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=Change of shirt]
[_act=1/1][_bcnt$=bcnt+act]|[_=Sack, small]|[_=0]|[_lb=0.5]|[_nm=1]|[_blbs$=blbs+lb*nm*act]|[_=In backpack]|[_=For use with loot, hopefully]
[_act=0/1][_bcnt$=bcnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_blbs$=blbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_bcnt$=bcnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_blbs$=blbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_bcnt$=bcnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_blbs$=blbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_bcnt$=bcnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_blbs$=blbs+lb*nm*act]|[_=]|[_=]
[/table]
[f=small float-right]Items: [_$=bcnt] / [_$=blbs] lbs.[/f]
[f=h2]Sack, small (10 lb. max)[/f]
[table="ht zebra"]
|Item [f=color:black][_scnt=0][_slbs=0][/f]|Cost|Weight|Amount|Running Total Wt.|Location|Notes
[_act=0/1][_scnt$=scnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_slbs$=slbs+lb*nm*act]|[_=]|[_=Currently empty and in backpack]
[_act=0/1][_scnt$=scnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_slbs$=slbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_scnt$=scnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_slbs$=slbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_scnt$=scnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_slbs$=slbs+lb*nm*act]|[_=]|[_=]
[_act=0/1][_scnt$=scnt+act]|[_=]|[_=]|[_lb=]|[_nm=]|[_slbs$=slbs+lb*nm*act]|[_=]|[_=]
[/table]
[f=small float-right]Items: [_$=scnt] / [_$=slbs] lbs.[/f]
[f=h2]Pouch (2.5 lb. max)[/f]
[table="ht zebra"]
|Item [f=color:black][_pcnt=0][_plbs=0][/f]|Cost|Weight|Amount|Running Total Wt.|Location|Notes
[_act=1/1][_pcnt$=pcnt+act]|[_=Flint & Steel]|[_=1]|[_lb=0]|[_nm=1]|[_plbs$=plbs+lb*nm*act]|[_=In pouch]|[_=]
[/table]
[f=small float-right]Items: [_$=pcnt] / [_$=plbs] lbs.[/f]
[f=h2]Coin Pouch (5 lb. max)[/f]
[table="ht"]
Platinum|Gold|Electrum|Silver|Copper|Total Coins|Total Value in GP
[_pp=4]|[_gp=2]|[_ep=0]|[_sp=5]|[_cp=3]|[_tc$=pp+gp+ep+sp+cp]|[_tv$=floor(500*pp+100*gp+50*ep+10*sp+cp)/100]
[/table]
[f=small float-right]Items: [_$=tc] / [_cplbs$=tc / 10] lbs.[/f]
[f=centre]Total items: [_$=ecnt+bcnt+scnt+pcnt]; Total coins:[_$=tc]; Total Weight: [f=color:maroon bold][_ttllbs$=elbs+blbs+slbs+plbs+cplbs][/f] lbs[/f]
[/abilities]
[table="ht center"]Encumbrance Level|Weight Limit|Movement|Surprise
Light| [_$=35+encadj] | 120'|+1 (for armor lighter than chain mail only)
Medium| [_$=70+encadj] | 90'|Normal bonuses apply
Heavy| [_$=105+encadj] | 60'|No normal bonuses apply (but penalties do)
Encumbered| [_$=150+encadj] | 30'|No normal bonuses apply (but penalties do); -1 extra penalty
[/table]
[abilities="Class Abilities"]
# Bonus Attacks
Fighters with melee weapons attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks); and at 13th or higher levels they attack twice per round (2/1 attacks). A partial additional attack (e.g. 3/2 attacks)
means that the extra attack is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable.
# Fighting the Unskilled
When the fighter is attacking creatures with less than a full hit die (i.e. less than 1d8 hit points), the fighter receives one attack for each of his or her levels of experience, e.g. a 4th-level fighter attacking goblins would receive 4 attacks per round. [b]NB: A fighter exercising multiple attacks departs from the normal initiative procedure. The fighter will automatically attack first in the round unless fighting an opponent with multiple attacks of its own (in which case initiative should be rolled as normal). The fighter’s second attack in any given melee round will come last in the sequence.[/b]
# Weapon Specialization (optional)
With the permission of the GM, weapon specialization may be selected during character generation. If weapon specialization is not selected during character generation, it remains forever unavailable to the character, barring some magical or divine intervention. If weapon specialization is in play, fighters may take a second proficiency in the same weapon as the first, granting them one extra attack every 2 rounds with the weapon (hence 3/2 attacks with a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1 to hit and +2 damage owing to their skill. Specialization costs one proficiency "slot" for melee weapons and crossbows, and two "slots" for missile weapons other than crossbows.
# Double Specialization (optional)
For melee weapons that are not polearms or two-handed swords, a third weapon proficiency may be used to specialize further; this increases combat bonuses to +3 to hit and +3 damage with the weapon.
[/abilities]
[spoiler="Background"]
Zacharias has never been the sharpest cheese in the cave. Moreover, he wouldn't even understand the reference. Yet Zacharias is content. He knows his duty and is comfortable with it. His job is to push sharp, pointy objects into those who are a danger to him, others, his lawful commanders, or innocents. And despite his limitations, he has gotten pretty good at that. At least in the pushing pointy objects whilst not getting stuck himself. His commanders and trainers have tried to get him to expand his repertoire to include some longer-range options, like bows, crossbows, or even javelins. But Zacharias, or Zach at times, responds innocently "but when I hit them they fall down". To their consternation, Zach focused almost exclusively on his favorite weapon: the bastard sword. The largest sword he could swing and still hold a shield. To his credit, when he hits something, it usually DOES fall down.
A pleasant companion, Zach is most comfortable when he is given clear instructions that do not conflict with his sense of righteousness and morality—as simple as that may be. Too complicated of a conundrum will have him simply do nothing until he either gets an acceptable explanation or another order.
[/spoiler]