The Fighter can be a knight, a barbarian, a mercenary, a martial artist, an archer, a tavern brawler, or any such man at arms.

You have a + 1 bonus to hit in combat.

Your Saving Throws (when something happens and the Dungeon Master tells you to roll to save) are:

  • Paralyze 14
  • Poison 12
  • Breath Weapon 15
  • Magical Device 13
  • Magic 16
    Saving Throws improve, so don’t be too scared that you need a 16 or higher to save against magic.


Roll twice on this table. Do what it says—there are also indicators of what to do if you re-roll that same result over again in places where that’s hard to figure out…

1-30 + 1 to hit. Trust me, you’ll be glad you have it.

31-50 + 1 to all your saves. Aren’t you Mr special goose? Or Ms special goose

51-55 In battle there is no law, but you’re kinda in charge. Once per fight you can give any other PC an extra non-attack (that is: not a traditional “roll to hit, roll for damage” type weapon attack), non-spellcasting action. Re-rolling this lets you do it one more time per fight.

56-57 When you hit things they tend to stay hit: + 1 damage. If you roll this again it jumps to + 3, then + 5, + 7 etc

58-59 You have learned where not to stand. + 2 to jumping out of the way (breath weapon save). + 1 thereafter if you re-roll this.

60-61 You smoke less and have been getting some exercise. + 2 vs toxins, poisons and whatever other saves might be considered derivable from your general good health.

62-63 You’ve gotten real good at shoving. On a melee hit you can do your usual damage plus knock a human-sized opponent back ten feet. If you try it twice on the same opponent they get a save or Strength check or something against you. If you roll this result again you get 2 free shoves before the saves kick in. After that, re-roll.

64-65 You’re spending more time with non-fighters and have learned something new! Gain a skill point to place in a skill of player’s choosing, including Language.

66-67 You’re good at aiming for the fingers. On a hit you can do your ordinary damage plus disarm an opponent if they fail a simple Strength check. If you reroll this result they get a penalty to their check, + 1, then + 2 etc.

68-69 You’re grabby as fuck. On a melee hit on a human-sized or smaller opponent you can do your ordinary damage plus your opponent is grabbed if they fail a Strength check. Note grabbing is not always what it’s cracked up to be since now you’re vulnerable to attack from elsewhere, but enjoy it while it lasts. If you reroll this result they get a penalty to their check, + 1, then + 2 etc.

70-71 You’ve been getting out and meeting new people. You are now + 2 to hit from horseback or +2 to hit in unarmed combat or + 2 to hit with a ranged weapon. Your choice. If you eventually roll all of those and keep re-rolling this result, you start getting + 2s to weird fighting situations you can make up, like fighting blind or on fire or whatever GM approval blah blah blah

72-73 Finally! A second attack per round. You divide your attack bonus however you like between opponents/strikes. You get an extra attack per round every time you re-roll this result.

74-75 Christ you’re big. + 2 to checks to intimidate people. + 2 when your re-roll this thereafter, you’re getting like Wolverine scary.

76-77 You shall be splintered! Basically you can use the Shields Shall Be Splintered rule on a limb of your choice: A single hit that normally would have killed you just maimed you instead. You lose an arm below the elbow or leg below the knee, your choice. If you re-roll this you can “bank” another one or, if you’ve already lost a limb, the next time you get magically healed it comes back.

78 AHA!!! You’ve heard a rumor in a tavern—that thing you wanted? The riding panther? The Axe of Ninety Nymphs? That king totally willing you lend you his army? The parasitic extra limb that grants you immortality? That romantic subplot? It’s there. 4 sessions worth of adventure away or less. Tell your GM, who then must place it.

You must have a fair shot at it—like any other treasure, but there’s no guarantee you will get it. If you don’t get it by the fourth session you can keep trying or let it go and roll again on this table. However if you choose to roll again and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. GM think up some clever reason why.

79 Your smashingness inspires awe in lesser beings. You have an exceptionally (though not supernaturally) intelligent and loyal henchman, hound or horse (your choice). This individual cannot be slain, kidnapped or otherwise traduced “offscreen” by the GM, so if he or she’s in trouble and your PC is not around you get to play it out. If you re-roll this and your previous one is not dead, you get to add another hit die to your pal.

80-81 You’re totally a skullsplitter. Your critical range extends by one. Now you double damage on a 19 or 20. Keep rolling this and it keeps extending.


82-83 You get those sunken eyes like Bronn in Game of Thrones. Immune to fear. If you re-roll this, your companions gain a + 2 vs fear if they can see you, then + 4 etc

84-86 Hold fools! I hear something…. Which of the following environments has your PC spent the most time fighting in: city, dungeon, wilderness, desert, or sea? Whichever it is, you can now anticipate wandering monsters a round ahead of time in that environment and are immune to non-magic surprise there. If you re-roll this again you can pick a second environment or get an extra round of anticipation.

87-88 You have learned to aim jusssst above the eyes. When fighting an opponent with adjacent eyes you can do your normal damage plus partially blind it by getting blood in its eyes. It’ll take the opponent an action to wipe the blood away and this trick only works once on any given opponent. If you re-roll this it takes two actions to wipe away, if you re-roll it again you can totally de-eye an opponent on a successful hit, if you re-roll it a fourth time then just re-roll until you get a different result.

89-90 You’ve been like hunting and stuff with your Ranger friends. You can now knock prone or shove anything that is animal intelligence up to the size of a bear in addition to also doing usual damage on a successful melee hit. Subsequently re-rolling this result gives you a + 2 to damage vs animal-intelligence foes.

91-92 You have learned the Impetuous Immortal Leaping Strike. You leap six feet in the air and for a mere – 2 to hit you can do double damage if you connect. You can’t pull it twice on the same foe (even if you miss) and it’s kinda exhausting and puts you in a bad position, defensively; you cannot attack in the round afterwards. If you re-roll this, the damage goes up by 2 points each time.

93 Hey whoa, been going to the gym, huh? + 1 to Strength attribute up to 18. Numbers in excess go to Constitution or Dexterity.

94 Hey whoa, been doing like laps in pools of the tears of the families of your fallen foes? + 1 to Constitution attribute up to 18. Numbers in excess go to Strength or Dexterity.

95 You have an annoying drinking buddy who thinks throwing wadded up paper at you is fun. + 1 Dexterity up to racial max. Numbers in excess go to Strength or Constitution.

96-97 You have become unbelievably metal. You do triple damage on a Critical Hit. Re-roll this: you do quadruple, etc.

98-99 You’re like a decapitator. If you roll a natural 20 against something with a head in melee and its level/HD is equal to or less than yours, it does not have a head anymore. Re-rolling this means you can do it against things your level or one higher, then 2 higher, etc.

00 Ab..ra…kaaaa..what? Holy hell, someone managed to teach you a spell. The formula is bouncing around in your brain dying to be unleashed. It’s any spell you want, up to 8th level, and it will work as if cast by a 15th level Wizard. It will work once, period. Ever. You have to be able to speak in order for it to work but no other restrictions apply.

From DnD with Pornstars





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