Advanced Dungeons & Dragons 2nd Edition Wiki
Ability Requirements: Strength 9
Prime Requisite: Strength
Allowed Races: All

The principal attribute of a fighter is Strength. To become a fighter, a character must have a minimum Strength score of 9. A good Dexterity rating is highly desirable.

A fighter who has a Strength score (his prime requisite) of 16 or more gains a 10% bonus to the experience points he earns.

Also, high Strength gives the fighter a better chance to hit an opponent and enables him to cause more damage.

The fighter is a warrior, an expert in weapons and, if he is clever, tactics and strategy. There are many famous fighter from legend: Hercules, Perseus, Hiawatha, Beowulf, Siegfried, Cuchulain, Little John, Tristan, and Sinbad. History is crowded with great generals and warriors: El Cid, Hannibal, Alexander the Great, Charlemagne, Spartacus, Richard the Lionheart, and Belisarius. Your fighter could be modeled after any of these, or he could be unique. A visit to your local library can uncover many heroic fighters.

Fighters can have any alignment: good or evil, lawful or chaotic, or neutral.

As a master of weapons, the fighter is the only character able to have weapon specialization (explained in Chapter 5). Weapon specialization enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter character is not required to specialize in a weapon; the choice is up to the player. No other character class--not even ranger or paladin--is allowed weapon specialization.

While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.

When a fighter attains 9th level (becomes a “Lord”), he can automatically attract men-at-arms. These soldiers, having heard of the fighter, 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 fighter 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 fighter can tax and develop these lands, gaining a steady income from them. Your DM has information about gaining and running a barony.

In addition to regular men-at-arms, the 9th-level fighter 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 DM what unit your fighter attracts. This allows him to choose a troop consistent with the campaign. See Table 16: Fighter's Followers.

The DM may design other tables that are more appropriate to his campaign. Check with your DM upon reaching 9th level.

A fighter can hold property, including a castle or stronghold, long before he reaches 9th level. However, it is only when he reaches this level that his name is so widely known that he attracts the loyalty of other warriors.