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Player's Pack - Fighters

The document is a guide to the Fighter class in the Advanced Dungeons & Dragons game, detailing character creation, abilities, and combat strategies. It emphasizes the versatility of fighters, including the importance of ability scores, proficiencies, and different combat styles such as archery and charging. Additionally, it touches on specialized classes like Paladins and Rangers, highlighting their unique traits and roles within the game.

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0% found this document useful (0 votes)
14 views22 pages

Player's Pack - Fighters

The document is a guide to the Fighter class in the Advanced Dungeons & Dragons game, detailing character creation, abilities, and combat strategies. It emphasizes the versatility of fighters, including the importance of ability scores, proficiencies, and different combat styles such as archery and charging. Additionally, it touches on specialized classes like Paladins and Rangers, highlighting their unique traits and roles within the game.

Uploaded by

Dm Michael Tpk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Beginner's

Guide to the
Fighter
Design: William W. Connors
Editing: John D. Rateliff
Coordination: Bruce Nesmith
Interior Art: Valerie Valusek & Terry Dykstra
Photography: Charles Kohl
Models: Dennis Kauth
Production: Nancy J. Kerkstra

This material is protected under the copyright laws of the United States of America. Any unauthorized use of the material or artwork contained herein is
expressly prohibited without the written consent of TSR , Inc. Copyright © 1994 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR , Inc. Distributed to
the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors.

ADVANCED DUNGEONS & DRAGONS and AD&D are registered trademarks owned by TSR, Inc.
The TSR logo is a trademark owned by TSR , Inc.
All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.

TSR , Inc. TSR Ltd.


PO Box 756 120 Church End
Lake Geneva Cherry Hinton
WI 53147 Cambridge CB1 3LB
U.S.A. United Kingdom

1112XXX1901 ISBN 0-7869-0039-3


The Brotherhood of Steel
A knight in armor charging into strategy to outwit opponents.
battle on his trusty steed. A Such a fighter plans attacks
nimble swordswoman holding carefully and always calculates
off hordes of attacking mon- the odds before entering a
sters with her flashing blade. A fight, often throwing his or her
stealthy archer getting the drop foe off-balance w ith unex -
on unsuspecting foes ... these pected maneuvers. Naturally,
are the very stuff of adventure this type of character will be
gaming . It is hardly surprising , constantly on the watch for a
therefore, that the fighter is by chance to study some new
far the most commonly played · weapon or witness the tech-
character class in the AD&D® niques of a master warrior.
game. A fighter with a high Wisdom
There are many reasons for score is endowed with a
this. Perhaps the most obvious healthy dose of common
is the simplicity of the fighter's sense . He or she will not act
task, at least in its most basic rashly, or rush into hopeless
form. After all , hitting monsters situations, and knows when to
with swords, axes, and clubs, or shooting them retreat in order to live to fight another day.
full of arrows, doesn 't necessarily take a whole Rangers and paladins always have higher-than-
lot of thought on the part of a player. Thus , the average Wisdom scores.
fighter class is ideal for novice gamers or those Characters with low Charisma have to let
who simply prefer the straightforward style of their swords do the talking for them; by con-
play that many fighters favor. trast, a fighter with a high Charisma score finds
Does this mean that there is nothing more to it easy to make a good first impression. Simply
running a fighter character than this? Not by a put , a likeable character is often able to use
long shot. Like so many elements of the AD&D good looks or charm to make others more will-
game, the possibilities for fighters are nothing ing to follow his or her lead . Thus charismatic
less than endless, beginning with the creation of fighters are not only popular with members of
the character. the opposite sex but often take the role of party
Ability Scores: While any fighter will want leader.
high Strength and Constitution scores, a high Proficiencies: The careful selection of profi-
Dexterity is just as important , especially for ciencies for a warrior can further establish a
archers. But it is with the remaining three ability unique character. The selection of nonweapon
scores that a player can really begin to person- proficiencies such as navigation, swimming ,
alize his or her fighter character. and seamanship can easily be used to cast a
Characters with low scores in Intelligence, character in the garb of a pirate or viking raider.
Wisdom, and Charisma are followers, not lead- A player who wishes his or her fighter to be a
ers. He or she may have a heart of gold or be a dashing swashbuckler might opt for etiquette ,
grumbling bully, but in either case the fighter can gaming, and heraldry; the player of a ranger
be easily manipulated by his or her fellow party might choose direction sense, fire-building, and
members ("Grog- attack!").
By contrast, a character with a high lntelli-
gence score often has a major voice in any
plans the party makes, due to his or her
strong grasp of tactics and knack of using
8 2
set snares. With careful selection of proficien-
cies and the purchase of the right equipment
to fit the character concept, every player can
create a warrior who stands apart from his or
her peers.
The Call to Arms
No matter what style of charac- spears or halberds may set
ter a player decides to run, them to receive the charge,
there are some elements that impaling the unfortunate
all warriors-fighters, paladins, " berserker-but such are the
and rangers alike-will have in fortunes of combat.
common. When combat erupts Still, there are times when
and the time for negotiation is a charge is not simply the
passed, everyone in the adven- gambit of a berserker but the
turing party looks at the warrior most logical means of attack
to form their first line of defense available. For example, a
and give the rest of the player knight on horseback can
characters time to bring their deliver a devastating amount
special talents into play. He or of damage by charging with a
she must buy the vital seconds , lance. When time is of the
for others to prepare a crucial essence, one cannot waste
spell, care for the wounded, or time in fancy maneuvers-if
exploit some special weakness an enemy spellcaster has
of the enemy. already begun an invocation,
How characters go about this, and the fighting there can be no hesitation or delay if his or
styles they choose, vary as greatly as do the her concentration is to be disrupted.
personalities of their players. Ambushes: While some fighters might think
Archery: Some fighters prefer to hang back, of the ambush as an ignoble tactic employed
hurling volleys of arrows or quarrels into the only by brigands and savages, others recognize
ranks of their enemies. The advantages of such it as a highly effective tactic that may enable a
a fighting style, of course, is that it keeps the small force to triumph over a larger one.
enemy at a distance. Its main disadvantage is The disadvantage of the ambush lies in the
that it leaves the warrior vulnerable to hand-to- length of time required to set it up and the exact-
hand attack. If someone can get close enough ness with which events must proceed. If every-
to engage the archer in melee combat, the poor thing does not go exactly according to plan,
archer's bow or crossbow will be useless, fore- then the entire ambush may fall apart. Indeed,
ing him or her to switch to a backup weapon the ambush may even be turned against those
while under attack. Nevertheless, employing who planned it, turning a great victory into a
missile weapons are still the tactic of choice for crushing defeat.
fighters whose Dexterity is greater than their Delaying Actions: There comes a time when
Strength. even the bravest of adventurers is forced to
Charge!: The opposite of the archer who retreat in the face of overwhelming odds. When
attacks from afar is the berserker who loves this happens, it becomes the responsibility of
hand-to-hand mayhem best. Only at such close the warriors in the group to hold back the enemy
quarters can a fighter take full advantage of his while the weaker members of the party can flee.
or her Strength. In addition, closing with the foe If all goes well, the warrior will be able to
as quickly as possible limits the enemy's ability escape in turn, but death in combat is a risk that
to use missile fire or magic. Before too many any true warrior must accept. To a true warrior,
shots can be fired, the charging warrior is there is no better death than to fall before an
upon his or her target, rendering missile 1:-1 enemy, especially if this sacrifice saves his or
weapons useless. Of course, enemies with ~ her companions' lives.
Paladins and Rangers
While the world is full of fighting coming only from the upper
orders, most of these can be echelons of society, the nobil-
treated as normal fighters. The ity; a paladin of more humble
ADVANCED DUNGEONS & birth who is deeply concerned
DRAGONS® game rules pro- with the well-being of folk of all
vide for two examples of spe- social ranks may open their
cial fighting classes: paladins eyes to the great potential of
and rangers. Players running this class.
either of these character types While the Player 's Hand-
will need to pay special atten- book places some very stern
tion to the unique abilities, restrictions on the actions of a
requirements, and traditions of paladin, it's important that the
their chosen class. player remember that these
Paladins: These holy war- are part of a code of conduct
riors are by far the most the character wants to follow, a
unusual variant of the warrior way of life he or she deeply
class. In addition to their com- believes in-a paladin enjoys
bat abilities, paladins enjoy giving away wealth just as
many of the special powers of priests-includ- much as a thief would enjoy amassing it.
ing the ability to cast spells and turn the undead. Rangers: These woodland warriors prefer the
Despite the wonderful role-playing possibilities wilderness to towns and cities and are more
these characters present, there is a tendency comfortable with small groups than large crowds.
for players to typecast paladin characters in one They are the Robin Hoods, Striders, and Daniel
of two simple roles. Boones of the AD&D game: expert trackers,
The first is the stern guardian of everyone masters of woodcraft, and good with animals.
else's morals, a champion of the faith who looks Many prefer the longbow to the heavy swords
upon all that is not sanctioned by his or her favored by most fighters, and all rangers scoff at
church as evil. Intolerant to a fault, these cru- the elaborate metal armor treasured by paladins,
saders find it almost impossible to work with wearing instead simple leather armor that makes
characters of other alignments and often no sound when they are stalking prey.
become a liability, not an asset, to the adventur- Rangers get along well with anyone who
ing parties they join. shares their love of natural settings, but they are
The second is an overly chivalrous hero, the implacable foes to those who wantonly harm
perfect ideal of knighthood. While easier to get woodlands, their inhabitants, or indeed any
along with than the crusader type, they are dan- innocent folk. Their empathy with their wood-
gerously naive and predictable, Such paladins land surroundings is reflected in the fact that
are apt to agree to undertake difficult quests high-level rangers gain priest spells affecting
without first questioning the motives of their plants and animals and often have tame ani-
employers and often get both themselves and mals or sylvan folk as followers.
their friends in a lot of trouble. Although most rangers live in forests, other
While some players might enjoy running variations are possible-a ranger from a cold
either of these stereotypes, particularly in a climate could be modeled on an Inuit hunter,
humorous campaign, there are many other while one from a land of rolling plains could
possibilities that can allow a more inventive [ ] resemble a Sioux scout. Likewise deserts,
player to create a truly memorable hero. For sea coasts, and mountains can each have
4
example, most players think of paladins as specialized ranger-types.
The Character Record Sheet
Included with the Fighter's Hi!Po;nts c:::i modifiers be applied when
Player Pack is a tablet of 12 j1J j recording the numbers in this
character record sheets (often AttackTabl• column; instead, players should
just called character sheets). write in the basic roll needed
These provide a simple way for to hit a target of the Armor
players to keep track of the Class listed.
important information that w;s00m 5. Weaponry Information:
defines their characters. TSR chansma In this space the player can
grants permission to photocopy record the specifics on the
these sheets for personal use. character's favorite weapons,
These sheets are designed along with the attack penalty
to be easy to use. All of the 1 1 1 the character suffers when
information On the Sheet is CharacterSketch ExpenencePo,nts ~ USing a Weapon With Which he
grouped into the following O ~ I - ---~ I or she is not skilled. The infor-
blocks for easy reference. mation is grouped by general
1. Personal Information: In
this area the player can record
OCflJOO
~~~~':..?s notes, attack data, and dam-
age specifications.
the name he or she makes up 6. Armor Class lnforma-
for the character, as well as information about tion: In this block the player can record the type
the character's race, class, level, and alignment. of armor his or her character is wearing, if any,
Additional spaces permit the player to record a and the effect it has on his or her Armor Class.
general description of his or her character. Space is provided to record the Armor Class the
2. Ability Scores: This is probably the first character has when surprised, caught without a
area of the character sheet that the player will fill shield (if he or she uses one), or attacked from
out when creating a new character. It includes behind. Additional information on bonuses due
spaces for keeping track of a character's ability to Dexterity or magical protections can be
scores and all of the game modifiers generated recorded in the Other Defenses box.
by them. 7. Character Sketch: Artistic players will
3. Hit Point Record: This portion of the char- want to draw a sketch of their character in this
acter record sheet is placed where it will be box. Others can select one of the portrait stick-
easy to see and use at all times. A character's ers included in this kit (or some other piece of
current hit point total is likely to change fre- artwork) and secure it here to help them visual-
quently during combat, so players should write ize their character.
lightly when recording information on wounds 8. Experience Point Record: This space can
their characters receive. be used to record the number of experience
4. Attack Table: This part of the character points (XPs) that the character has accumu-
record sheet will probably be referenced more lated, along with the total needed to advance to
often than any other. There is a space to record the next level. The player can also note here
the character's THACO listing as well as the whether his or her character is entitled to the
melee and missile attack modifiers determined 10% bonus in XPs awarded to characters with
by the character's Strength and Dexterity exceptional scores in the prime requisite of their
scores. chosen class.
Once these three boxes at the top are filled 9. Saving Throw Table: In this space the
in, the player can quickly fill out the table of [ ] player can record all of the saving throws
rolls required to hit various Armor Classes 5 appropriate to the character due to his or her
from 1 Oto -10. It is recommended that no class and level.
The Character Record Sheet
10. Class Abilities: This Warrior Abihties Weapon Nonweapon player to total the value and
::t::"' C==:J := D Proficiencies Proficiencies
area can be used to record i::... c::::J~ '.:::]EJEJ :::JE~ weight of the items he or she is
important information about the ,::::s R __ ~ ___ carrying. The former is mainly
j b
special talents a character has _,~ =_i::::::= I 0 for record-keeping purposes,
due to his or her class. Pal- •• ~ .... while the latter is used in con-
~ ~ 0tj
1
1

adins , for example, can record ::: - junction with the rules on

~hueri: ~~~~;:::~ 'd,:1~~~~~i~~;i~ ~j ~ ~ § ~ ~ , , ~~;~k:~~t a~~d1~~cumbrance


animal lore, and so forth. Equipment RacialAb.t;ties - ~::1;:· 15. Wealth: As a character
1
sp~~i~l~~~i~~ s ~~~~~~:~~r~~~ -- ~:~ §E §j~ ~~~~n~~~eus~~~a~:s:~~i~tg~:~~
~~c~:~e~i~e~~-her race can be --~ 1 ~§ ~ I ~:a~=~~t~·r:~~~db~~~k e~!~~ts 0~

Pl~:~,:~:~;~;;;~~i~i1~:~i~:~
the optional weapon proficien-
cies rules should write down
- :§1 ~ ~
'-DD ·-
_
i =;~~ ~;:;~,:~~c~~;~~~; =~:s~:::
-

-,~
.. ~
f

':;Z.,..
,

.mfj
- -

vided to list each different type


of coin (cp, sp, gp, &c.), how
those weapons with which much coinage is carried by the
their character is skilled. Space is also pro- character when he or she goes on an adven-
vided to record the number of slots the charac- ture, and how much he or she has hidden away
ter begins the campaign with , as well as the in caches. A box at the bottom of the block pro-
rate at which he or she accrues additional vides space for the recording of unusual valu-
slots. The penalty for using a weapon with able items like gemstones or pieces of jewelry.
which the character is not proficient can be 16. Encumbrance: For players in campaigns
recorded here as well. Following each weapon using the optional encumbrance rules , this
listing is space for the player to indicate space records the carrying capacity of a charac-
whether his or her character is specialized in ter (as indicated by his or her Strength score). In
the use of that weapon . addition , notes remind the player of the negative
13. Nonweapon Proficiencies: Like Block effects that encumbrance will have on the char-
12, this area is intended for use by those cam- acter's combat abilities.
paigns employing the optional proficiency rules. 17. Movement: This block contains an easy-
The number of slots that a character begins to-use table that the player can quickly fill out
with, the number of bonus slots he or she for reference during play. First, the base move-
receives for high Intelligence (see the add'l Ian- ment rate for the character (12 for humans,
guages box in Block 2), and the rate at which elves, and half-elves; 6 for dwarves, halflings,
he or she acquires new slots can be recorded at and gnomes) is recorded in the heavier block.
the top of the box. The name of each skill The first column, which reflects the movement
selected by a player, the number of slots allo- rate of a walking character at the various levels
cated to it, its relevant ability score, and any of encumbrance, can then be calculated
needed modifiers to proficiency checks can be quickly. Once this is done, the player can deter-
recorded on the lines below. mine the rates of movement when his or her
14. Equipment Carried: This block can be
used to record all of the equipment that a
character takes along on an adventure, as
well as the cost and weight of each item. A
space at the bottom of the block allows the
6
G character is jogging or running by simply multi-
plying row by row. Thus, for humans the
numbers in the first column will be 12, 8, 6,
4, and 1, while the numbers in the top row
will be 12, 24, 36, 48 , and 60.
The Mapping Tablet
One of the most useful things ture, such as the dungeon
included with the Player Pack is complex beneath a castle.
a pad of mapping paper. A close y
A
"
............
y y y y
A
..
A
y Once a hexagonal regional
look at this tablet will reveal that map has been made of an
there are actually four types of : : : : : : : : : : : : : : : area, the buildings on (or
paper in it. Each of these has a ·: ·: ·: ·: ·: ·: ·: • under) it can be mapped with
special use and allows the :,:,:,:_:_:,:_: this type of paper. This is the
player to keep careful track of . ~ . . " ...... type of paper that players will
his or her character's various r.---,,------.~ -:;~=::::::;::::==;I generally use when mapping
adventures. Care has been the dungeons they are explor-
taken to make the papers in this ing. In addition, when a char-
tablet useful to both players and acter designs and builds a
Dungeon Masters. In addition, castle, temple, tower, or other
TSR grants permission for large structure, the player can
AD&D game players to photo- map it with these sheets.
copy these sheets for personal
use, so you'll never run out of .___ _ _ _ _,_,____ _ _ _ ____. • Tactical Maps (Y2·inch
them. Just make sure that you squares): This paper is
don't use your last original, or you won't have a intended for use in making maps of smaller
good master left to copy. areas, usually a close-up shot of some area
A quick look at these sheets will reveal that on a strategic map. Players can use it to
the grids on them are not composed of solid make more detailed maps of unusual rooms
lines but of a pattern of crosses or triads. This (tombs, shrines, and the like) that their char-
is because a map drawn on a standard sheet acters encounter while exploring the
of graph or hex paper is difficult to reproduce dungeons recorded on the strategic maps.
on a photocopier; the solid lines printed on the Once a player has mapped his or her charac-
paper tend to make the hand-drawn map diffi- ter's stronghold, he or she can detail the most
cult to read. By contrast, photocopies of maps important areas of it on a tactical map
made on these sheets should be just as read- The larger size of this grid makes it easy to
able as the original. use with metal miniatures as well. Players who
decide to become Dungeon Masters will find
• Regional Maps (~·inch hexes): The regional these sheets useful for making maps of the
map sheet is covered with a hexagonal grid. rooms in a dungeon where combat is likely to
These sheets should be used for mapping take place. When the characters reach that
large geographical areas, like a country. It area, just pull out the map of the area, place it
can be used by players to map unexplored on the table, and let the battle begin!
territory as their characters move through it or
to lay out a plan of the grounds surrounding a • Parchment Blanks: The last type of paper
player character's castle. The scales used on included in the kit is simply a blank sheet with
these maps will vary with the size of the terri- a border on it that looks like curling parch-
tory being mapped. ment. This is intended primarily for those

D
wishing to make props for use during game
• Strategic Maps (114-inch squares): The play. Players and Dungeon Masters can use
next type of paper in the mapping tablet is this to create wanted posters, public notices
a simple square grid. It is intended for use 7 recruiting followers, crude treasure maps, and
in creating a strategic map of a large struc- similar documents.
Painting Guide
Many gamers find that their role- are hardest to get at. Another
pl ayi ng sessions are greatly important thing to paint early
enhanced by the use of minia- on are areas of exposed flesh.
ture figures. While it is true that For more realistic figures,
a whole book could be written paint in the shadows in folds of
on the many techniques in- clothing first, using a darker
volved in painting figures, the shade that complements the
basics can be explained fairly color you have chosen. After
briefly. Remember, though: the that dries, paint the rest of the
best way to become a skilled item with the main color. Now,
miniatures painter is to practice. your figure will have lifelike
folds and shadows.
1. Cleaning: Even the best
miniatures will need to be 5. Highlighting: When all of
cleaned before they are ready your base colors have dried,
to paint. Start by trimming away you can move on to highlight-
any excess metal and carefully ing. Start with a lighter color
filing away obvious seams, than the area you plan to high-
especially on the underside of the figure's base. light. For example, if you are doing the highlights
After that is done, the figure should stand on a gray cloak, you might use a light gray or
steadily on its own. maybe even white. After you put the paint on your
Once the miniature has been trimmed and brush, dab it off with a piece of paper. Be careful
smoothed, wash it in warm, soapy water to not to crush the bristles, but make sure that there
remove any dirt, grease, or oil. Set the figure out is no visible liquid left on the brush. Once that is
to dry, preferably overnight. After you have done, lightly brush the color onto the area you
cleaned your figures, try to handle them as little want to highlight.
as possible. If you do it right , highlighting will leave you
with light traces of paint on the raised areas of
2. Mounting: It is always best to secure a figure the figure.
to a base. For human-sized figures, it is custom-
ary to use a Y<>-inch square of poster board. In 6. Detailing: After all of your highlights are dry,
most cases, epoxy or super-strength glues work go back and paint the little details. Now is the
best. Of course, always use fast-bonding adhe- time to get the buttons on jackets, rivets on
sives with care. shields, and the like. When all is said and done,
the highlights can make an otherwise average
3. Priming: It is best to apply an undercoat, or figure look outstanding!
primer, to your miniatures before painting them.
The best all-around primer for miniatures is light 7. Protection: When you are done painting your
gray in color and applied with a spray can. It is miniature, set it aside and let it dry overnight.
best to use a few thin coats of primer rather than Then apply a clear acrylic spray to your minia-
a single thicker layer. After you prime your fig- ture to protect it from nicks, scratches, and dirt.
ures, let them dry overnight.

4. Base Colors: After your primed figures are


fully dried, it is time to start painting them. It is
usually best to start by painting the areas that
G
8
Acrylic sealers come in both matte (dull) or
gloss (shiny) finishes. Most people use a
matte finish to make their figure look as real-
istic as possible. Use several thin coats of
acrylic rather than one heavy one.
?dfor personal use only. 01994 TSR, Inc. All Rights ReSeNed, 111 zxxx 1902
JOIN THE ADVENTURE!
ENTER NEW WORLDS OF EXCITEMENT AND FUN

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