Sesamar Campaign
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Updated June 28th, 2024 


Fighters are weaponsmasters
and combatmasters.
Fighters are those who have minimally decent strength, constitution, and courage (create a fighter, name a fighter). They spend their time training how to use weapons and learn battle tactics. In turn, Sesamar and Desamar reward them with enhanced skills.

Fighters have this hierarchy:

SoldierLevels 1 - 3
SwordsmanLevels 4 - 6
Advanced SwordsmanLevels 7 - 9
Master SwordsmanLevels 10+

The term Swordsman is based on the fighter's weapon of choice. So, a 5th level fighter whose weapon of choice is an ax would be an Axman.

The title of Lord is one of societal position but is usually obtained from leading or succeeding in battle. The title of Lord comes with land and some type of dwelling, like fortress, keep, or castle. Lords are called upon by a king for services like battles, ceremonies, special duties, ... The title Protector is often used for a king or queen's personal bodyguard.

Fighters can specialize in certain tactics. For every level obtained passed the first, fighters can gain a +1 with one chosen tactic. To gain this tactic, it must be taught from a fighter of higher level than the character looking to gain this benefit.

The player gains a -1 to AC.

When using this tactic with another fighter who possesses the tactic, they both gain one additional -1 to AC and can extend this defensive benefit to any one humanoid who is in close proximity behind their shields and it applies to non-magical missiles, and hand-held weapons.

If there are n fighters who use shielding, then they all gain an additional -(n/2) rounded up to AC and can protect up to (n-1) humanoids if in a line or (n/2) rounded up humanoids if in a circle.

When shielding is used with players with different ability, the lowest ability will prevail.

This tactic requires:
  1. medium to large shields that are in good or better condition,
  2. shields to be firmly positioned,
  3. no forward or side-to-side motion,
  4. an offensive sacrifice, meaning participants who are shielding may attack with a sword or spear no more than once/round and receive a -1 to-hit against opponents for every +1 to defense they receive from shielding.

Assaulting by Mount
The player will gain the ability to bring fear to an enemy. For every two mounted fighters who are trained with this tactic will be able to cause a single humanoid or smaller foe a -1 to AC.

If n mounted fighters charge, (n/2) rounded down foes will lose a point in armor class and mounted fighters will gain +1 point of damage with successful hits.

If 5 or more mounted fighters charge, an equal number of NPC foes will have to save verses paralysis at +3 or run in fear. This fear component does not work against foes who are using shielding.

This tactic requires:
  1. two or more mounted fighters,
  2. a supporting infantry to have long lasting benefit,
  3. a healthy mount that is quick, large, and are intimidating,
  4. a mount that is trained for battle.

Raining Arrows
This allows archers to gain a +1 to-hit bonus against foes.

For every n archers who rain arrows, all archers will receive a +(n/5) rounded up bonus to-hit their opponents.

When raining arrows is used with players with different ability, the lowest ability will prevail.

This tactic requires:
  1. a well-known area,
  2. foes to be exposed in an open area,
  3. archers to be in a densely packed formation,
  4. all archers to be working in unison,
  5. enemies that are in a densely packed formation.

Flying Wedge
This is a group attack tactic is good at piercing enemy lines.

For every n characters who attack with this tactic, it will cause (n/4) foes, rounded up, to save versus stone at -1 or be thrown to the side (85%) or lose footing and fall (15%).

When flying wedge is used with players with different ability, the lowest ability will prevail.

This tactic requires:
  1. enemies to be in a line or slight arc,
  2. fighters to be in a densely packed, pointed formation,
  3. all fighters to be working in unison, driving toward foes while using hand-held weapons.

This is a tactic that is used against large (giants) or mounted foes.

For every m characters who use this tactic, it will weaken assaults by mounted attackers so that the (n/2) benefit they would normally gain changes to a (n/2)-m (rounded down) benefit. Polearming also nullifies the fear component of mounted attacks.

In addition to automatically winning initiative against mounted attackers, polearming causes a chance to dismount a foe who has been successfully hit with a polearm (-1 save versus paralysis) and cause the foe to be stunned for a round (+10%) if the save is unsuccessful.

This tactic requires:
  1. a large or mounted foe,
  2. the polearmers to be perceive the large foes movement in advance of the attack,
  3. a sturdy polearm,
  4. good footing,
  5. two hands on each polearm.

These tactics are open only to fighters, not their subclasses. Rangers are too busy learning outdoor skills (and more) and paladins are busy with their roles as religious warriors.

Fighters are trained in numerous cities. However, these cities are sought after for their master swordsmen: Kornas, Bolalius, Vilmer, Astor, and Vullaria.